I have an idea in mind for a game that is primarily objective based (do X, reward Y, etc.) and I'm trying to find ways to implement a way to contest other players to be the first to complete the objective. We'll say there are four publicly known objectives at all times on four cards in the center of a table. Also assume this game is turn based and there are four players involved (A, B, C, and D).
It's A's turn. Player A places a marker on a public objective. Player A cannot attempt to complete this objective until his/her next turn. That is a rule of this game - you must wait a turn to complete an objective since you're "accepting" an objective at the end of your turn. It's now Player B's turn. Player B also places a marker on the same public objective player A selected, meaning this objective would now be deemed "contested" over by two players; A and B.
Continuing with the example above, lets assume the game gets back around to Player A. Player A completes the contested objective. That means Player B will not get a chance to complete it when it comes back around to B's turn. Essentially meaning Player B's efforts of completing an objective have been pointless since Player A completed it before B could.
I fear the game would boil down to "Well, Player A is claiming Objective X. I guess I could put my marker on that same objective and hope he doesn't complete it on his turn". This just seems bad.
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I'll just lay out the general framework I have:
Setup:
Community market deck and row
Community objectives deck and row
Each player gets X money to begin the game
Turn Sequence:
1. Players may choose to increase stat A or stat B by one point
(To purchase some cards in the market or attempt objectives, players have to have a certain amount of stat A and/or stat B)
2. Purchase a card from the market by paying money
3. Play cards from their hand such as items, mercenaries, or skills
4. Players must attempt to complete an objective they previously accepted
5. Accept a new objective by placing their marker/token on a public objective (not being able to attempt to complete it until their next turn)
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So as you can see, this involves lots of public information; a community market and community objective row. There are no unknowns here. Market cards include cards to aid you in completing quests and cards to negatively affect an opponent.
I do not want to overly complicate the mechanics of this game, but I feel like it is too simple as is. Everything purchased is public knowledge, so everyone will know if Player A bought a card to screw someone over the next time someone tries to go for an objective.
Does this clarify my position here? Hopefully so.
What I'm looking for here is this: I need some people to pick this apart and tell me what's wrong with it, where potential issues are, and/or what could be improved on.
I very much like the idea of public markets and players buying cards from them. I also like the idea of being able to contest players on certain objectives. I'm just not sure of the best way to do it.
If Player #2 has to wait an entire turn - well that's a large penalty and no one will want to bid on Objectives simply because losing a turn is HIGH RISK.
The other option is that if there are four (4) Objective cards, Player #2 may choose ANY UNPICKED Objective. And you can resolve things in that manner.
Thanks so much for your replies, man. I really appreciate it!
Quoted this because it's exactly the problem I'm envisioning. It's such a high risk to contest an objective because the risk is that you essentially waste your entire turn.
Now card drafting seems like a great alternative. Being someone who has drafted tons of Magic: the Gathering I have no idea why I didn't think of that.