Board games where players can get and lose 'jobs' with corresponding actions and obligations?

I've had this idea on my mind, and wanted to see other board games that execute on it. I'll take John Company as the one game I know that does this.

Players can get certain positions within the game's company: chairman, director of trade, manager of shipping, etc. Whoever controls a given position may take certain unique actions related to that position.

The position can later be lost (and with it the ability to do those unique actions), and then obtained by a different player.

What would you call these kinds of mechanics? And do you know of more games that utilize them?

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u/lucasagus285 — 20 hours ago

What are some super desicion-heavy game?

Title, basically. What game has you making interesting and actually impactful decisions most often? Open to all genres of games. I'm guessing it's gonna be a strategy game, like starcraft or slay the spire, but wouldn't be surprised if it was something like League of Legends...

Edit: Clarifying that I mean all kinds of decisions: strategic, and tactical, risk/reward, etc. Not just narrative choices! (Please stop recommending me games that are 99% story-based T-T)

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u/lucasagus285 — 5 days ago
▲ 41 r/gaming

What's the most decision-heavy game?

Title, basically. What game has you making interesting and actually impactful decisions most often? Open to all genres of games. I'm guessing it's gonna be a strategy game, like starcraft or slay the spire, but wouldn't be surprised if it was something like League of Legends...

Edit: Clarifying that I mean all kinds of decisions: strategic, and tactical, and related to timing or risk/reward too. Not just narrative choices!

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u/lucasagus285 — 5 days ago

Is it possible to do an "integrated log" in twine? (Harlowe or Sugarcube)

When I say "integrated log" I mean something akin to Disco Elysium's text.

I want to have the text of previous decisions still on screen, but grayed out, with the current passage at the very bottom. And when moving to a new passage, have the new text be the one on-screen, so you don't start all the way at the top of the log and need to scroll down.

I came up with two possible ways of doing this, but would like further help with both the coding itself as well as brainstorming better ideas:

1- Keep an array/list of the previously visited passages, and display that array at the top of every passage, with the text grayed out. Unsure how to make the screen always start near the bottom at the new text.

2- Have a single passage that the player sees, and have the new passages display instead of going to that passage. Unsure how to continually gray everything out. Also doesn't use Twine's strongest feature (passages) very well.

Both of these stories also have the problem of not differencing between the possible choices and the one that were actually chosen...

Edit: This is meant for a branching, linear story. No loops or other weird stuff that might mess with this.

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u/lucasagus285 — 1 month ago
▲ 24 r/4Xgaming+1 crossposts

I'm bored of every 4X game having basically identical theming, but I still really enjoy the mechanics. So I'm looking for games that have all the usual 4X mechanics, but don't have you controling a civilization/empire/clan/species/etc. Instead, they have some other theming that is also integrated into the game's mechanics.

Some examples of what I'm talking about:

- Terra Invicta: Humankind has made first contact with aliens. You control a sociopolitical group that holds a certain view regarding what our relationship with them should be like (kill them, peaceful coexistance, negotiate surrender, serve them unconditionally, etc.) and this view permeates your every goal, your abilities, starting conditions, and relationship to others.

- Offworld Trading Company: You control a company looking to colonize Mars. As such, you deal mostly from the economic side of things, managing prices and stock. Other players can buy shares in your company and even do hostile takeovers to kick you out of the game too!

- Dune Spice Wars: You are the head of one of many families looking to colonize a planet. Diplomacy is more heavily interwined into the gameplay, and every couple weeks a council session is held, where the families vote on different issues that may impact any number of players. (Admittedly, this is on the edge of acceptability as it's a bit too close to controlling a normal "clan", but I'm taking anything I can get lol.)

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u/lucasagus285 — 2 months ago