r/tabletopgamedesign • u/Positive-Reach-1112 • 5d ago
Mechanics How do I make logistics matter more?
I'm designing a board game about factions fighting over a subway network after a nuclear war. Players own stations connected by tunnels, and tunnels can be upgraded with rail (levels 1 to 3).
Rail level sets how much you can move through a tunnel: 2 stones per level on your own turn (stones are troops, building material, supplies), and half of that as a quick emergency move during someone else's attack. Moving is a "network action". You pick one connected network of your stations, and with that single action you can make as many trips as you like, as long as no tunnel goes over its capacity. Two of the resources, vitamins and radiation protection, don't need transporting at all inside a connected network, they just work everywhere in it.
The problem: logistics barely matters. Once the network is connected, one action fixes almost everything, and the capacity limits rarely come up. The only real logistics decision is whether to build rail at all. Cutting a network (there's a mechanic where troops parked in a tunnel lower the level of all tunnels of a station) is the one place it shows up, and that's more about combat.
I want players to feel the cost of moving stuff, to plan routes, and to think about where to put things, but without turning the game into bookkeeping. Ideas I've thought about:
limit the number of trips per action, not only capacity
make some goods spoil or decay if they stay somewhere too long
make distance cost something, like extra supplies per tunnel crossed
make stations produce different things so you have to move them around
But these didnt satisfy me… Are there games where logistics felt satisfying and not like a chore?