So I am working on a game where exploration is a major, but not the only component. The game is a co-operative scifi game where all the players are crew on a starship. A major element is that the 'map' is randomly generated for replayability and exploration.
Right now there are several elements to randomly generate the map. First, there are a number of 'sectors' (think of them as levels; progress to the next one, things get harder) that need to be crossed. sectors are different boards, randomly selected each time you reach a new one. Each sector has its own theme, bonuses and hazards. On each sector is a series of locations with multiple paths to choose from to reach the end of that sector.
The locations are the 2nd random element. On each location is a facedown card/tile/token which indicates what you found there. Here's where my problem comes in: assuming a sector has 20 or so locations (less than half of which will actually be reached, but many may be scanned ahead of time to allow the players to choose where to go) How do I retain my sense of exploration without making them shuffle out 20 cards/tiles/tokens 5 or so different times during the game?
I feel that tiles and tokens tend to be more difficult to shuffle and then set on a board without accidentally revealing what they are, plus they tend to be a lot less organized; yet they are easier to pick up and allow for a smaller surface area, (as these sectors are a secondary, not the primary, game board). Cards, on the other hand, would be much easier to shuffle and setup/deal out; but are annoying to pick up off of a flat surface, particularly if you have 20 of them laying in an organized manner and you're trying to pick up one in the middle.
I have considered not placing cards/tiles/tokens on these locations at all, and instead when you arrive, you draw one randomly, but I always feel that this belittles the sense of real choice. As in, it didn't matter which location I chose to go to, I would've randomly picked whatever I got anyway. Instead, when they are already present-but-face-down, I feel a lot more anticipation like: 'whats behind door #1, 2, or 3?' (and with the intended ability to scan the path ahead, I feel like it is necessary to have them present on the board for the sake of player choice).
To summarize, I am looking for a mechanic/game piece to allow for these locations to be setup randomly, be physically present on the board, and are easily cleared to make way for the next board (which also needs to be setup).