I'm now working on "Planes of Aria" (PA) and I've got some good break-thru ideas that could propel the game into a GREAT one. But there are still a few issues with the design.
This topic has to do specifically with "Worker Placement".
Worker Placement is the "core" (or Primary) mechanic for PA. Each player gets three (3) tokens they can move around the area of play.
The idea of these "tokens" (your workers) is to collect "Qi" (Chi) from each one of their positions. So if you position had "1 Qi — 1 Black", you would have 1 Black Qi towards your goal of unlocking a "Cipher" location and be one step closer to win the game. There are SIX (6) "Cipher" locations which are randomly selected from a micro Deck of twelve (12) cards.
Now for my challenging "issue":
What I am trying to say, I don't want a player to SIT on a TILE and continually from one turn to the next collect the resources from it.
Anyone have ideas about this???
Thoughts, ideas, comments, questions, feedback are all welcome!
I think that "randomness" would most likely turn off players who prefer more deterministic play. And this is very important because aside from the battle dice, the game is deterministic.
This one is bang on! Yes there could be a limit of 3 Qi (Chi) per monk and the "Cipher" cards could influence this limit (like to maybe 5 Qi at the most) and there could be 5 Qi limit for one monk or +1 each monk. Definitely a GREAT suggestion, I had a similar thought.
While a challenge might be good; I was thinking about "Catan's Robber" and that maybe I could have something like the "Shadowforce" which goes around stealing resources from the monks as they collect it. It could be similar to a "Traditional Battle" between two (2) monks... You roll and see what happens. Yeah it's NOT deterministic due to die rolling but it is the most effective way of offering a mechanic which BLOCK or OPPOSES the monks.
So kudos on that one too... I think the "Shadowforce" might work in making the collecting more difficult. But ATM it's just an idea... I would of course need to playtest it.
This would be very difficult to do since the Qi is connected to the "terrain". I'll ask you ANOTHER question (later).
I'll wait for ANOTHER question (later) to address this idea.
This would be difficult to track. If it was a "Video Game", this could actually work and it could be like a 3 minute time-out (per tile). But since this is an analog game... Would be difficult to implement.
This could work... But not sure if it would be valid. Going back to the hard limit, if it was "3 Qi" and you have 3 monks that means at most 9 Qi. That seems like already a lot. Adding a "color" barrier would detract from the nature of the tiles: Some are single colored, others can be dual colors (implying a choice of Qi — Like Black OR White).
I am also leaning with "Colorless" Qi. An example would be "2 Blue Qi" and "3 Colorless" (any of the other colors). This is another consideration too. So ONLY having one color + only a fixed limit ... Makes for something "too restrictive". Again more playtesting. This is NOT a bad idea... Just needs to be validated.
Again timing would work great for a Video Game: you have 3 turns per monk to return with the Qi. But again in an analog context... It makes it a bit "frustrating": you need to think but you are pressured by a timeout. I'm not designing a real-time game. So I don't think it could be feasible.
And NOW for that QUESTION that I have been wanting to ASK:
How would you keep TRACK of the Qi collected? In terms of actual PHYSICAL representation and form...
Please feel free to SHARE your ideas/thoughts/feedback/questions concerning this or even other aspects that we've been discussing. Cheers!