Why I like Raiders twist on Worker placement
#Raiders of the North Sea is a relatively light worker placement game. However, while worker placement classics like #Lords of Waterdeep or #Agricola (Revised Edition) (both games I like) generally have a system of only a limited number (often only one) worker can occupy a given action space and so once an opponent places their worker there it is off limits to you for that round, Raider's does things a little different: no one owns any specific workers, instead on your turn (you always start with one worker) you place that worker somewhere and perform that action and then take a worker already on the board on a different space also performing that action. The next player then does the same, but their options are a little different to yours as you have changed the board state. I think this is a slightly friendlier but not less tactical twist on the mechanic. As you can (almost) always do one thing that you want on your turn, but if both the spaces you want already contain workers (or both are empty) you cannot do both the things you want. So instead of in classic worker placement there being an initial race for the 'good' spaces and then each player deciding how to best utilise the scraps with their remaining worker for that round in Raider's you are forced to constantly be flexible with he ever changing board state (different coloured worker being more or less effective on certain spaces adds a nice extra layer to the decision making), every turn is a decision on what you want most. It also limits hate-placement: as taking/placing a worker might limit your opponents options to some extent you can't ever leave them with nothing useful to do which can often happen in other worker placements. While I don't think this is awful in other games, I do appreciate everyone feeling like they have agency all the time in this game.
What do you guys think of this take on worker placement?