My game concept is a semi-cooperative game. I am curious about how to work player order. I certainly do not want a static turn order like in Pandemic. I recently played 1775 and really liked the random order produced by drawing each faction's dice one by one. I think a random order is doable, but what else can I do? Here are some thoughts, and I would like some comments on pros or cons to any of them.
1) Bid for desired position in the turn order in some way, or pay for desired position in the turn order.
2) Let the outcomes of the previous round determine the sequence of the next round to balance options. For example, if player 1 has the least money, he goes first next round which potentially gives him maximum options.
3) Let a most favorable outcome of the previous round reward the player with the first play of the next turn.
4) Randomize -- roll dice to determine starting player and CW or CCW.
5) Players' choice/consensus on starting player
6) Players' choice/consensus on the order of play for all players
7) provide a proactive mechanism (power card, etc) to assume a player's desired order
My only thought is that I don't want a mechanic that could possibly make turn order feel punitive for someone. (The person who lost the most coins last round goes last in the next round). I also do not believe I will have any situation where going first is completely undesireable. At the same time, having the all other players' actions complete affords a last player more information and potentially a better determination of his action. I also do not believe there will be an unequal number of actions from each player...no one should exhaust their actions any faster.
Thanks in advance for your thoughts and comments.
Mark
I could do something similar to that last one regarding power but focus "communication" as the thematic connection. Basically, the players are historic generals in a "pre-electronics" war, and they can select which battles on the map to participate in. The highest commanding officer (not a player, just a mechanic) who these players report to is located among those points on the map. I could basically give the players a default turn order (random, select, etc). However, their selection of where to go on the map determines their proximity to the commander and the length of time to communicate with commander to exchange orders and plans. Distance would supercede default order. There may be great need and reward to go anywhere to fight a battle, so a player can choose to do so at the expense of turn position.