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Subject: Games with limited resources rss

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Eric Sanson

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Hello everyone. I'm working on a game (very early development) and in it you explore via boat to find new land. You can then drop off workers to farm etc. but I want each hex to have a finite amount of times you can gather resources to promote further exploration and player interaction. I don't really have a good way to track this though, other than putting tokens on the hex which seems really cumbersome. Any thoughts or other games that use this that I could take a look at? Thanks!

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Trevor Taylor
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Giving the tiles orientation and rotating them each time a resource is used works well.

Rivals for Catan and Nightfall use this in slightly different ways.
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Derry Salewski
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If "putting tokens on a hex" sounds cumbersome, you might be on the wrong website.

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Dave K
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Love 'em even if a few games get scuttled from time to time.
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I believe I have seen games leave a die on locations to indicate the amount present there, but I can't recall which ones did this. It worked pretty well with d6s. I would not recommend dice with lots of faces because it makes the game vulnerable to even the slightest table bumps.
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Eric Sanson

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Wow, rotating the tile is a great idea! And in my case it would work well since the orientation won't matter (no roads or anything on the tiles). I'll check the games you listed as well. Thanks Trevor.

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Eric Sanson

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scifiantihero wrote:
If "putting tokens on a hex" sounds cumbersome, you might be on the wrong website.



Derry,
Well, putting say 6 tokens on every hex (over 250 at the moment) seems like a pain (and a lot of tokens to create). I've played plenty of games that have lots of tokens etc.

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Eric Sanson

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Happymrdave wrote:
I believe I have seen games leave a die on locations to indicate the amount present there, but I can't recall which ones did this. It worked pretty well with d6s. I would not recommend dice with lots of faces because it makes the game vulnerable to even the slightest table bumps.


David,
I had thought about dice but with the large number of tiles I'm keeping them pretty small so that would take up most of the room.

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Derry Salewski
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SkunkToe wrote:
scifiantihero wrote:
If "putting tokens on a hex" sounds cumbersome, you might be on the wrong website.



Derry,
Well, putting say 6 tokens on every hex (over 250 at the moment) seems like a pain (and a lot of tokens to create). I've played plenty of games that have lots of tokens etc.

ES


Well now the game just sounds cumbersome

Antiquity "solves" the problem by not worrying about it until you actually go to farm a particular area. (I guess I can't hold the game up as a shining antithesis of fiddly or cumbersome, though.)

Twilight Imperium forces people to the center by making it more valuable to farm the resources there.

Some games make things progressively more expensive, so the guy who expands to farm more per turn is going to be able to progress faster naturally.

Some games like eclipse or clash of cultures reward interaction so players who expand to meet each other/npc enemies are rewarded over those who don't, to some extent.
 
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Marco DeLaurentis
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Maybe do sliders or clips like Betrayal at house on the hill does with their character tiles. Put numbers on the sides of he hexes and then move the sliders/clips around the edge.
 
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Don Smith
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Not sure how realistic this would be based on numbers and how often you will see tiles only partially used up but you could try this:

* Each tile has a box for each time a resource can be harvested.
* Fill in with a unique cube color as it is harvested.
* Once a tile is used up, remove cubes, flip it over to show the tile without any resource boxes on it.

If tiles are exhausted pretty quickly rather than sitting around partially harvested for the whole game then you could keep the count of the resource harvesting cubes lower.

Of course not knowing a ton about the game that might be completely unrealistic.
 
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Eric Sanson

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scifiantihero wrote:
SkunkToe wrote:
scifiantihero wrote:
If "putting tokens on a hex" sounds cumbersome, you might be on the wrong website.



Derry,
Well, putting say 6 tokens on every hex (over 250 at the moment) seems like a pain (and a lot of tokens to create). I've played plenty of games that have lots of tokens etc.

ES


Well now the game just sounds cumbersome

Antiquity "solves" the problem by not worrying about it until you actually go to farm a particular area. (I guess I can't hold the game up as a shining antithesis of fiddly or cumbersome, though.)

Twilight Imperium forces people to the center by making it more valuable to farm the resources there.

Some games make things progressively more expensive, so the guy who expands to farm more per turn is going to be able to progress faster naturally.

Some games like eclipse or clash of cultures reward interaction so players who expand to meet each other/npc enemies are rewarded over those who don't, to some extent.


Derry,
It IS cumbersome! That's the problem. I appreciate all the examples, I'll be doing some research!

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Eric Sanson

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smoth333 wrote:
Not sure how realistic this would be based on numbers and how often you will see tiles only partially used up but you could try this:

* Each tile has a box for each time a resource can be harvested.
* Fill in with a unique cube color as it is harvested.
* Once a tile is used up, remove cubes, flip it over to show the tile without any resource boxes on it.

If tiles are exhausted pretty quickly rather than sitting around partially harvested for the whole game then you could keep the count of the resource harvesting cubes lower.

Of course not knowing a ton about the game that might be completely unrealistic.


Don,
I'm not sure how quickly they will be "used up" as I'm just starting to work on it but your idea is pretty good. I have been contemplating have an "exhausted" side of the land tiles so that would work well together.

ES
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James Arias
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For me tiny d6's would work. Shuffling & stacking tiles makes setup too long/cumbersome, and cubes might take up too much space. Rotating token only works for small ranges (like Castle Panic enemy lives) but could work. All of these approaches are vulnerable to "tablequake" but some are more resilient than others.
 
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Eric Sanson

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crazybyzantine wrote:
For me tiny d6's would work. Shuffling & stacking tiles makes setup too long/cumbersome, and cubes might take up too much space. Rotating token only works for small ranges (like Castle Panic enemy lives) but could work. All of these approaches are vulnerable to "tablequake" but some are more resilient than others.


Agreed, I found some 5mm d6's on amazon for really cheap. They even have multiple colors if I wanted to match the die color to the resource. I think I'll start there and see where things go. Thanks for all the great feedback everyone!

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