As was mentioned in the Chat tonight, here's an idea for a movement mechanic. This goes more with the Relic Rush idea where the tile laying merely creates the board, and players interact with that board by moving a pawn around on it. The Tourist Trap idea does not really lend itself to pawn movement of any kind- I see that one as something closer to Carcassone where you lay tiles and score points.
So here's the suggestion. I'm not sure if I like it or not- you be the judge:
Players start with a 'hand' of tiles- say 7. The first phase of the game consists of players in turn placing one tile at a time (note, it would be possibly to make the opening hand identical by coloring the backs of the tiles). After players place their 6th tile (leaving one) [or their 7th, or whatever], then the pawns come into play. They could all start at a common center space, or they could start at any edge perhaps, or on one end of the board. Probably common center is the way to go. The the turn goes "draw a tile, place a tile [note you might have a hand of 1 or more tiles the whole time], move pawn" where the rules governing movement are to be determined.
One way could be just move 1 space. That's not too exciting. another coud be move down a passage to the next room (or the end of a passage if there's no room there- the 'end of passages' could be one of the cards- the deck with almost no treasure in it). If there's a 'treasure card' symbol there you may "search for treasure" by drawing a card from the appropriate deck and following any directions on the card. If you begin your turn in a room with a treasure card symbol, you may choose to forego movement in order to search for treasure (draw appropriate card)
Each symbol is intended to be used only once- maybe a 'blank' chip could be placed over the symbol to show it's been used up. Also there could be a rule about searching while another player is present- like you can't do it, or if you try to search while there's another player in the same room, they get a chance to steal an item from you.
What do you guys think of this stuff?
- Seth
...I'd do the "return after buying new equipment"... and discoveries of a scientific nature could also earn "money"... at least in the form of grants. "Money" per se, in a game, is always just a means of keeping score. When you force a player to choose between sacrificing some of their victory points in order to gain power in the game, or to hang on to their VPs in hopes of winning more quickly, it adds another dimension to the game.
...and I still think that the "players create the board within parameters" coupled with, "exploring equals winning" aspects of the two-tier game allows for archeological, fantasy treasure hunt, or simply explorer modules to all exist within the game. Let the players choose which 'game they want to play' each time they open the box. The rules need not change to accomodate this.
XXOOCC