Hi Randy here, i am rather new to whole board game design thing so any tip or advice would be appreciated.
Currently i am trying to design a worker placement game where players are noblemen that are competing against each other for the crown. In order to do so they need accumulate a set amount of victory points by hiring a team of specialists to complete quests in the kingdom.
Players are given a set amount of gold each round which they can choose to either save up so that they have enough gold to hire a team to complete a quest or spend it on a hiring a specialist to solve a problem that occurs each round. Note that specialist require being paid every single time they work.
So the whole dynamic of the game is choosing how spend your gold. Do you A) ignore the the problems that occur every round just so that you can complete a quest faster? Or do you B)Fix some of the problem that occur each round at the cost of being slower than your competitors?
So my question would be, how should I punish players for neglecting a reoccurring problem? Loss of victory points? Loss of gold? Incapacitate one of the specialist in a player's payroll? Hp system? One thing i want to make sure is that penalties should be bad enough that players would make a effort to avoid them. However they shouldn't be so strong that it destroys a player's chance at victory.
I am open to suggestions. Currently i am leaning towards a district Hp system where ignoring the problem will eventually destroy a portion of the city forcing the player to forfeit.
Anyway thanks for listening.
Thanks for the replies and sorry for not providing a better picture, the game is still in its infancy, with me trying to make a very basic prototype for me to customize and test on.
That said, in game, gold is only resource you own and you use that to influence the many specialists on the board. There are 3 random quest cards on the board, each with their own upkeep cost, consequence effect and a completition cost.
So for a example lets say there was a kraken attack in the harbor quest card. The upkeep cost would be like, Soldier: 1d6+2 and scientist:1d6+1. Players seeing this need to decide on either hiring enough soldiers and scientists to avoid the badstuff or just accept the bad stuff. The completion cost is like the upkeep cost however is alot bigger. By doing the completetion cost you end the quest and get alot of vp.
As in regards to specialist there will be a 10 on the board. With more added in as the game progresses. Types of specialist would include soldier, scientist, occultist, rogue, and adventurer.
So game set up would be 3 random quests and 10 random specialist. In a round players would take turns placing one gold on a specialist that they need. It continues onto the next player until everyone decide to pay no more gold or cant pay any more. Afterward specialist are distributed by the amount of gold place on them. If there is a tie then it rock paper scissors to decide. After that quest upkeeps occur and players who have enough of a specific specialist will ignore the bad stuff. End of round. Next round player do the same thing with any specialist that isnt paid for will return to the board and any that are paid for a second time are able to be used for completing a quest.
This is a really rough prototype that i am trying to make. The numbers are not set in stone and what i am really trying to do is make a default boring setting for everything to be measured by. Which is why i need to decide on a default consequence for players who ignore or cant pay the upkeep cost.
Due to limited amount of specialist player are bound to fail upkeepss, so the effects must not be crippling but at the same time if you manage to get through you get more gold for the next round.
Thanks again for reading.