First let me define what I'm referring to as the "Action/Resource Dice" mechanic. It came up in another thread from a suggestion by Zaiga...
At the beginning of each "round" (or game turn, or whatever), 3 dice are rolled. On each player's turn, they assign 1 die result to each of 3 things... the production of a resource, the generation of income, and the resolution of some action from a list.
Obviously, more dice could be rolled, or instead of a number of resources, the number on the die could indicate WHICH resource out of a list is produced... the key point is that there is a restriction as to how much and or which resources are produced, as well as which actions are available, and those limitations are related to each other, and the same for each player.
So what can be done with this mechcanic? Let's here some suggestions as to theme and resources/actions in this thread.
- Seth
Why not just take the #pips in VPs? If everyone gets the same dice, then it's not as if that's not fair... I think that could allow for a fairly interesting 'low tech' strategy, where you always take as many VPs as you can, and make do with lower level overall actions and less income. A contrary strategy might be to take fewer VPs each time, and try to outweigh that by researching and upgrading and whatever.
I especially like that you said "1-#pips" here. This way the base action, in this example 'move ships', can always be taken - even if a 1 is not rolled. I think that's important.
And the ascending importance of actions is also good, goes along with the mechanic well.
Good example!
- Seth