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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.
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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.
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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
- These new workers represent substantial growth in a player’s overall action budget, and as such, acquiring more workers is often a dominant strategy.
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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.
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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.
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Single Workers - Players control only a Single primary Worker and cannot acquire more workers.
- Can be similar too Rondel or Time track games
- Blocking is still a part of these games.
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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.
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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.