This is a little bit of "mechanic" and a little bit of "idea", so not sure of the best forum to post on, but here goes...
I've got a space themed adventure game in progress that should be suitable for family play, accommodating a fairly wide range of ages. This is partly due to asymmetric roles picked by the player. Some roles are more straight forward, some will require more complex thinking, and have different ways to achieve victory points. (Think: trader, pirate, humanitarian, etc.) (er... humanitarian... hmmm, what would the correct be here as there are aliens? Xenotarian?)
Anyway, one element of the game is to make money by trading resources between planets. Now, I want this to be interesting for players who like trade, but it also has to be approachable for younger players.
Instead of every planet having it's own prices (complex), I've classified the planets into 3 broad categories, say red, yellow, blue which trade in 4 commodities. Each color planet shares the same prices with the same color. (simpler)
Each planet deals in all 4 commodities, but for OPTIMAL trades, I've gone with a rock-paper-scissors configuration. So you can buy red items on red planets for cheap and sell them high on yellow planets (or medium on blue). You can buy yellow items on yellow planets and sell them high on blue, and buy blue on blue and sell to red.
So for a younger player all they need to know is buy the red stuff at red planets, etc. While an older player may look for increased efficiency in the route taken, and watching for opportunities in price fluctuation. (info about price flux at the end)
So, first question:
Thematically, I haven't decided what makes the most sense for what the planet classes and the commodities actually are.
Right now I'm thinking:
1) Food ($) / Ore ($$) / Manufactured Goods ($$$)
Red (Frontier/Mining) buys Food high, sells Ore low
Yellow (Production) buys Ore high, sells Manufactured Goods low
Blue (Developed) buys Manufactured Goods high, sells Food low
Or:
2) Food ($) / Industrial ($$) / Luxury ($$$)
Red (Frontier) buys Industrial Goods high, sells Luxury Goods low
Yellow (Production) buys Food high, sells Industrial Goods low
Blue (Developed) buys Luxury Goods high, sells Food low
What would fit well for a wide range of planets and goods that fits in a rock-paper-scissors model?
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Ok, next part:
You might have noticed that I originally said 4 commodities but only list 3.
The 4th I envision as contraband items. These are an optional item you can buy cheap and sell for a big profit, but at a risk of getting caught with them.
(This can remain themed as Contraband, as this is a family game, though it could conceptually represent anything from weapons, to drugs, to muffins made by people your faction doesn't like.)
I have two solutions so far:
1) Buy Contraband low at the frontier worlds and sell high at Yellow and higher on Blue. Faction has no bearing.
2) There are 2 Contraband items, one for each major faction. You buy them low at the faction that owns them and sell high at the opposite faction.
Option 2 adds a 5th commodity and I dislike it for this reason, but perhaps adds more difficulty in obtaining them - in addition to getting caught with them. However option 1, while simpler, tends to disrupt the rock-paper-scissors rotation a bit. Right now I'm leaning towards option 1.
But perhaps there's another way to go about this. Any thoughts?
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Oh yeah, price flux. So, I'm thinking that periodically a custom die can be rolled that changes the overall price of a commodity. A single item is temporarily raised, or lowered, across the board on all planets. The new prices are listed on a color coded die face. You'll still want to buy red stuff at red planets, but a savy trader could find ways to work the market.
Well, you asked quite a few questions. I left a lot of that out because I didn't think it all that relevant to the main questions I had, and I didn't want to end up writing a novel of a post.
But basically:
Yes you can see what they buy, but that doesn't mean your character can detect contraband in their hold. Something like the roll of a die compared to how many illegal items you have. Also, it's not just players that can catch you. Many systems have a "security fleet" that perform a check too. If you get caught, there is fine, but more importantly you will get "criminal activity tokens" (other ways to get these too) Enough of these and it will affect what systems you can go to without incident, and also make you an appealing target for Bounty Hunter type players who can get VP for going after you. If you manage to fend off and disable the Bounty Hunter, the Humanitarian may get VP for rescuing him. Many actions you take can open up new opportunities for other players. Some players will be encouraged to cooperate (not just compete) because they can earn VP for doing so, or benefit by the opportunities their actions generate. (so you may want to help them or keep them active)
No, red/blue/yellow just refer to the classification of a planet. The board consists of large hex tiles that represent different systems that are randomly arranged to form the playing area. Different systems can belong to different factions. Factions can determine where a player is allowed to go - but not all roles are concerned with this.
Movement between planets and systems is determined by your ship speed. Which can be improved by ship components you can buy (cards)
Paper bills for money, tokens for the commodities, and a different style of tokens to represent victory points and crime points.