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BoardGameGeek» Forums » Board Game Design » Board Game Design

Subject: Island-based worker placement w/random map rss

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Sam Ives
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Hey all,
just started working off a simple idea of having a worker placement game where you start on a base island and can sail out to explore new hexes where there's some semi-predictable resources to be retrieved/built and brought back to the mainland. Wanted to have a random maps so when u sail out u don't know what's there, but not too much luck.

A couple quick questions:
1. Is there another game that's basically this concept? I see Oracle of Delphi looks somewhat similar but more of a point-salad game than discovering worker placement tiles.

2. How to balance luck in the game w/exploration? In other words, if u have a chance to discover an island w/resources it could be too luck heavy if based on a tile draw, there's nothing to find.


Thx
 
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Carel Teijgeler
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Vlaardingen
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Take a look at Robinson Crusoe, a co-op with explorqation elements.
 
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Scott Allen
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Freeport
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Explorers of the North Sea

 
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Charles Ward
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Matsumoto
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Fjords



Rahdo, did a run through.
 
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Billy Pitiot
Finland
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How about a cake break!
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I recently tried Archipelago.
It seems to do exactly what you require: it's a worker placement game where you go out and explore the world to expand the colony.

The luck of drawing tiles is greatly reduced there because you can see one side of the tile on top of the draw pile and each tile is 2-sided. When drawing you are allowed to skip the first tile and check the 2nd tile instead and then you still have 2 sides to choose from.
Also, each tile has 5 resources on them, so you never really get screwed.

It's probably heavier game than what you are looking for but definitely worth a look.
 
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Charles Ward
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Matsumoto
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Also, my very own, Free PNP Game Haze Islands



Though the worker placement is not such a strong element.
 
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Sam Ives
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Thanks to all for the suggestions. I've played none of these.

Wasn't quite imagining a tile-laying game like Fjords or Explorers, but they both look cool.

I guess having players lay the tiles controls for randomness a bit rather than a map that may or may not yield as much when u explore.

thx for the suggestions.
 
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There's a shape called "The Golden Rectangle". Have you heard of it?
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Little Canada
Minnesota
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It refers to a rectangle that's approximately contstructed in the ratio of 9 to 16. The golden rectangle has several characteristics. Let's say I create a square within this shape. Then, this smaller rectangle that I just created will also be a
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golden rectangle. I make another square within that and the leftover is another golden rectangle. And I make a few more, and when I connect all the central points of these shapes it creates a spiral that continues forever. This is the "Golden Spin".
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There are essentially two ways to mitigate luck:
- Draw several tiles and allow the player to pick one (ie, give them more chances to succeed)
- Design it so that there are no "bad" tiles, just tiles with a different benefit than the one you want right now.

Given the exploration theme, option two is probably better.

- Resource-rich tiles might have hostile natives or be difficult to cultivate.
- A player may have to choose between several uses for a tile (farming, building, mining, etc). A tile with resources on it would provide more options, but it would not provide straight-up "more" stuff than a non-resource tile.
- If some tiles are purely ocean, they could allow the player to build a harbor or establish trade routes.
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