>>85024152>>85024017thank you
what do i do if my main mechanic is that everyone has separate main boards?
for example my prototype is codenamed "failboats" the players are all sailing mice looking for land on a flotilla that progresses through legs of a journey
its like waterworld meets battlestar galactica meets mouse utopia, vp determines which mouse captain is mouseking when they reach land, being the best leader
the ships contain your buildings and your population, population produce trash and "malcontents" that wander around from tile to tile and lock up buildings and prevent reassingment or productions
all tiles on your ship can be moved around like sliding block puzzles by the pop or be events, this is required to move trash around to your furnaces or to push stuff overboard, junk is another spacetaker that can be salvaged for cards or resources
the main offboard mechanic i have is salvage diving, which trashdumping attracts sharks which makes it harder
every leg ends with an encounter that all must face together or fail together, flotilla order determines risk and first pick of spoils
but so far that and diving are the only direct TAKE THAT moments aside from command cards and captain/mate abilities
should there be a DMZ ship that all of the captains meet at that maybe modifies rules or behaviors of the whole fleet?
its a dumb comedic game but i dont want it to be divorced from the tenets of worker placement even if it is a colony game first
theres also an unrest mechanic that produces malcontents scaling with pop, so the runaway leader has a cascading dorf tantrum spiral at all times
unrest was the main sort of way i had to fuck with the other players but do you think more offboard mechanics would shore up that baseline to include more wheeling and dealing?
like a fleet tribunal or something?
each player has a colony ship that they build up