I'm in the early stages of designing a investment game with a rail theme, and I'm trying to decide if it's going to be feasible.
The general idea is players can buy and sell stock in one of the rail lines in the game. Whoever has the most shares of a given stock is the CEO of that line.
There will be delivery cards that the railways are bidding for (the CEO makes the bids), and this will be the same bidding mechanic as the cheapass game The Big Cheese. The rail line has a certain number of employees, and their "bid" is a promise to assign a certain number of employees to that contract. Once work is started on the contract, each turn one of the employees is removed and made available to bid again (representing less work to do as the job gets done).
When the last employee is removed, the delivery is complete. As payment, the stock in that rail line goes up and the CEO gets a cash bonus, both amount specified on the card.
I'd like some feedback on how people think this will work.
Jason
The money is just for buying shares. You're bidding with employees which is a fixed aspect of the railroad. I haven't decided if it will be the same for all the railroads or what that number will be.
The winner will be the person with the most money at the end (including shares at the current market value).
I don't know yet :). It could be when a person has a certain amount of money, or I might include special cards in the deliveries deck (like taxes or special bonuses for certain rail lines), and after x number of those cards come up, the game ends.
I mentioned the Big Cheese to make it easier for someone familer with the game to know what I was talking about and then I tried to explain it.
The Big Cheese has one great mechanic, but then there's nothing more to the game besides that mechanic. The way it works is you're a VP at a company running a department with 10 employees. You're bidding on projects (from a deck of cards turned up one at a time) that you want your department to do, and your bids are to allocate that number of employees to the project. If you win the bid, you put the employees on that project card so they're not available to bid again. Then you remove one employee per turn (thematically, there's less work to do as the project progresses), so it's available again for bidding. When you remove the last employee the project is complete and at that point you get credit for it. The projects have different point values and involve a die roll so when you're bidding you don't know exactly what you'll end up with.
What seems to be going out on a limb is that the "players" are the rail lines, and the human players are buying the right to control one or more of the "players".
I like the way players can get some points for another players work by being a minority shareholder and having their stock go up.
The different deliveries will have different payoffs, so you'll want to bid more for higher payoff ones, but if you wait for the big ones, you opponents will clean up on the little ones and if they only bid a few employees on each one they'll have the back in a few turns when the big one comes up.
There will have to be some reason to bid with one line over another. When a person controls more than one rail line, they'll have multiple sets of workers which might let them dominate too much.
Jason