In my game, one mechanic is economic inflation...the cost for resources goes up. My first idea was to simply have that mechanism occur periodically 3 or 4 times. For those of you familiar with Pandemic, this would be akin to the Epidemic cards. But then I wondered if the players should choose when inflation occurs. The thematic tie-in is that the players are cooperating to fight a war, and they will run out of money to fight the war. Do you think that it would be better to let the inflation show up as a surprise, or should they then need to decide when to print more money which causes the inflation. I think either way, there is good strategic choice to be made.
Thanks in advance for your ideas and opinions.
Mark
All that feedback was really good. I definitely agree that the inflation trigger needs to be very clear and the new economic state has to be simple or at least easy to contend with mathematically. I am thinking that the inflation simply triggers when the team reaches "zero" in the "war chest." The government then prints a whole new batch of money, but it is obviously devalued...hence the inflation. Let's say 2x after the first inflation, 3x after the second inflation, etc. This definitely escalates the tension to meet all the demands that will otherwise basically be constant throughout the war. Buying a soldier at 3x the cost toward the latter half of the war and trying to replenish troops for battles which are equally challenging as in the beginning should provide some tough choices.
Because this is a cooperative game, do the players already have enough of a "choice" when the inflation occurs in the sense that they are choosing how quickly to spend the resources they have/start with? Or should there be a definitive decision to trigger the inflation?" At this point in the design, there is a "pay up" or "feed your family" phase built into the game that continually stresses and dwindles the available finances. Is it sufficient to say that when the money gets to zero...inflation occurs?
Also, do you think it is just as easy to represent the inflation mechanic as a 2x, 3x, etc modifier on the costs, OR should it be a shorter reset point...for example, war chest goes to ZERO, rest the war finances to a point 3/4 of the full track...then next inflation it resets to 1/2 the track, etc.?
Thanks again for the input...keep it coming.