There's a little inside joke within our hobby that complains about the over-abundance of "trading in the Mediterranean" games. To be fair to old Mare Nostrum, it also applies to Medieval Europe, trains, planes, and boats, etc. Of course, it's a stereotype exaggerated for humor. Nevertheless, shipping and trading have been and continue to be very popular and common themes. Did this mechanic start it all? Well, that's probably hard to confirm one way or the other. But I'm certain it has fanned the flames!
Pick-Up and Deliver:
How Does it Work?
At the risk of sounding condescending, this is one of the
more self-explanatory mechanics in the hobby.
Basically, the pick-up and deliver genre involves traveling to a
physical location on a game board, picking up a resource or object, and then
moving to another, usually specific, place to deliver it. Generally, the player then receives some benefit for his/her efforts. However, as simple as it sounds, there can
also be much more depth to it, as well.
In some titles, the pick-up and deliver component really
serves as the game’s overall driving identity, purpose or goal, in a manner
that broader design frameworks like tableau-building
or deck-building
also provide. Then again in other cases,
it is only one part of many elements and becomes more of an individual mechanic in
the way that, for example, action
point allowance or role
selection are more about providing particular means to reach an end. Indeed, in either case, the genre is always
paired with one or more other mechanics by which to achieve the actual picking
up and delivering.
Typically, the game begins with some or most of the
resources that are being taken already on the board, either by pre-determined
set-up or random seeding. The target
destination, or “demand,” for those items can then also be pre-determined or
random – and may even fluctuate during the game. Furthermore, many titles in this genre
provide goals for delivering certain things to specific places. These objectives can be available for all
players to fulfill, or assigned individually.
There are a few seemingly obvious characteristics to
nonetheless note in further defining this category. First, the gaming environment is communal and
resources are equally accessible to all players, even though each may still
have independent goals to meet certain deliveries. Second, movement in a given turn is
influenced by movements from previous turns.
There are both spatial and/or geographic restrictions, plus action
mechanics, that limit the distances or places traveled each round. Third, it is important to emphasize both
parts to the pick-up and deliver equation.
Some games labeled on the Board Game Geek database under
this mechanic actually involve just picking up or just delivering. You might start with an object to deliver
somewhere, but this omits the preparatory movement in order to gather the resource
in the first place. The first such
listing is Mancala and its variants – which I’m assuming the given date of 500
is really more of a guess – and falls loosely under this consideration. In Mancala-style games, there are no spatial
restrictions to picking-up seeds.
Furthermore, the delivery mechanic itself is too programmed and
formulaic. Other than the
sense of physically grabbing pieces and dropping them in cups, its not really a pick-up and deliver game.
More commonly, some designs abstract the delivery concept in
that the item nebulously goes “somewhere” after collecting it, which makes it
simply more of a prize, rather than something in demand to be taken to a
specific location. Robbing the Miller
(1888) is the first modern pick-up and deliver title to be categorized as such,
but falls into this abstraction. The exercise
is more concerned with stealing other players’ grain and getting it back
“home,” as opposed to carrying it to a particular place. More recent games along this line might be
something like a dungeon-crawl or adventure game where you can pick up
treasure, but that’s all.
Cargoes (1933) is really the earliest title which would exhibit the prime elements of pick-up and deliver, albeit with the now out-dated, roll-and-move mechanic. It was also an early use of the shipping/trading theme, which would soon be commonplace in the genre – admittedly a natural fit. Players represent a country and are given consignment cards which serve as goods. Certain ports around the world map demand different goods and players try to deliver their consignments to those cities, exchanging them for native goods and returning to their home countries. Scores are based on the value of goods exchanged less the amount of unfulfilled consignment cards.
"10-40, Good Buddy" - trucking loads overland in The Great Heartland Hauling Co. |
Cargoes (1933) is really the earliest title which would exhibit the prime elements of pick-up and deliver, albeit with the now out-dated, roll-and-move mechanic. It was also an early use of the shipping/trading theme, which would soon be commonplace in the genre – admittedly a natural fit. Players represent a country and are given consignment cards which serve as goods. Certain ports around the world map demand different goods and players try to deliver their consignments to those cities, exchanging them for native goods and returning to their home countries. Scores are based on the value of goods exchanged less the amount of unfulfilled consignment cards.
The railroad theme is another staple in, and logical
implementation for, the pick-up and deliver mechanic. Usually, these titles include economic
elements, route building, development, and/or stock ownership, as well. Perhaps the earliest influence for this style
was Empire Builder (1980). This was the
first of the crayon
rails family of games where you actually draw routes with crayon and then
move a train along to pick-up and deliver cargo based on contracts as
determined by card draw.
