Hi there,
I'm working on a a game that can broadly be described as a pick up and delivery game. The game has 4 rounds and each round is split in half, loading boats, and then unloading the boats/delivery.
The first phase I'm really happy with, there is a conveyor belt of cards representing goods that are to be loaded on the boats. The further from the docks the goods are, the more players have to bribe and use influence to get them on their boat.
However the second half, which involves the boats sailing to different ports and players taking it in turn to make deliveries is quite frankly a little lacklustre. Currently each port has a series of deliveries that are required with players satisfying the deliveries and earning points. It's a bit like going through the motions however and isnt very fun.
Can anyone suggest possible mechanics I could explore to try and make the delivery phase a little more fun? I've been considering each port triggering an auction between players for who gets to make the delivery but feel his might be a bit of a cop out.
Cheers for the suggestions. I do like the idea of limiting the number of 'spaces' that are available to players. It becomes a bit like a worker placement in that respect.
I'm playing with the idea of players using influence to determine which ports are visited. If all the players have to visit the same port with the same available trades. then using your influence to visit the more beneficial ports seems like it could create some tension.