Does anyone know of any games where resources start from one point on the board, branch out and get delivered from there? I mostly know of games (e.g., Age of Steam) where goods are randomly distributed around the board and then get transported. I'm open to new ideas as well. Thanks in advance as always.
pick up & deliver games where resources start from one location?
Hi. Good luck with the game, but the santa theme will limit sales/appeal to 6 weeks of the year - unless this is not intended for commercial sales? Happy New Year.
Was this by any chance inspired by last month's Game Design Showdown? It sounds like it would have been a perfect fit!
As for starting with goods in a specific place (not randomized like in Age of Steam or Railroad Tycoon):
If you start with goods in a specific place, AND the delivery places are always the same, then you MAY end up with a situation where every game is the same, and players can find an optimal path. Of course, you could limit movement so that they cannot take the same path every time in order to keep that from happening.
In your case, if a player started with a handful of Gifts to deliver, and each Gift had to be delivered to a particular house (maybe the gifts are colored cubes, and the houses are color coded), you could either give each player a different assortment of cubes and have a constant map of houses, or give each player the same assortment of cubes and change up house locations, in order to make them plan an efficient route. Maybe each house could only take 1 or maybe 2 gifts, giving a natural reward (as opposed to a bonus) for getting there first (if you see that you won't get to a particular house in time, maybe you need to plan on getting to a different house of that color). Or as you wrote, you could track the players' order of arrival at each house and award more points for getting there first.
Here's an idea for you: Maybe each player should start with the same gifts and the same board, and secretly/individually plan their route, then when finished, reveal and resolve the deliveries and score like you said - see who figured out the "best" route through that particular board.
Anyway, I like that someone is working on new ideas for pickup/deliver, because I really like that kind of game :)
I'd appreciate any feeback on the general framework I came up with based on delivering gifts:
-Players try out for the role of Santa travelling along a path starting at the North Pole and returning to the North Pole after making deliveries.
-Every player starts at the North Pole with 7 cubes ("gifts") that get delivered up to 7 houses (one delivery per player).
-The path will have several spaces in between each house that players can move along (sharing spaces is fine).
-Movement is determined by playing card(s). There is a shared draw pile and players always refresh to 4 cards after their turn. Card values will be 1-4. Typically you can only play one card but the player in last place on the path can play two if they are the same value, e.g., 2+2= 4 movement points.
-You can skip houses by choice or if you don't have the cards to make a delivery but you can't go back once you've passed a house. You get one penalty coal cube if you skip a house.
-Points can be attained in four ways:
1. First, by dropping off a present you get points depending on the order you arrive at the house. For example, in a four player game the point values in each house could be 10, 6, 3, 1. First player to arrive gets 10, second 6, etc.
2. Second, there will be a similar bonus at the finish line encouraging players to finish first.
3. Third, everyone will have two hidden goal cards that gives them bonus points for being first place in specific house. One player might get +5 points for making the first delivery in house's 5, & 7 for a total of 10 bonus points.
4. Penalty points for undelivered gifts (coal cubes). Same scale as above (-1, -3, -6, -10, etc.)
Can you think of anything else that I might experiment with? I have a feeling the card movement mechanic may be a bit boring. I like the catch-up idea of last place being able to play two cards instead of one. The hidden bonus points might make players jump ahead even if it means skipping one house. I could also tinker with the scoring at each house making last place more attractive at some houses versus others. For example, instead of 10, 6, 3, 1, the values could be 7, 6, 3, 3.
Thanks for any feedback.