Rondel mechanics and card drafting seem to be all the rage in game design this year, as exemplified by Seasons. Here's a loose idea for an Asteroid Mining game using those mechanics.


This board represents is an asteroid belt. The center rondel rotates one increment per round, noting six distinct regions of the asteroid belt at any one time. (Note the wavy, dotted and solid lines.) I think the Rondel will also show market values for various resources, too.

There is a 54 card deck. Each card corresponds to a space. Each space has a resource that it offers. Each round, all players draft x cards from the deck. After drafting, place claims on that space of the board.

Next, all players extract resources from all spaces they control. A resource cube is then placed on each space. REGIONAL BONUS: If a player owns the most spaces in the current region, she gets a bonus. Dominating a wavy region earns x bonus, dotted region earns y bonus, a solid region earns z bonus.

Next, players may spend resources to build facilities or get credits.

* To build facilities, simply remove the cubes from any space you control and place the facility card in front of you. (Facilities can increase the value of resources, grant area bonuses, or impose trade tariffs as noted below.)

* When you get credits, trade for the current market value of those resources. Also note if players control a space between yours and the rondel. If so, those players half points, rounded down.

In other words, the outer rings have the most valuable resources, but controlling the inner ring lets you tax the import of those resources because you control access to the central planets.

The player with the most credits after y full rondel rotations wins.


So there is lots of area control stuff going on here. Controlling rings gets you good resources or strong trade positioning. Controlling regions gets you powerful bonuses. But all that area control is driven by a card drafting mechanic. I wonder if it will work! Your thoughts?
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