SO here are the parameters and I would appreciate any input.
In my game thus far the game rounds are two part.
During Part 1 each player takes turns doing one simple action.
After Part 1 has cycled several times and each player had performed several actions (5 for example) an event occurs called Part 2.
Part 2 is short and simultaneousness among all the players, once it is resolved Part 1 begins again.
I'm looking for a mechanic to trigger the Part 2 event. I hope to have Part 2 occur at a somewhat regular, but specifically unknown, random interval. For example having Part 2 occur after Part 1 has cycled 3-6 times.
Here is where it gets interesting... Part 2 is always beneficial to all the players, so most if not all would wish for Part 2 to come sooner. The longer Part 2 takes to happen, the weaker the players become. Because this weakening occurs to each player at different rates, there may at any time be one player who desperately needs Part 2 to happen now and another who is not doing quite so poorly. At this moment it is in the advantage of the stronger player to postpone Part 2 for another cycle or two in order to capitalize on the weakness of his opponent.
I'm looking for a mechanic that would allow all the players to influence the timing of Part 2 in both the Sooner and later directions.
Capitalizing on the weakness of your opponents would be devastating, yet difficult because most players will want Part 2 to come sooner. Regardless postponing Part 2 even a single cycle may be all the stronger player needs. So the range of possible "Influence" must be narrow but still a bit unpredictable (creating a "Press your luck" effect).
I hope all these abstract descriptions have not been too confusing, and I look forward to your thoughts.
*like adding/removing bullets to a game of Russian roulette?*
to do this, things that happen in part 1 would have to represent the adding/removing of the "bullets".
In your case, the "bullets" could be "a supply plane dropping medical supplies" or whatever you have in your theme that would be a "good thing."
this can be done a couple different ways, but ill use cards as a basic:
10 cards: 9 empty, 1 bullet (with 9 bullet cards set aside)
during a round players do things to either add or remove a bullet:
adding a bullet - change one of the "empty" cards for a "bullet" card
removing a bullet - change a "bullet" card for an "empty" card
At the end of every round, a card is revealed:
a) if its a bullet - part 2
b) if its empty - play another round of part 1
This is thus far my favorite idea its very elegant and quick!... just two additions
Use a CHit pull system to reduce shuffling
Each round draw 3 chits and determine by majority if the Part 2 occurs. THis could mitigate the randomness...
WHat do you think?