Martin Wallace’s triumvirate Age of Steam (2002), Railways
of the World (2005), and Steam (2009) are heavyweights in the style ranked # 2,
#3, and #1 respectively. They use tile
placement for route building, an action point allowance system, and include varying degrees of building and developing elements. The trio abstracts the physical pick-up
slightly to tie it in with the route building, and delivery is based on a
specific supply/demand system.
Besides shipping and railroads, many other themes have
utilized pick-up and delivery. Auf Achse
(1987) deals with over-the-road trucking.
Star Trader (1987) was one of the first to send the genre into outer
space. Fire & Axe (2004) goes pillaging and delivering during the Viking Era. Merchants and Marauders (2010)
takes players into the Age of Piracy.
Recent titles have even taken the style and gone steampunk, as in Kings of Air
and Steam (2013). And of course, simple trading
is a ubiquitous theme seen in a variety of places such as Samarkand
(1980), Himalaya (2002), and Zanzibar
(2007) to name but just a few.
One common characteristic to pick-up and delivery titles is
the “buy low, sell high” model. Probably
the most frequent benefit to delivering goods and fulfilling contracts is earning
money. Seven Seas: A Game of Trade
(1960) was one of the earliest attempts to simulate this core economic
principal. Merchants of the Middle Ages
(1999) is another straight-forward example.
Pure pick-up and deliver designs may often feel "samey" (see below), so it is quite common to blend it in with other mechanics. This is nothing new to gaming. Genoa (2001) forces players to negotiate with each other and cooperate at certain times to meet demands. Container (2007) has some interesting player interactivity, including bidding and a supply/demand model based on buying cargo from other players' ports to deliver elsewhere. The pick-up and deliver element in Giants (2008) has nothing to do with trade, but rather collecting and moving giant stones to create the famous head statues ala Easter Island. Merkator (2010) is a deeper game that includes a time element that influences pick-up and delivery, plus it allows you to keep fulfilled contracts to use again, which is rare. And Tahiti (2012) is a good example of how the genre often uses action point allowance; plus it has an interesting twist in that the actions you can take depends on the amount of crops you have picked up.
What’s to Love?
Pure pick-up and deliver designs may often feel "samey" (see below), so it is quite common to blend it in with other mechanics. This is nothing new to gaming. Genoa (2001) forces players to negotiate with each other and cooperate at certain times to meet demands. Container (2007) has some interesting player interactivity, including bidding and a supply/demand model based on buying cargo from other players' ports to deliver elsewhere. The pick-up and deliver element in Giants (2008) has nothing to do with trade, but rather collecting and moving giant stones to create the famous head statues ala Easter Island. Merkator (2010) is a deeper game that includes a time element that influences pick-up and delivery, plus it allows you to keep fulfilled contracts to use again, which is rare. And Tahiti (2012) is a good example of how the genre often uses action point allowance; plus it has an interesting twist in that the actions you can take depends on the amount of crops you have picked up.
The very accessible gateway pick-up and deliver, Cinque Terre. |
What’s to Love?
From a design perspective, the pick-up and deliver genre
synergizes easily with other mechanics like action point allowance, role
selection, or bidding. All of these sub-mechanics are well-suited
toward providing the means by which items are physically collected and
carried. Additionally, the style
naturally accommodates economic, trading, and railroad themes which have proven
popular in the hobby.
Probably the greatest appeal to pick-up and deliver games is
the opportunity for planning out the most efficient play. There is always the reward of buying low and
selling high inherent to the more economic titles in the genre. But beyond that, there is a great sense of
satisfaction achieved when meeting the best demands or fulfilling the most
lucrative contracts for the greatest benefits.
All of which usually requires forethought of planning, flexibility in
adjusting to surprises, and patience to stick with your strategy when necessary. In other words, it can be nice mental
stimulation.
Another benefit to this category of game is that players can
usually judge their progress easily. Mostly,
you will you have a good sense of your individual development; but many times
you’re able to quickly compare that in relation to that of your opponents, as
well. However, unless absolutely
everything is marked on a victory point track, there is still some unknown
information – especially with secret fulfillment orders – so that some tension
and mystery remains. This is a nice
advantage particularly for new gamers who can get frustrated quickly when not
provided with a stick by which to measure their progress.
Finally, a pick-up and deliver game certainly can provide some element of direct and
spiteful player interaction, but usually it is a good way to include more
indirect forms – namely in the structure of competition. Without overtly attacking each other,
participants instead race toward common goals, resources, or routes. Therefore it allows for some interplay – even
confrontation – but is not abrasive.
