Hello,
I'm tweaking a prototype in the early stages of playtesting. I really like a recent tweak, but I'm stumped at how to overcome its undesirable side effect.
There are 3 resources in the game in limited quantities. At the end of each round players must reduce their inventory to 9 resource cubes or less by selling 3 of a kind for one gold coin (from an unlimited supply).
The problem was that certain resources ran out - which is by design - but the the consequence of not getting a resource you need was far too severe. To mitigate this, my tweak also allowed players to "trade" 2 of a kind for 1 of the resource they need.
This works great and I'd like to keep it. But the side effect is that occasionally there will be only 1 of a resource left in the supply, and more than one player might want to "trade" for it. So who is allowed to do it?
Most of my solutions involve breaking this end-of-round trading/selling into turns, instead of all players doing it simultaneously, but I don't like how this makes a very simple and uninteresting part of the game take longer. I also don't like the extra rules - which are needed to determine a temporary turn order since the game does not follow a typical clockwise/counterclockwise turn structure.
Any thoughts?
Here's what I want to avoid with the 2-for-1 trade ability:
- making it a major source of competition
- making it too complex
- making it take too long
- adding too many rules
- introducing too many new components or areas to the board
Here is the solution I have in mind:
Add one component to the game - called "The Merchant." The player who starts last has the merchant.
During the Trading and Selling phase, only the player with the merchant can trade or sell resources. While a player has the merchant, he may use it for as many transactions as he wishes. When a player is finished with the merchant, other players may request it. The player with the merchant must select one of the players who requests it and give it to that player. You cannot request the merchant unless you immediately use it to conduct a transaction upon receiving it.
The Trading and Selling phase ends when all players have 9 resource cubes or less, and there are no more requests for the merchant.
That's it.
I'm a little unhappy with the length of the rules, but it satisfies my other requirements. I'm still interested in suggestions. Thanks to those you replied so far - it may not seem like it but you guys got my mind going in the right direction.