Hey all,
I'm on my 7th or 8th board game design now (I've been at continuously designing random board games for 4 months now) and I've settled on a strategy game where players duke it out to control star systems. Some neat mechanics include jump lanes between systems, starbases that shut down phase lane travel between systems, the ability to target whatever ships you want in combat (As opposed to Twilight Imperium when an opponent has a horde of fighters they can just slaughter meaninglessly while your more valuable ships take the hit on your side, or Axis & Allies where you just butcher infantry), and the ability to construct semi-unique capital ships. I think I have the victory conditions all worked out, but I just have one problem...
How to I keep turns from becoming forever long?
When I play Risk or any similar strategy game, players often take a ridiculously long time because they're overwhelmed with their choices and their choices' impact. Sadly, my game might present a few more choices and points for attachment which would mean that they would likely sit and ponder a lot more. Combat is pretty simple, so people won't be stuck on whether they'd win or not, but they would be trying to perfect their strategy... What are some ways that you've encountered that fix this?
Ideas I've thought of:
1. Simultaneous moves: Everyone takes one move or build action from point A to point B together so not too much happens at once. I might say that you get to do three such moves in a group "turn" before you can move (or construct and use) something a second time. It might work. Has anyone else seen a system like this?
2. Turns are shortened into mini-turns based on numbers of actions allocated previously. Similar to above, but your ability to move would be limited by your choice to buy stuff instead.
3. Everyone gets a freakishly long turn and we all grin and bear it
Have any of you found a turn system that works better?
Ok, well I've decided on a turn structure with the following configuration:
-There is a marker given to player one that has a 1, 2, and a 3 printed on it. these numbers represent rounds. They cover up the numbers as turns are taken by everyone in the circle.
-You can move any number of ships to a given sector if they have sufficient move ability for one move
-Ships are not allowed to move again until the end of a round.
-When a round ends, the player who was keeping track of rounds then passes the counter to the next player, and they take the first turn. This means that players won't maintain their initiative advantage.
-Some abilities are only playable if a ship starts the round in a given place (constructors can only build if they didn't move that turn; they have to have been there until the start of a round).
This means that you can choose to play late to maybe get a turn right before another player. Resources are generated on a round-to-round basis, so buying points are created at round's end when all players observe how they're doing, and the ownership of various sectors.
Thought you'd all like to know. I'll let you know how the playtest goes :)