• Standard Worker Placement - Players select actions, in turn order, by placing a worker from their supply on a building associated with a specific action and then execute that action immediately.

    • The round ends when all workers have been placed, at which point they return to their owners’ pools and a new round begins.
    • Turn order is typically set by placing a worker on a building that grants turn order priority.
    • Increasing the number of actions that may be taken in a turn is themed as getting new workers, which is an action tied to a building.
    • Maintenance costs are represented as feeding or paying for your workers.
  • Workers of Differing Types - Workers can differ in abilities, or can be upgraded and downgraded, or are valid for placement in different areas and buildings.

  • Acquiring and Losing Workers - Workers beyond the original complement may be acquired in some manner, either temporarily or permanently. Workers may also be lost as the game progresses.

    • These new workers represent substantial growth in a player’s overall action budget, and as such, acquiring more workers is often a dominant strategy.
      • This can be offset by upkeep costs or by requiring players to rehire the workers from a pool.
    • Other games actively encourage sacrificing workers for a benefit
  • Workers as Dice - Workers are represented by dice whose pip values impact play

    • This approach leads to some analysis paralysis because of the large number of combinations that are possible
    • The manner in which the dice change values over the course of the game can vary.
  • Adding and Blocking Buildings \

    • Buildings, and their corresponding actions, may be added to the pool of actions players may select from.
    • Buildings may also be occupied to prevent or hinder players from accessing those actions.
      • Worker placement is a kind of action drafting, and drafting denotes a dwindling set of possible choices. Thus, players can block other players from a building.
      • Bumping, allows an occupied building to be reused, but the worker currently occupying the building is removed, and the owner gains some kind of bonus.
  • Single Workers - Players control only a Single primary Worker and cannot acquire more workers.

  • Building Actions and Rewards - Buildings can offer varying rewards to different players, based on ownership and turn order, or they may be upgraded to increase their rewards to all players.\

    • One way buildings can vary in rewards is through improvements of different kinds
    • Buildings and spaces may also increase in value over time until a player selects them.
    • Conversely, buildings may become deactivated or hindered.
  • Turn Order and Resolution Order - Worker placement is ultimately a drafting mechanism, and the order by which actions are selected and resolved is an opportunity for design variations.

    • See turn order and resolution mechanisms as well.
    • One approach is to have a building grant turn order priority. This gives strong left-to-right binding as players are advantaged or disadvantaged due to turn order.
    • Another approach is to use auctions to determine turn order.
    • One design consideration is to determine when worker actions get placed versus when they get resolved.
    • Another consideration is when workers return to the pool.
      • Spending a turn to retrieve workers introduces blocking.

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