So I had this idea come out of a play test for a different game recently. The issue was that the players spent a horrendous amount of time debating strategy (I mean we had 30 minute turns when a typical turn is 10-15 minutes) and I thought "there has to be a way to limit this..."
That led me to an idea. Imaging there are 3 players (call them 1, 2, and 3) and 5 cities (a through e). Players conceal their actions from each other despite being on the same team. Each city has an envelope, each player has a deck of cards (colour coded to keep track of whose is whose) that represent actions. Each player puts their actions into the envelope of the city they are in, without communicating those actions to the other players. Actions get resolved all at the same time at the end of the turn.
Inter player communication would be limited to essentially sending letters, where the players could place actions in the envelope of another city as a way of secretly informing other players in that city only what they are trying to do.
So do you think this mechanic has any viability?
Since this is a bit down the list in my notebook right now (my current project is marching ever closer to publication and is taking 90% of my time and attention) I will have to record a few of these notes and revisit the concept when my plate is a little more clear.
One thing I definitely want, however, is to implement some sort of secret actions, maybe in conjunction with public actions. My forte in design is medieval history (one of my hobbies/passions). Imagine a game where the players represent nobles of various position. There is a succession crisis and the claimants to the throne are trying to entice the nobles to their side. Here is an example of what I am thinking:
Each turn the nobles draw 1 cars from each faction deck (the "offer"). They compare the two offers selecting the one that is the most appealing and discarding the other (the next turn they compare 2 new offers to what they have already been offered and choose between those). Changinger offers may result in grater wealth or political power, but not changing offers would grant loyalty/honour point's that would positively influence relations with your own soldiers (more fight, less flee, for example). Actions could be public (constructing a building, forging an alliance) or private (sending out a spy). At the end of the game the civil war comes to a head and the players reveal what side they are on and fight it out...
I forsee some flaws, but I may deal with them if I ever get around to designing this for real.
Thanks for your thoughts.