This mechanic was originally supposed to create the feeling of driving toward a stop light, hoping it stays green long enough for you to pass. A push-your-luck mechanic with a twist on risk and reward for a resource system.
Currently you will have two dice: one used until the "yellow light" is triggered and one used until the "red light" triggers. Each die will have this set up: four sides of the current "light color" and two of the next "light color". For example, the first die will have four green and two yellow. The second will have four yellow and two red.
What will happen during the game is players will decide to "continue driving" or "stop at the light" (I'm speaking in these terms to make it easier to understand, this mechanic will not be used for a driving game). In other words, participate in the roll to possibly gain more resources or keep what they have.
Now, the rewards for the first die are more flexible, less risky, but don't provide as much resources. The die would look like this (1x any resource, 1x any resource, 1x any resource, 2x any resource, yellow trigger, yellow trigger).
The reward for the second die are less flexible, more risky, but provide much more resources. The die would look like this (2x (A) type of resource, 2x (B) type of resource, 2x (C) type of resource, 3x of one resource, red trigger, red trigger).
If you stick around and you roll a red trigger, you have "run a red light" and gain some sort of negative effect. Rolling a yellow trigger gains you nothing, but if your back out the turn before a yellow trigger, you gain some sort of positive effect.
Is this interesting enough to guide a resource system? any flaws that you see?
Thanks!