Today I’m flying to Montreal, Canada, for a conference, and as this is being written from an airport again, that means it’s time for another airport inspired game!! Today it’s about luggage.

Day 36: Lost Luggage

Players are in charge of the luggage delivery at a major international airport. They need to work together to ensure they get the baggage of passengers to them as efficiently as possible, without losing anything.

Each player is in charge of a different part of the airport – one person is dealing with getting the baggage off the actual flights, another is driving the baggage to the terminal via the tarmac, another is operating the conveyor belts at the terminal, and so on. These are areas set up on the game board, and importantly there is a screen that covers each player’s area, meaning that no one else can see it.

The process starts with the first player receiving a number of flight cards – each has a number of passengers and an exact code of their baggage. This is a combination of a colour and a number (such as Green 1, Red 10 etc). When the first player gets this card, they take the tokens matching these bags, and pass them face down to the second player. Importantly, while the tiles are face down you can see their colour, but not their number. The job of this first player is to choose from a number of flights, and working out which order they should give the luggage to the next player. They give the flight card to the final player, without showing the other players, whose job it is to assign the flight to a baggage point, and to communicate to the other players what bags they are missing.

The middle players then have to deliver the luggage using a system of interconnected conveyor belts, listening to the last player as to what baggage point they should send what bag to. They can tell the colour of a bag, and can choose to flip the bag to the side showing the number as well if they spend precious time to properly scan the bag. Once they send a bag though to the last player, they assign it to the passenger if it came to the right point, otherwise they have to send the bag back, wasting more time.

The game would be played in real time, with players using hour glasses (much like in Time and Space) to track their actions. Once they take an action, they place the hourglass on it, and cannot remove it and take another action until the sand has run through.

At the end of the time limit, players score based on how many bags they successfully delivered. They can also automatically lose if a certain number of customers never get their bags.

I imagine this as a mix between Escape : Curse of the Lost Temple and Space team, as players are trying to act as quickly as possible all the while shouting orders to each other, saying what they need. The mix of real time and hidden information could work well, and each player could have specific roles they have to play, making the game feel very different depending on what you are doing. What do you think I should add to the game that would work well with the theme?