worker placement
In the group Core mechanic.
You put your little workers on different jobs on the board. If someone takes a spot, no one else can use it that turn.
In the group Core mechanic.
You put your little workers on different jobs on the board. If someone takes a spot, no one else can use it that turn.
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People place helpers to claim spots but bump others off or fight for key areas, like competing for the best playground swings.
You place your workers on a board next to pretend opponents or alone, racing your own goals like building your dream town quietly.
You place workers on spots to grab resources and build points, feeling like careful planning to grow your score biggest.
You place workers with tiny luck, feeling like a brainy puzzle where smart spots win the day.
Placing workers uncovers shared secrets, turning the board into a detective map of motives.
Everyone places workers together to beat a shared challenge like a disaster.
Everyone sees the board and plans worker spots to grab the best spots for victory points, leading to careful blocking and optimization.
Dice decide how far you move or how many workers you get, then you place them on actions.
You pick cards that give you more workers or new action spaces to use.
Players bid for the top action spaces before placing their workers.
You can place extra workers on risky spaces that might pay off or might lose them.
Placing workers on action spaces lets you send pieces to hold areas on the map.
Placing workers gets you pieces to fit into your own pattern or shape.
Cards in your hand change what your workers can do on action spaces.
Winning tricks earns you workers or the first pick of action spaces.
Players can make deals to let each other use blocked action spaces.
Placing workers gets you items to collect into matching sets.
Workers collect tiles, and you place the tiles to build your area or a shared board.
Players place workers to gain steps on a track, racing to reach the end first.
Players place workers to attack or defend, until only one player has workers left.
Players place workers together to keep everyone safe from a growing danger.
Players place workers together to build towards one shared goal.
Players place workers, each secretly working towards their own goal.
Workers carry out actions that move a story forward to its ending.
Placing a worker on a space blocks others from using it that round.
Players place workers to help a group goal but also to get ahead.
Teams place workers to beat the other team to key actions.
The team places workers, but a traitor places them badly on purpose.
Which action spaces open each round is decided by chance.
Random events change the actions, but you can plan around them.
Planning your workers matters most, with a little chance in what comes up.
All action spaces and resources are visible to everyone.
Players place workers and hold secret cards that change actions.
Players place workers while secretly working for a hidden side.
Players can place workers to mislead others about their plans.
Each action space is a real job or process, and placing workers runs the system.
Each player plays a real group, sending people to do the jobs that group needs.
Players send workers to draw from a shared resource.
Workers placed now finish their jobs in later rounds.
Players agree a rule about who can use which action spaces.
After play, players talk about where they sent workers and why.
Placing a worker answers the last placement, so each action reacts to someone else's.
Players place workers without speaking, reading plans only from the board.
One action space lets a worker change a rule, so players compete for it.
Players place workers to build something together or apart, and nobody wins.
Players place workers towards aims they set, such as building one thing or helping others.
Players place workers, and the one who runs out of useful spaces loses.
Players post where they place their workers, and someone updates the board.
Some action spaces are held by an absent player's workers, placed long ago.
A sign is thrown each round and read to decide which action spaces are open.
Players place workers at the same time, trying not to choose the same space.
Some action spaces follow a secret rule, and players learn it by placing workers.
One player knows which actions pay off and can only hint where to place workers.
Some actions build things that stay on the board in every later game.
Workers take real days to finish their jobs before returning.
Each worker is sent as the character would send them, with a reason said aloud.
Players place workers by tossing or sliding them onto action spaces.
Workers can only go to places someone has drawn, so the map decides the actions.
Players place workers so that everyone always has a space left.
Workers are placed, but the game takes away the rewards each round.
The game master runs the places workers visit, describing what happens at each.
Passers-by place a token on one of several action spots chalked on the ground.
A roll on a table decides what each action space offers this round.
Workers can only go to areas that have been revealed.
The action spaces make a point, such as some jobs paying more than others for the same work.
Placing a worker commits the player to a real task.
Actions earn points that stand for things like care or wages, and players notice the gap.
Players try out how work would be shared in a future world.
worker placement neither supports nor works against the feeling excited.
worker placement supports the feeling clever.
worker placement works against the feeling silly.
worker placement neither supports nor works against the feeling tense.
worker placement neither supports nor works against the feeling together.
worker placement neither supports nor works against the feeling sneaky.
worker placement works against the feeling lucky.
worker placement supports the feeling in charge.
worker placement works against the feeling surprised.
worker placement supports the feeling thoughtful.
worker placement works against the feeling fast.
worker placement neither supports nor works against the feeling unfair in a fun way.
worker placement supports the feeling careful.
worker placement works against the feeling daring.
worker placement neither supports nor works against the feeling friendly.