I have a train robbery themed push your luck game in mind. I'm a fan of Incan Gold's simplicity and a few things will seem familiar to those who have played it. The overall goal would be a cooperative-to-a-point feel. Below are my general thoughts on how it would work but I'd welcome feedback and suggestions to make it more interesting without being too complicated.
The players will be a team of robbers about to board a train, each player receiving a unique player character with a special ability (public) and some equipment cards (private). The players will 'enter' a train together, moving from car to car collecting loot and encountering 'hazards'. Hazards will primarily be overcome with equipment or dice based skill checks but could mean someone getting left behind, that is the 'to-a-point' part of the cooperative aspect.
On the table will be a "train cars" deck, identical background, when flipped over they will reveal a train car. The train car will have a "type" (box car, passenger car, etc), color coded corresponding to a 'reward deck'. Certain cars will carry more rewards but with more corresponding risk. Run around a cattle car all you want and you'll probably be okay but, not going to find much in there. Some cars may also have a particular requirement or limitation to them (no equipment may be used in this car, that kind of thing).
What I'm really working on is the loot-acquiring mechanism. I want to try something a little different and here's what I've thought of but haven't prototyped yet:
Each player draws a card from the correspoding reward deck for the type of car they are in. "Treasure" cards are added to each player's personal pile (but not 'banked' yet). Hazard cards however are dealt with by the group as a whole. Those will be dealt with by cashing in equipment cards or possibly having to leave a player behind depending on the severity of the hazard.
After a round of treasure seeking, players can choose to keep searching the car or to move on. Any players leaving at the same time then split the treasure they have in their personal stash, and that amount becomes banked. This is the major deviation from IC, in which you split treasure as you go with the people remaining in the car. This also offsets the issue of people who draw hazard cards not getting treasure, they have an option of trying to leave 'with' someone who has a lot so they get a share.
Players who leave wait between cars until anyone remianing in the car has left. Subsequent groups who leave also share their loot but only with people who exit the car with them, giving an incentive to staying longer. Unlike Incan Gold where it wasn't unheard of to go 10+ rounds in a temple step I'd only expect this to last 2 or 3. The issue it may create is if there's only one person left they can rack up a lot of points. Perhaps when half the group has moved on the others are compelled to.
After that a new train car card is drawn, any specific rules satisfied, and it begins again. Game would likely end after a number of cars adjusted for how many players there are or something similar.
One of my considered win conditions was drawing a locomotive card singling there were no more cars. I tend to think of edge cases so I was concerned about the experience if it was drawn super early. Perhaps that's just a reality. Or they could board multiple trains, perhaps using treasure to buy new equipment between rounds. The. A short round wouldn't make the game seem arbitrary.
Thanks so much for commenting, I agree your ending works much better.