When it comes to a competitive game that has resource gathering each turn, does the 1st player have too much advantage over consecutive players?
In games where everyone collects resources from each player's production rolls, this isn't really an issue. Player 1 starts with zero, and rolls or takes an action that generates a resource for everyone, then player 2 starts with one resource more than player 1 had. Player 3 would then begin with 2 resources, and so on.
That sounds like it balances out so that player 1 doesn't have any advantage from going first, right?
But what about a game where players only generate resources for themselves? After several rounds of turns, does player 1 have a better chance of winning because he started first? If each player makes the exact same decisions, then whatever the goal of the game may be - build enough to score 10 points, for example - Player 1 will be able to score the final point before anyone else.
So is it enough to have the meaningful decisions throughout the game allow players to "out-build" player 1? Or having enough ways to interfere?
Or is it necessary to make an initial adjustment on the first turn - for example, player 1 starts with zero resources, player 2 starts with one, player 3 starts with 2, etc...?
I'm interested in discussing this issue in general, but also for how it applies to my game specifically.
So as an example, I've been using an "end of turn" roll to generate a bonus resource for everyone. Basically, Player 1 ends their turn by rolling a D6, and each player gets a resource that corresponds to the number rolled. Since Player 1's turn is over, he can't use that resource until his next turn, but the following players CAN.
The only thing I don't like about that is that everyone needs to have a table to show what # on the die corresponds to what resource, so that each player gets a different resource than the others. Originally, I had those numbers printed on the board next to each facility, but it tends to confuse people, making them think that is the # of resources they get from placing a worker there.
Alternatively, I could use a custom die with an image of each resource icon, so everyone would get the same resource from the roll.
The end-turn roll works, and it generates bonus resources throughout the game. But what I'm wondering is if this is necessary to compensate for player turn order advantage?
Could I just have each player start with a different amount of resources for the first turn, as I suggested in the previous post? Player 1 starts with zero, but each consecutive player starts with +1 more than the previous player? Is that a simpler rule that's just as effective?