I'm working on a multi-player deck builder that uses a game board. I'm still trying to figure out the main objective but I might give the players the option at the beginning of the game to win by victory points or annihilation. One of the issues I'm up against is how to force constant player interaction (battle and/or trading).
There will be several decks to draw from on the board during your turn. You will also have something like meeples representing your warriors. You have to kill animals and scavenge for resources to learn skills and build huts/warriors. You will need certain resources to build huts so you can train more warriors to build your armies. On your turn you can move your warriors around the board and need to find a balance of attacking, defending, hunting and gathering.
I don't want the game to just involve players hanging out and becoming stronger and then just go to war when they're strong. I want to force constant tension from turn 1 so you never get a chance to take a breath and relax. I might set the game board up similar to something like settlers of catan so there's not a lot of empty space on the board. That would force the players to be closer together. I also have considered making the spaces color coded so they are more important to one team and not another (yellow meeples get bonus something or other on yellow spaces). I don't want the players to have to be doing any math and I don't want any type of scoreboard either though. I am looking for simple and straightforward. Basically, you have the board, multiple decks, your deck (with draw deck and discard pile to reshuffle), meeples and pieces that represent huts or homes. All actions and resources are on cards and each animal card has both a skill and a resource. You can only use one at a time.
What are some other methods/mechanics to force player interaction? I'm open to any suggestions/recommendations.
Thanks,
Trepid
Thanks for the ideas. I really like the idea of having to take rare resources from the other players. This definitely forces lots of interaction and I'm 100% agreeable on using a small map. I also like the idea of controlling % amount of territory. This would definitely keep the tension high and you are always pressing forward trying to gain new territories by either reclaiming one you lost or trying to just move into a new one. I'm not quite sure how to utilize an AI though.
This is a sample of how your turn will operate:
You have 6 cards always in your hand. You have a couple warriors 1 space away from another player. In your hand your cards are a bow/arrow (so you can do a ranged attack to the next space), a sword card, and the other 4 are animal cards. Each animal card has both a resource and a skill. For example, when you have enough skill and weapon to kill a wolf for example there will be several different wolf cards. One might be skill = rush and resource = bone. A different wolf card might have skill = sidestep (counter attack) and resource = wolf hide (fur). You can use this card for either purchasing/building or for attacking depending on the circumstance. With several decks of cards in front of you, let's say you can turn over 3 cards. (decks are scavenge, hunt, weapon, etc). You can turn over like 3 in one deck or 3 different decks or whatever.
After you purchase or get cards you then put those in your discard pile to shuffle later. Now you play all the cards in your hand if you want. You can move and attack the players in the next space, or scavenge/hunt on some other spaces, or just move, or whatever you want to do. Given that info, how can you incorporate an AI?