Obviously, this aspect would appeal mainly to serious gamers intent on
keeping their efficient, apple carts upright because…
What’s the Downside?
…despite the competitive aspect, pick-up and deliver games
prove fairly solitary in nature. In the
majority of examples in this style, players are going about their own business
paying only mild attention to what others are doing. For those that enjoy more interaction, the mere race for goods or contracts will not be stimulating enough.
The words “cube pushing” get bandied about in the hobby and
refer to the fiddly handling of numerous game components. That term certainly applies here. You must physically with your little (or big)
fingers pick-up the various cubes, tokens, or other bits representing the
game’s resources. The more pieces
included, the more frustrating this exercise will prove.
The biggest drawback to pick-up and deliver is simply the
repetition. The recurrent cycle of move,
pick-up, move again, and deliver can certainly get monotonous after a
while. Taken too a lengthy extreme, it
will make the game boring. The best way
to counter this problem is to either keep the overall play time short, so that
it does not overstay its welcome, or fold in a number of other mechanics for
variety.
Recommended Titles
Rowing from island to island to collect food in Tahiti. |
Recommended Titles
These are just a few titles that we here at iSlaytheDragon
recommend in this category, along with a brief note as to why you might want to
check them out.
Auf Achse won the Spiel
des Jahres in 1987 and received a reprint in 2007. Themed to over-the-road trucking, this is a
classic, pick-up and deliver title with all of the hallmarks of the genre.
Merchant of Venus
is a 1988 cult classic, just reprinted in 2012, taking the genre into our solar
system. In addition to the usual pick-up
and deliver elements, players can build better ships and equip them for more
effective trade, develop factories for better commodities, and construct space
ports to exact tolls from opponents. It
also has a fun, dynamic supply/demand model.
Serenissima, in some
ways, is the Merchant of Venus set in the Mediterranean . While simple to learn, it has a lot of depth
and strategy. There are well-integrated
building and development components, good trading mechanics, and some rare
direct interaction in attacking your opponents' ships!
Railways of the World
is the third highest rated pick-up and deliver game on BGG ranked #44 overall. It, and its many spin-offs, are standard
examples of the style, using an action point allowance system, some basic
building and developing elements, but eschewing the complicated economic
workings of other railroad games. It is
closely related to the #1 and #2 ranked pick-up and deliver games from the same
designer, Steam (2009) and Age of Steam (2002), both with many of
their own spin-offs and expansions.
Perry Rhodan: The
Cosmic League is recommended for it uniqueness in that it is a two-player
only game from German publisher Kosmos, famous for their two-player titles.
Cinque
Terre is one of the better “gateway” games in the pick-up and deliver
group. Colorful, simple, and fast, this
title is great to introduce new people to the style.
A Timeline
Here's a brief timeline of titles using pick-up and deliver. This is by no means a comprehensive list, merely a representation of some popular, unique and/or significant games utilizing the mechanic.
Here's a brief timeline of titles using pick-up and deliver. This is by no means a comprehensive list, merely a representation of some popular, unique and/or significant games utilizing the mechanic.
1888
Robbing the Miller
1933
Cargoes
1938
Cabby
1946
Flagship Airfreight
1960
Seven Seas: A Game of Trade
1963
Port of Call
1976
That’s Truckin’
1980
Empire Builder
1987
Auf Achse
Star Trader
Star Trader
1988
Merchant of Venus
1991
Silverton
1996
Serenissima
1999
Bus
Merchants of the Middle Ages
Roads and Boats
2001
2002
Age of Steam
2003
Logistico
2004
Fire & Axe
Hansa
2005
Castle Merchants
Railways of the World
2006
Canal Mania
Space Dealer
2007
Container
Perry Rhodan: The Cosmic League
2008
Giants
2009
Days of Steam
Masters of Venice
Steam
Valdora
2010
High Frontier
Merkator
2011
Trollhalla
2012
Rolling Freight
Sky Traders
Starship Merchants
2013
Cinque Terre
Kings of Air and Steam
What do you think about the pick-up and deliver mechanic?
Do you have other thoughts about its benefits or drawbacks? Perhaps
you have a favorite title that’s not on our recommend list or the timeline?
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I'll admit it: pick-up-and-deliver games are often tedious exercises to me. Which of these games is the most exciting?
ReplyDeleteHmmm...exciting? Well, that would depend on how thematic and trashy you like it. Fire and Axe for vikings? Merchants and Marauders for pirates? Personally, I can't wait to play Kings of Air and Steam - I like me some steampunk!
DeleteI actually really like Empire Builder, as long as it is, and it's set of games. It really should be included in this list.
ReplyDelete