This is my second game design. This idea has been brewing for a while, and I would love any input/suggestions you have.
This game is cooperative, with players working together to man a lighthouse and guide oncoming ships to safety. The lighthouse will be in the bottom-middle of the board, and ships will come from six trajectories directly at it (see attached mock-up). Players will need to work together to put the ships on a proper course.
My working idea for the flow of play is:
1) Draw a weather card
2) Take actions
3) Move ships
Weather cards will dictate conditions and modify the effectiveness of the light beacon. If the weather card reveals "Fog," the light may only show half as far as otherwise, etc.
The game will include 12 d6 dice used for ship movement. There will be 2 each of 6 colors (2 red d6s, 2 yellow d6s, etc.). Ship movement would work like this: players will put all the dice in a bag and draw two blindly. The colors decide which ship(s) moves, and it moves the amount rolled. Thus, if I were to draw two yellow dice and roll a 5 and 3, the yellow boat would be moving a whopping 8 spaces. If I drew a red and a green dice, the red and green ships would move their indicated amounts. However, after I resolve those ship's movement, those dice would be discarded until I have used all 12, at which point they would go back in the bag to be drawn again.
Some actions players can take include:
1) Illuminate the light - place a long, narrow "light beam" marker on a single ship trajectory, warning all ships on that trajectory of danger (at least those close enough to see the light, if, for example, the weather was foggy and visibility was reduced).
2) Gather fuel - for every turn the light is shining, it costs one fuel cube to keep it lit. If there is no fuel, the light goes out. This action would allow players to add fuel to the supply for future use.
3) Sound the foghorn - if visibility is reduced, the foghorn is another means of alerting ships of danger. Players can spend an action to sound the foghorn, but its sound only reaches a short distance.
4) Play a special card - players will be dealt one or two cards, with effects like "look in the dice bag and remove any two dice of your choice" or "play to cancel a weather condition," etc.
What other actions should I include? From a mechanics standpoint, how would they work?
I am considering having ships have speed modifiers, as well as having them carry cargo which would be worth victory points if guided to safety.
THE BIGGEST PROBLEM:
To me, this feels like a solo game, and I don't want that. How could I make this idea into a multiplayer cooperative game? Certainly, I could include individual roles for players, but what would they be? Historically, lighthouses were usually only manned by a single person, maybe two. In order to make the game engaging, I want to have it be for 1-4 players, give or take.
Assuming I can make it multiplayer, I had another interesting idea: what if, rather than each player getting a set number of action points per turn, the entire group had a set number, and players needed to decide how to divvy them up? I feel like it could create some cool interaction and negotiation.