Last time I tried to figure out a mechanic that fit all these requirements: they had to be cards that trigger at different times during the game; they shouldn’t be too difficult to remember; ideally have player interaction built into it. I also decided to add a new constraint to that list: the game mechanic has to also work in single player. This is because online multiplayer games are harder to playtest/show off than single player games, and if a game can work in single player mode, it should be able to. This is why Donald X. took steps to let Moon Colony Bloodbath be played in single player, because it wasn’t hard to do for that game. The tricky part is, I still want this game to have player interaction in multiplayer, and there’s very little overlap for “has player interaction” and “works in solitaire”. Like for Territorial March, the mechanic of controlling areas doesn’t make sense in single player, because the game is about having more troops and scouts in an area than each other player.
Then I realized the perfect mechanic for it. Long ago I was inspired by the hourglass zones in Temporum: Alternate Realities. They start with 1 counter per player; when you visit that zone you remove 1 counter from it, and when all counters are removed, you add them back and the zone does something for all players. The idea is that players have to plan for it to happen, and the bonuses are tied to requirements (like having money to pay, or having no cards in hand). I had always wanted to make a game with that mechanic, where there are countdown cards associated with each action. It works great in this game, where the “actions” are choosing a token to add/advance. The mechanic also has player interaction for multiplayer and works just fine in single player too. Another thing is that this mechanic works best if you will want to use the actions in equal amounts, and this game is perfect since you will want all the tokens. It just solves every problem perfectly.
The countdown mechanic has a few finer details to work out. The first is, how strong should the countdown cards themselves be, and how strong should your regular turns be? Since the countdown cards affect everyone, and take time before they happen, they can be as strong as they want. Putting power into the countdown cards means that the turns should have less power, because 1) to make the countdown cards stand out more, and 2) if the turns were equally powerful then the game goes too quickly. But I also don’t want progress to feel too slow (especially since it can take a while before a countdown card ever triggers). To speed the game up, you now do twice as much on your turns: you choose a token type, then add a token of that type, then advance a token of that type (could be the one you just added, or a different one), then you may submit tokens and placards. Doing the math: if adding + advancing a token equals 1 VP, and a countdown card effect is 2 VP, and on average 1 countdown card will activate once every 2 turns, that means the game takes 10 turns to reach 20 VP, which seems like a good length.
Another thing is how to have these countdown cards not feel extraneous. Technically you could play the game without any countdown cards, but that game would be boring, as there’s no player interaction and much less planning. I also had the problem of, when/how do players get more placards? I solved both issues by having it so, when a countdown card triggers, everyone also draws 2 placards, and this is (mostly) the only way to ever get placards. The only issue is that it may be hard to remember to draw the 2 placards (as the countdown cards themselves draw your attention the most), but I think I’ll just let that be (plus I’m making a computer game).
Other minor notes: I found several optimizations for coding online multiplayer games (some out of necessity due to making a game that isn’t strictly a 2-player game), and along the way found some bugs I had to go back and fix in Swords vs Shields. I also renamed the tokens to fit the advancing theme. They are now: art, homes, weapons, tech. It’s possible that weapons want to instead be tools, but upgrading your weapons is a very recognizable thing in games. Finding an icon to represent "art: was hard, since there are many forms of art, but my temporary placeholder icon is a painting palette. I also have to give a theme to the placards and countdown cards (“placard” in particular is an outdated term).