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Food Delivery Racing Game

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treyscottbeardfoster
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Joined: 11/18/2015

Sounds lame, but there's a twist. Players are food delivery people who have to deliver food to a party at a castle filled with monsters. The sole reason these monsters have all ordered take-out is to attempt to annihilate the delivery boys before they ever make it to the top of the mountain.

This is my first game and the basic play goes like this:
Each player picks a driver
Then each player is assigned a monster (that ordered food from them) That monster has a deck of attack cards that are drawn after each round of turns.
A turn consists of each player rolling 3 6 sided dice and choosing which dice they would like to assign to each of 3 slots- Movement, upgrade, defense.

Movement: Is used for movement up the mountain
Upgrade: Gets players a currency that they can spend at stores located up the mountain to get upgrades for their cars
Defense: is the defense that player will get to use against the monster that attacks them at the end of that round.

Upgrades include different tires, amours, and guns.

Guns are used for PVP combat.

I'm about a week out from a 1st draft version of this that I'll probably play out on pen and paper with my wife but just wanted to see what you guys thought about theme and the basics.

-Trey

let-off studios
let-off studios's picture
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Joined: 02/07/2011
Sounds Cute

I think this could be a light filler game with the right crowd. From the way you describe it, there doesn't seem to be much strategy or deeper thinking involved in "winning" the game. I'd suggest you think of different ways players may be able to gain advantages beyond rolling lucky or adding bonuses to die rolls. Bonuses could relate to terrain being crossed, monsters being encountered, certain combinations of die rolls, re-rolling or adding dice together to amp up one stat while ignoring another for a turn, etc.

Of course, you'll have a much better idea after you've cobbled together a prototype and done some testing on your own. Good luck!

Zag24
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Joined: 03/02/2014
I like it! Though, of

I like it! Though, of course, dice hate me, so I'd be frustrated by bad rolls. (Ironically, on those few occasions when I'm unusually lucky in games, I feel badly about winning due to luck.)

Here's a small tweak that might mitigate the luck, somewhat.

Rather than just purchasing upgrades at stores, each round there is a single upgrade available, which is flipped up from a deck as the round starts. Players roll simultaneously and each see what each other rolled, but not how they apportion their dice. Then they apportion the dice in secret, with a simultaneous reveal. Players are encouraged to lie about how they are apportioning their dice during the secret part, for bluffing, etc.

Two dice are as you described, for movement and defense. But the third die is just a bid on the one upgrade item available. Whoever bid the highest gets it, and others have simply wasted their bids. However, if there's a tie, then the tiebreaker is the player who moved the LEAST, where you consider not only the die they applied to movement, but also any penalties or bonuses they might currently have.

This gives a slight advantage in picking up the item to any player who is currently operating with a movement penalty (due to damage from earlier rounds), or who has just rolled badly.

The whole approach of having only one upgrade item available strengthens the strategy of just ignoring upgrades and putting your best die rolls into movement (going for a quick win). This makes for an interesting dynamic, especially for the 3-player game.

[If you can get your two opponents both fighting over the upgrades and always spending their best rolls on bidding and still wasting some, your zerg rush will likely win. If both your opponents are just trying to race to the top, you can pick up all the items, sometimes even with only your second-best roll, and you win that way, too.]

treyscottbeardfoster
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Joined: 11/18/2015
Great feed back.

I like a few of these ideas. Right now trying to balance the upgrades and create a way to really push people into pvp combat. Some of the upgrades will now have a re-roll possibility and some other similar things to not just have +1 whatever. Every time I've played myself (which is a terrible way to test stuff) The players get pretty darn spread out. I'm hoping that pvp combat can be the thing to change that in some way.

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