I'm looking for a different sort of board and movement mechanism for a science-fiction game.
Goals:
- The board does not impede player interaction too much
- Movement on the board is not obvious, ie., situations arise where one player may see a move or path that another player might not
Game Context:
I am planning on having the following aspects in the game, which may be important to know:
- Space boards will have 1 to 4 planet cards attached to them, so should not physically move on the table once placed
- Space Events can be played which could alter the movement-rules for a particular board, such as an Asteroid Belt which prevents anyone from jumping into the sector
- Each space-board may have a special rule on it, which may also affect movement
- Different players will basically have the same movement rules (technology), tho it will be possible during the game to get more advantages in movement technology
I'm looking for discussion or ideas which may help me to find the solution, as it's bugging me. I have considered the following ways of doing this, which don't seem to be fully satisfactory:
- A player can move any fleet into hyperspace/homeworld one on turn, and then back out of hyperspace on another, arriving at any point in the galaxy. I find this unsatisfactory unless it can take 1 turn, 2 turns, 3 turns to arrive at different points, and I've no idea how to make that word in a board-game.
- Adjacency: Sectors are arranged orthogonally in a map, and you can move from sector to sector in any direction.
- Tree or Path construction: The sectors each have vectors, and when placed down, they form a sort of tree, or the standard spacelanes one gets in a lot of sci-fi. I like this, but I feel it isolates most sectors and reduces interaction
- Tree/Path/Grid where basic movement is by adjacency, and higher technologies like hyperspace and spacefold allow different movement rules, such as jump out/jump to (above), and wrapping edges, and so on
Any discussion or ideas may be helpful