Hi there, designers!
I'm currently developing a game for the Game Crafter Worker Placement Challenge (and beyond). I'm looking for a method to efficiently and overtly track various resources in a game wherein players take on the role of restaurateurs. There are quite a bit of things to track and I'm stumped on how best to do it. I'm also trying to keep costs down on resource bits.
Players are allowed to hire and promote restaurant staff - the workers. Each worker has a salary (calculated in white cubes - clearly denoted on each worker tile). Tipped employees all have tip expectations for each shift (in corresponding colored cubes - blue for servers, yellow for bartenders) that must be recorded and met.
Players must also buy and use food, both vegetarian and carnivore options (represented in red and green cubes - suggestions for color-blind friendly alternatives also welcome). These amounts rise and fall with every round as guests consume the food.
That's white, blue, yellow, green, and red. All of which basically track a different thing. I eliminated dollar amounts so everything is essentially on a common number scale, money (for the house and for tipped employees) ranging from 0 to potentially 190 (though someone would have to get very lucky for that to happen) and food ranging from 0 to 100.
I attempted to use piles of cubes for each thing, but said piles would obviously reach ridiculous amounts not to mention being too fiddly. It should be said that after every round, tips (blue and yellow) immediately bounce back to zero.
I'm toying around with a 4 x 8 player mat with a grid of numbered squares like most victory point tracks in Euro games, but I'm wondering if keeping all of the above resources on the same grid would become confusing. This needs to be a medium-sized game that veers away from over-complicated. The concepts in the game are fairly simple and I don't want to throw a wrench in ease of play.
Any and all suggestions welcome! Thanks!
My intention for all those systems was for a sense of realism, but I couldn't agree more with your (and Corsaire's) assessment.
Working on cutting the food angle in some way or completely. Each worker has a special skill (tipped employees can add to the die roll required to meet guest enjoyment, managers can do this in a different way, hosts can mitigate wait times). Preparing workers to provide the best possible guest enjoyment while ensuring the workers themselves are happy (ie. appropriately compensated and not overworked) is the core of the game so food isn't ringing as all that important.
Now to figure out (a) what chef and sous chef skills are or (b) if those workers are part of the game at all.
Thanks for the input! I think I needed to hear someone else say what I was already thinking.