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Subject: Worker placement games with LESS workers over time? rss

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Carlo Patek
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Like title said

I have an idea for a game and wanted to see how it was done before
 
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Craig Phillips
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I know that in Orleans and Myrmes, you can/must give up workers to gain certain points or benefits.
 
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Perrianne Lurie
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In Village, your workers die, but they can have babies, too (before they die, of course). So the total number of workers you have at any point in time may be higher or lower than in the previous round.
 
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Phil Hendrickson
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In The Pursuit of Happiness your "workers" are hourglass tokens, representing the amount of available time you have to do things in your "life". As you age, if you take on more responsible jobs and deeper relationships, those things demand more time, thus leaving you less free time (fewer worker tokens) to pursue other activities. The mechanism works pretty well at conveying the theme of the game.
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Chris
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Chris
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plurie wrote:
In Village, your workers die, but they can have babies, too (before they die, of course). So the total number of workers you have at any point in time may be higher or lower than in the previous round.

The workers do NOT die. your family are NOT workers. The closest thing to workers in Village are the cubes.
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Richard Massey
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'FEWER' shake

In The Pursuit of Happiness your workers get tied up doing things so you don't have as many left to place.
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Andy Burgess
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In Keyflower you lose workers over time by placing them in other players' tiles or on tiles which other players win. Of course, this is mitigated by getting a fresh influx of new workers, but certainly, your total worker count can go down as well as up throughout the course of a game.
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Austin Andersen
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Deadwood - Not sure about this, but I think I remember worker could be killed in this game.
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Carlo Patek
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I'll try Deadwood and The pursuit of happiness.
I was thinking about "permanent" loss of workers, so maybe Keyflower and Manhattan Project are out.

And thanks for the grammar corrections
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Chris
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Kajo wrote:
I'll try Deadwood and The pursuit of happiness.
I was thinking about "permanent" loss of workers, so maybe Keyflower and Manhattan Project are out.

Keyflower also is not a WP game in the first place. It's primarily an auction game if anything.
 
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Joe Salamone
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TheRocketSurgeon wrote:
plurie wrote:
In Village, your workers die, but they can have babies, too (before they die, of course). So the total number of workers you have at any point in time may be higher or lower than in the previous round.

The workers do NOT die. your family are NOT workers. The closest thing to workers in Village are the cubes.


Hmmm . . . a family member who gets trained in a craft and then spends the rest of the game in a craft building producing wagons, plows, etc., sure sounds like a worker to me. I'll wager that the craft union would have something to say about this.
 
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Dan Winnowski
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Test
Tzolkin
 
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Timothy Young
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Here's a thread that I started a few months ago on this very same subject.

Enjoy.
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Joe Salamone
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I just remembered Praetor (which I haven't played in a long time). Your workers are small dice and they get older (you turn them to higher numbers) and eventually retire (or maybe they die, I can't remember . . . can a die die?).
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Chris Mcpherson
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Kraftwagen, kind of
 
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Shawn Harriman
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dannyduck wrote:
Tzolkin


I always start with 3 workers and never finish with less than 3.

There is no way in the game to get rid of your workers.

Have you played Tzolkin?
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Shawn Harriman
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MercifulBiscuit wrote:
In Keyflower you lose workers over time by placing them in other players' tiles or on tiles which other players win. Of course, this is mitigated by getting a fresh influx of new workers, but certainly, your total worker count can go down as well as up throughout the course of a game.


I often end this game with fewer workers than when I start.
I am starting to wonder if that's why I keep getting my buttocks kicked.whistle
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Matt Brown
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Five Tribes although more of a worker displacement game.
 
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Carlo Patek
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TIM0THY wrote:
Here's a thread that I started a few months ago on this very same subject.

Enjoy.


Oooh nice.

Thanks
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Dave Lartigue
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A worker placement twist I'd like to see is that first move always goes to the player who has the fewest workers. The rationale could be that this player has a leaner operation that can move quicker. The players would need to decide if they want more actions or earlier ones.

In too many WP games, it's always better to have more workers. Even if there's a cost involved with them, the cost is usually more than made up for by the advantage in numbers. This many WP games have scripted turns in which there's no reason not to get more workers if you can. A fairly recent one I won't name simply started with everyone grabbing as many workers as they could until they ran out and then seeing the expected results happen from there.

This first move/more workers choice is well illustrated in Lords of Waterdeep. The option to get an extra worker is presented as desirable (the quest that awards it is expensive and returns zero VPs) but almost no one takes it because by the time you use that extra worker, the good places are gone. However, getting FIRST move can be huge.

I haven't seen any games capitalize on that, and I think it could be interesting.
 
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