I've been working on a light-hearted space opera type game.
Briefly, players explore the galaxy, perform missions, encounter aliens, etc. All the while collecting better upgrades for their character and ship, which allows them to do more and better things.
So, the problem I'm having at the moment is in the turn structure, and how items, missions, and random events are populated in the game.
My intention is that:
A player's turn will contain some random event that may help or hinder certain actions. There are items and missions available to be acquired. I'd like a small selection to be available but that changes slowly. After a few turns the selection is completely reset.
1) Right now, random events are controlled by drawing an event card at the beginning of your turn.
2) A small selection of items (cards) are available for any player to purchase when they are on an inhabited planet. (game-wide pool of 6) This selection remains until a random event occurs (from random event card) that resets the items. Right now, if you start your turn at an inhabited planet, you may add an item for the pool and get first chance to buy it. A player may stay at a planet trying to 'search for' an useful item by drawing extra item card(s) for the pool (and getting first chance at them) but effectively skipping their turn.
3) A selection of missions (6 cards) are available for player's to complete. I haven't really settled on how the missions are to be populated. (see below)
Now the problem is in the number of cards a player ends up drawing each turn, it seems to make gameplay a little awkward.
The events and items card mechanics work nice separately, together is still ok. But add in the missions, and it's getting to be a lot to keep track of, especially since it varies depending if you are at a planet.
One idea was treat them similar to the items. They remain in a global pool until a player completes them, with players getting a chance to add missions to the pool. (per turn? but more likely only when at a colony) Some issues with this approach is the number of 'global pool' items and missions on the table, and again, the number of cards one has to draw.
Another idea was to let players keep missions as a hand of cards exclusive to them, possibly a hand of 4 or so. During their turn they could draw a new mission from the deck, or from the discard pile. Discarding down to 4 missions in hand at the end of their turn. The discard pile might only reveal the topmost card, or I could make it a discard pool like the items for a hybrid approach, and then subject the pool to reset. But this is still a lot of card management, and even more as a the hybrid approach.
I thought about combining what cards you got to draw with the random event cards. Something like, "Engine trouble! No movement this turn. Also, draw 1 item card, and 1 mission card." The card drawing doesn't necessarily have a connection with the event. This reduces the things the player has to remember to do before they get their turn, while allowing a controlled build-up based on frequency of the instructions) but I don't feel completely good about this approach.
Does what I'm trying to do make sense? Any ideas come to mind?
Right now, each player draws an event card, and then if they are also at a colony, they draw an item and mission. I may make it so they have to choose between an item or mission.
@Relexx
I can't really make the events a choice in the current set-up as they also control how often the items and missions get reset. (They way it works out now, as more players are in the game you'll see more items/missions in the pool, but they also get reset faster.)
I have considered making the item/mission drawing optional, but I have noticed that players then tend to take extra time trying to decide if they want a chance at an upgrade, or opt not to draw, thereby trying to prevent other players from possibly getting an upgrade. It's another level of strategy, yes, but I'm not sure the extra time it takes makes the game more fun, as it can be a complex decision. (Tracking what items are already drawn, how badly you need an upgrade and how much it will help, what opportunities will be likely unlocked, and then comparing all that to all the opponents' positions.)
Now, I could remove the drawing of items/missions if you start your turn at a colony, and let the reset mechanism repopulate them. And instead give the player the option of staying at the planet for extra draws if there is currently nothing desirable.
@Taavet
That's a really interesting idea; It gives more depth to the strategy of what items to pick up, but that could also work against the player too. It might be too limiting as the player may be forced to keep sub-standard items just for the VPs. In itself, this can be an interesting mechanic, but it's already a challenge to get optimal items. So ultimately, this would practically redesign the whole game. Also, there's a physical constraint too, as the item cards are relatively small as it is and there isn't room to add mission text. (Increasing the card size leads to a cascade of gameplay changes in itself.)
Ultimately, I might be over-thinking what isn't really a big issue anymore. This is already a positive change from the original idea, which was to tie some random events to a die roll every round of turns (a game-wide effect for all players that round), and some events tied to planetary exploration. It was overly complicated, and also necessitated rotating which player acted first, as getting first crack at the random events was a huge advantage. Compared to that, it's a success. Still...
Interestingly, tying random events to planetary exploration isn't a bad idea, and may be an improvement by itself - though it will mean less event variation. The big issue is the resetting of pool cards, as tying this to exploration is unsuitable (not consistent enough, and gets worse as the game goes on)
So maybe the real question is how to regulate card pool resets, as the other mechanics can be shifted around with less impact on the game. (with a 4 player game, the pool resets roughly every 3-5 game turns)