I'm curious to know what everyone thinks of combining a core mechanic of worker placement with a conventional I-go-you-go turn structure. In my design "The Manhattan Project," (http://www.bgdf.com/node/2770) I'm attempting to do this.
Of course, this idea eliminates rounds and turn order management/manipulation. No rounds means no convenient time when everyone removes their workers. No manipulable turn order means no control over being able to capitalize on those moments - or does it?
There is no doubt that this is a special challenge - but I think a worthwhile one to pursue as I find turn order manipulation to be anti-thematic and end-of-round administration to be distruptive to flow.
Solutions to this problem need not and should not be complicated, I agree... but I challenge you to come up with a simple design that uses this combination. Certain new gameplay issues will pop up that will require solutions. These issues are automatically eliminated by the Variable Turn Order (VTO) and rounds. In fact, I believe WP/VTO to be a very obvious and natural combination, one that designers possibly assume to be necessary or to just go together (pork chops and apple sauce*).
Using a Conventional Turn Order (CTO) would defy this concept, and if workable, could possibly yield a whole new feel to WP games when some gamers are beginning to feel WP is already getting tired.
Of course, now that we're talking CTO... "turn" means what it always has for the last hundred years. You do your stuff on your turn, then your turn is over and it's the next player's turn.
I'm not knocking this idea, but I'd like some clarification. If you mean that every other turn you'd place workers, then every other turn you'd remove workers, then aren't you placing a whole lot of workers at one time without other players being able to place any in between? Or are you only placing one worker - then removing it on the next turn? In that case, the board only ever contains a small number of workers. In both cases, there is a severe problem of first player advantage - which can't be overcome by the VTO, since we're not using it.
Now this is definitely viable. If there is money in the game, perhaps a player could pay to oust someone else's worker. If either of these are used, you kind of have to resort to instant activation of the space upon placement, don't you? Otherwise, the first player to take the space wastes and action and gets nothing.
Instant activation is OK (doesn't Agricola do this?), but IMHO it removes the interesting speculation of how your position will shape up a few turns later once you've placed all - or several - of your workers.
In previous iterations of my prototype, I've experimented with this concept, but have since abandoned it. I may try again at some point.
Currently, I'm giving each player a choice on each turn: place 1 worker or remove all workers. Your spaces are not activated until you choose the latter... and each turn you must choose one option. You can't just pass.
The first problem this creates is that a player might want to keep placing workers just to keep from opening up the options for his opponents. I'm solving this in my design with the "buildings" that can be purchased. The buildings give a player spaces that only he can select. So, even though taking back workers opens up "common" spaces for everyone else, it also opens up spaces that only the current player can choose. He'll be confident that those options will still be available when his turn comes around again.
I like how this is working, but I'm looking for a slight tweak to give a player some other ability to take common actions that have already been claimed. Maybe a new space the purpose of which is just that. But then how do you oust from *this* space, and what compensation is given to the ousted player?
------------------------------------------------
*Personally, I like pork chops and applesauce, but not together. Yet I like other fruit/meat combinations. Go figure.