Basically I am looking for some ideas as to how I can create interesting decisions in my worker placement game when there are low resources available. Here is a brief description of a turn:
2 dice are rolled one that determines the amount of (A) resources available in that turn and one that determines how many (B) resources. That amount of A and B resources is then given to each player player.
Note: At the end of the turn any A or B resources unused, are lost back to the general supply.
Next players take turns to place down their actions. Players only get two workers, no more no less. The following actions are available.
1) Buy 1 pt tokens for (AA) each
2) Buy 2 pt tokens for (AAAB) each
3) Remove a -1 pt token for (A) (negative points are accumulated elsewhere in the game)
4) Upgrade your ability to gain A, B or C resources. (This costs an escalating amount of (B) and gains the player a +1 to a resource roll at the start of turns)
5) Gain 2 C resources (C resources are 'colourless' but do not dissapear at the end of the turn and can be used in a winter phase, like food)
6) Store 1 A or B token for use next turn.
Now this looks like a lot of choices, and when the resource rolls or flying, or it is relatively later in the game there is nor problem as these descions present a lot of options and strategic choices.
However if there are low resources available, this effectively cuts out most of the options. If you cant to action 1 2 3 or 4 as you dont have enough resources, you kinda have to do 5 and 6. Hence this is not an interesting choice.
I'm looking for ways of creating interesting choices that dont nessescarily depend on having many resources. But yet are not 'back up' choices that you are forced into if nothing else is availble.
I hope this has made sense. probably not. Thanks anyway though guys!
Thanks for your replies! Good suggestions!
I guess I want to ensure the choices that players have when resources are low are different than when they are high, but no less interesting. This is preferable to simply having less choices. I am concerned about making a any 'low cost' actions into' back-up actions'that you would only ever choose if you had no option. As this again makes it uninteresting.