Hey gang. I'm in the play testing stage of my current project, and I have run into the issue that once one or two players begin to get ahead, it seems to be very difficult for others to catch up.
I'd love to have input on possible mechanics for economic games which can help players come from behind, or mechanics which can slow down the leader.
Some of my past posts on this project have far too long, so I'm going to split the details of my game into a second post in this thread. If you don't feel like reading my novel, skip the next post. However, if you still have theoretical ideas about the topic, I would love to hear them. Thanks in advance for your input!
For anyone who is interested, here is an in-depth description of the game: http://www.bgdf.com/node/5150. For others, here's a brief primer: Each player controls a starship manufacturing company competing to complete contracts. Players start with am initial amount of cash, but after that, the main way to get more cash is to complete contracts. When players completes a contract, they earn a lump sum of cash, as well as victory points and "Favor" cards (think Catan development cards). This makes completing a contract feel like a huge accomplishment, but it is also inherently very swingy.
Since the growth in this game is somewhat exponential, once a player has completed two or more contracts, he or she has a huge advantage over players who have yet to complete one. I'm trying to determine a way to help players who start slow to be able to catch up, either by speeding them along or slowing the front runners down. Here are some early thoughts:
- Some favor cards provide ways for players to attack each other. These could enable players to gang up on the leadesr to slow them down. However, right now the only way to get favor cards is to complete contracts. Perhaps another way needs to be added to get these cards?
- In my latest draft, each contract card has a tie breaker printed on it to determine who wins the contract if two players try to complete it on the same turn. These tiebreakers are currently benefit a mix of strong and weak players. One option would be to make the universal tiebreaker fall to the player furthest behind.
What other options are out there? Some kind of luxury tax on the leaders? Is a more accessible form of player interaction necessary to allow trailing players to pull the leader back to the pack? Thanks for your input!