Throwing a topic out there to start a discussion.
Has anyone experienced, designed, or simply thought of a game where you take all resources you want to start a game?
I'll even say that first player can be a jerk and take everything, but of course there is a catch depending on how much you have; you obviously can't be too greedy.
Say the resources include money and simple provisions like wood, stone, and clay. Without being too "linear," e.g. X many resources = Y many moves/actions/etc., how can a game manipulate this starting mechanic over in-game time (turns/rounds) without the greedier players being too powerful?
Are there games that do something similar?
Edit: To contribute, perhaps there is a tax rate for how much of a resource you have. Or, introduce a high-risk-high-reward feature where if you take the high reward, your actions must be higher risk; a backwards take on the concept. What would be a good theme to wrap around this?
Sure, but I'm wondering if you simply leave that up to the players versus making it a rule in the book. More specifically, the targeting. The greedier player will likely be targeted naturally. The rules can enforce mechanics which keep the greedy players from being overpowered.
Maybe the resources determine a specific decision space and are not directly related to a player's power. In reality it actually does, but maybe there is a way to make this work?