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?



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Supporter3 months ago

I have Raiders and it's really fun.  I do like the tension of hoping someone else will put the right worker down in a spot you can play.  It creates great tension of, do I take an action I need or do I go after the white worker because I'll need it soon.  Somtimes you have to look around and figure out if others will get a white worker and have the other things you need to go after the same spot.  Really fun.

2 months ago

this kind of mechanic makes "your" game overlap in more zones than the typical "multiplayer solitaire" feeling you often get in many WPgames. If the mechanic makes you think about 'what will the other guy do and how can I benefit from that', it always scores points in my book!

I have #Paladins of the West Kingdom which is in the first place an excellent enigne builder, with WP as a main mechanic. It doesn't have a lot of overlap with the other players spaces though. This isn't necessarely bad because you already have a LOT to take into consideration already :)

 

2 months ago

Yeah, Paladins is a really interconnected puzzle. Whereas Architects is more an ecosystem

Supporter2 months ago

One of the reasons I like #Raiders of the North Sea is because of that needing to look around and think about what other players may do (especially later in the game).  I also have the added benefit of playing with people who like a lot of negative player interaction (which I also like), so there are often a lot of Take That actions played.

I think this makes the game frustratingly fun because you can get pushed back a whole turn (or push someone back).

Supporter3 months ago

It has always intrigued me, and, I'd like to try it. 

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