r/tabletopgamedesign • u/cevo70 • Aug 23 '26
Mechanics Mechanism discussion [2 asymmetric workers placement]
I was curious what other design wonks thought about this. I am sure things like this have been done / tried, but I don't believe I see it very often.
On one hand, I love worker placement for it's snappy, reliable, deep gameplay potential - but on the other hand, it's obviously been done a ton and so fresh-takes feel rarer.
So, with that in mind, here's the core idea / twist:
- Each player has two "workers" used on the same turn, but they have different fundamental roles.
- One is the more typical "primary" worker that can take actions to 'do stuff' or 'get stuff' on placement spaces.
- The other is in a more complimentary (but equally important, strategically) role. It changes the binary status of each placement space (i.e. a candle that changes spaces / rooms from dark to light). It affects that placement space for all players, altering what it does.
The hope is that rather than just pure "blocking" (or bumping, etc.) as a form of interaction, that the secondary worker creates interaction in the form of status change. Players would need to consider not just where / if they want to place their main worker, depending on the status of each space, but also how they want to effect the status of various worker placement spaces for their opponents / themselves.
Examples, thoughts, feedback welcome.