Hi all, I'm new here so please bear with me.... So, I've been tinkering around with a game about growing giant vegetables in a communal allotment which takes place over 12 rounds (each round representing a month of the year, and these months being divided into the 4 seasons). It seems to me that a rondel mechanic would fit nicely into the theme (cyclicity of gardening) and wanted to take the opportunity to brainstorm a few possible ways of twisting that mechanic.
One of things I'd like to try is to have the rondel change and/or constructed during the game so that the resources and/or actions available to the players differ. Ideally, I'd like this to be player led, perhaps through manipulating what sort of buildings can be made/used on teh allotment (tool shed, glass house, compost heap, etc...). I'm not sure how to go about this, nor if anything like this exists already. If anyone has any ideas, I'd be very grateful to hear them.
I didn't think of that, so thanks for your observation. On reflection, though, I'd say that the game is more like of photograph of one year where the players are assumed to be active gardeners year in, year out. If we look at it like that, an given improvement in say, Pruning, could be assumed to have been learned previous to the actual year being represented by the game. Still, I do take your point. One way to address that, of course, would be to have a game round consist of a year. I'll certainly have to think more about that.