Hi everyone at BGDF! This is my first post to the site, so hello.
I'm currently working on a game that features a guard dog (possibly two) in a backyard. The backyard will be a open space made of non-linear interconnected spaces. Given the right circumstances, the players can heighten the dog's awareness from his doghouse and he'll give chase to the players. If caught, a player will be sent back to the main base losing any items in possession. Essentially, when the dog is on the board, everyone is trying to get back to base with their points/items intact.
Where I'm running into trouble is how exactly the dog(s) should work. As the spaces are non-linear, there's no easy progression the dog can follow to wipe out any players. My first thought is to let the player with the least amount of points take control of the dog, which seems fair. I also thought about maybe having a "leash" radius mechanic, where it can only reach so far on the map, but this makes a safe area that might ruin some of the chance of the game.
Has anyone found a good way to deal with a "Guard" type element, that, when provoked, has to fairly chase after all (or almost all) players without being played by another extra person?
I like this idea of having a chain of priority. Right now, I'm thinking:
-Dog must pursue the player closest to doghouse. In case of tie, the controller's choice.
Should the dog change his focus once a player has returned to the safe zone, or should he switch his focus during the chase depending on who's closest to him at the end of every turn? It seems like he could/should switch focus, but I'm worried it may fracture his chances of getting the players. We'll see in playtesting how this works out. It could also again be the controller's choice.
Thanks for the suggestions!