I am continuing to design my Eldrich Horror like game (eldrich express sequel), and one thing I disliked in this game is going somewhere, drawing a card and suffering the consequence. Little strategy and forward planning.
So I tried to put some information open, so that you could know the risk in advance. I tried to give players a choice of action after drawing a random monster. And also have deterministic consequence on one of the choice.
I also what to keep the amount of components low and small. After some design work, it would make more sense to thematically and mechanically put all the encounter information in 1 place, a random encounter card. But now I get the original problem of Eldritch Horror which is go somewhere, draw a card, and suffer the consequences.
Unless I put those encounter cards open beside the board (like elder sign), there is no way to anticipate the risk. I could standardize the attribute used by saying, this type of encounter always require an Awareness roll to succeed.
So I was wondering, how people liked their random encounters?
I want to have strategic encounters, but maybe there is another path I have not seen before.
Can encounters be strategic even if completely random?
That was my original idea, having humanoids and extra-planar creatures. But that implies that all threat are creatures. I cannot also give flavors to the encounter.
Here is what I posted on BGG
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In my original eldtich express game the encounters and the monsters were all open on the board. So you knew the consequence and the results before taking action.
Then I thought of moving the "threat" part to random encounters cards, but keeping the resolution of the encounter open. So players could know if they have good chances to succeed the encounter, they just don't know the threat that is going to try stopping them. The threat would offer 2 choice of action: A) direct fight: deterministic outcome B) Avoid threat: random success.
In a new iteration, I was thinking in reorganising the cards, instead of having generic threat cards, they could be bound to the type of encounter. Which makes it logical to put the encounter results on the card too. It would strengthen the theme and the connection with the threat. But I get the problem that it is less predictable.
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I just have an idea of leaving the encounter card revealed after a failed resolution, so that only the first attempt is a mystery. Other players will have open information.
I currently have 4 types of evil encounters: Rifts, Mystery, Worshippers and Disasters. If there is no change in the length of the game, there should be in average 7 of each encounter type tokens that spawn on the board. There is only 6 spaces and the same space cannot have 2 of the same encounter. That has 3 implications:
1- I could design only 12 cards for each encounter type and have enough variety for 2-3 game considering that the card is only revealed if a player chose to perform the encounter. That could keep the number of cards very low.
2- If a player fail the encounter and leaves the card on the edge of the board, it will be easy to associate the card with the token since there cannot be twice the same encounter on the same space.
3- Even if 4+ encounter tokens can be on a space, it's not likely that all cards are also going to be revealed. So the edge of the board will not necessarily be crowded with cards.
That should increase the strategy since the threat is only hidden to the first player adventuring there.