I'm working on a medieval-themed building game. I want it to work for up to 6 players. I'm just starting on playtesting after fits of tweaking with the bits and rules over many years. A few questions.
1) What do you think about rule variations depening the number of players? An example would be payments for selling wine. With 4 or more players you earn more per bottle if not much is sold (in my game this would make sense because payments are based on how much is for sale in a round, and it's less likely that a low quality is for sale with more people).
2) Another example of changing the rules ... making it harder to get a resource. Let's say you have to roll to see if you can take a card. With 2 players you have to roll a 4 or more. With 3 players, a 5, etc. This so the game isn't awash in resources with more players.
3) Separately, does it seem OK to have a hierarchy of building requirements (example: You need to build "A" before you are able to build "B") without exception? In 7 Wonders, for example, you can play any card, but the prerequisites let you build for free. In my game, you would not be able to build "B" at all, and you may never get a tile for "A" during the game. So you'd have to work in a different direction ("C" or "D" ...).
Comments on all these are welcome...
Thanks ...
On 2) I was using 2D6 but upping the threshold by 1 per extra player. Since dice aren't used much in the game I'm not sure a whole lot is gained by going to 3D or more but I'll think about it. The only resource the dice control is getting some cards that have a variety of types in the game. I want it to be roughly a one-half chance if there are around 2-3 players, and one-third at most for 5-6 players.
On 3) There are tiles for different buildings. A lot are University related.
Some examples: You cannot build a Physics class until you've built a Math class. You cannot build a Law class until you have built a Rhetoric class. And so on. It's a branching fan of requirements but that should give you the basic idea.