I have a push your luck dice game working with the theme of the players are ghosts haunting a house and scaring intruders out. Each player has a supply of ectoplasm cubes (about 10-14). When you try to scare an intruder (represented by tiles with meet-or-beat dice values), you leave an ectoplasm cube in the room where you did the scaring. If you succeed, you can chase them into a new room, with the general goal of ultimately driving them out of the house. However, 1s are bad...if you ever roll enough 1s, you "scare them to death," and that has negative consequences. When you roll 1s, instead of putting the ectoplasm in the room, you put it on the intruder tile
After all players take a turn, the intruders move around the house searching for ectoplasm evidence. If the find it, they collect it for evidence (currently on an evidence track that can hold about 12-15 cubes at this point. If they ever collect too much, the game ends (but the game end two other ways as well). There are mechanisms to reclaim ectoplasm on the board or in the evidence track. After a wave of 5 intruders leaves the house (by any of three means), another wave of intruders "intrudes" on the house.
Okay... so, there are lots of cubes everywhere as the game progresses. The question/challenge posed to me was how can we lessen the busy-ness of the cubes all over the board? NOTE: While I have the ectoplasm evidence track as a game-ending condition, it would be completely suitable to simply end a wave and then 4 waves ends a game. Thoughts?
Thanks for the feedback and solutions. So, this kinda exists in the game. Basically, the players are the ghosts, so they are doing one of two things on their turns. They either try to scare the humans in the house (when they would deposit cubes) OR they haunt an empty room to recover resources (including the cubes). Then, once all the players have taken a turn, the humans collect the cubes, moving to other rooms if there are no cubes in their current room.
I do like the idea of having a separate track for each player color...which can possibly simplify cube management on the board. The cubes collected as evidence serve as a penalty of 1 pt per cube at the scoring at the end of the game. Depending on if I use them as a "wave ending" and/or "game ending" function, I can simply "collect" the cubes without worrying about a track to trigger game end. I can also simply separate the collection off the board in some way...if I do that, it may help with "cube clutter' even if the same amount of cube management remains the same. Thoughts?