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Busy Lives Prompt Speedier Board Games

BusylikeBum writes "Michelle Hastings admits she's sometimes cheated to get through a game of Candy Land with her 5-year-old daughter, Campbell. The board game can take just too long, she said. Disney Monopoly is another big offender. 'A game like that, it could literally take you days,' said Hastings, of Holliston, Mass. 'A lot of times, you don't play games because they take so long.' Board game makers are heeding pleas of parents like Hastings and introducing games tailored to busy lives and shorter attention spans that take only about 20 minutes to play." This is especially interesting to me, given the US adoption of more serious, lengthy German board games in the last few years.

15 of 153 comments (clear)

  1. Lengthy German board games? by c0d3h4x0r · · Score: 3, Funny

    serious, lengthy German board games in the last few years.

    You mean such as Sprockets: Touch my monkey!?

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    1. Re:Lengthy German board games? by Dan+Slotman · · Score: 5, Informative

      No, they mean games in the German-style board game genre. Germany currently has one of the most vibrant board game design cultures in the world. This is largely fueled by the Spiel des Jahres, the most prestigious prize in the board game industry. Some popular recent winners are Ticket to Ride, Carcassonne, El Grande, Settlers of Catan, Call My Bluff, and Scotland Yard. If you see "Spiel des Jahres" winner on a game box, you can buy it without second thought—winners are fantastic games.

    2. Re:Lengthy German board games? by mcvos · · Score: 3, Interesting

      I wholeheartedly agree that the German board game industry has done woonderful things over the last 15 years. I don't agree with the article that it's the German board games that take long. They usuallly take about an hour. A game is long if it takes 2 hours. It's always been the Anglo-saxon style games that can take an entire day.

      This is mostly due to them being more simulationist. Anglosaxon style games invent a new way to model some part of reality (often in a very primitive way) and tweak that into a playable game. German style games invent an interesting and highly playable game mechanism and make up a nice theme around it. The German approach leads to very playable and accessible games. The anglosaxon approach can lead to highly detailed that touch your imagination. Both have their attraction, but if you want speed, German is the way to go. (I personally am more leaning towards anglosaxon games at the moment.)

      Note that the designations "German" or "Anglosaxon" don't mean the game actually comes from Germany or the US/UK. Cheapass Games, for example, is a US company that leans much more to the German way of doing things (but with more humour), whereas German companies have also produced games that definitely lean more in the anglosaxon direction.

      (This difference in approach can also be seen in the 18xx games hobby. Lots of hobbyists make excellent games in that genre, but Americans tend to start with a region, research the historic background and try to model that, whereas Europeans think of an interesting concept they want to model in the game, and then look for which region is most suitable for a game implementing that idea.)

  2. Cliff's Notes? by Reason58 · · Score: 5, Funny

    I wish the articles on slashdot were shorter. I only managed to get half way through this one before my busy life distracted me. Wow, is that a nickel?

  3. From my experience... by fishybell · · Score: 4, Insightful
    ...it doesn't take 9-11 year olds 20 minutes to get bored with Monopoly. In a three person game their turn only comes up every two minutes, and they run out of steam before they've been around the board twice.

    Simpler games, such as UNO or Mancala, or even more complicated games, such as Rummikub, offer more entertainment for longer periods of time simply because a turn lasts at most 30-45 seconds.

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    1. Re:From my experience... by Skevin · · Score: 4, Interesting

      The problem with Monopoly is that it is not a zero-sum game - every time someone passes Go, another $200 is added to the overall money in play. Sure there are cards and board spaces that take money back into the Bank, such as the Luxury Tax square, but the total probability of hitting these cards/spaces often do not significantly impact one's earnings. This problem is further exacerbated by the occasional practice of putting all that "penalty" money into Free Parking.

      I introduced a variant to Monopoly that ensures the game will not take too long: I give everyone six times the normal starting amount in cash. Every time someone passes Go, he has to *pay* $200. This ensures that the total flow of money is negative for everyone.

      On another note, did anyone else chuckle at the fact that there is a "Disney Monopoly" boardgame you can buy?

      Solomon

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    2. Re:From my experience... by Sparr0 · · Score: 3, Informative

      One could write a book on conflicting information from "Official Monopoly Rules" [on] any number of sites.

      http://richardwilding.tripod.com/monorules.htm
      This one says that the bank auctions off all the belongings of bankrupt players. It also says that the limit for late rent is two turns later. It also says that a whole color must be un-house'd before one of the properties can be mortgaged (a sensible rule, but the rules I have read only required that property to be empty, meaning one house could remain on the others). Contrary to the grandparent-linked "Official Monopoly Rules", it says you can unmortgage property for 110% immediately upon buying it, instead of paying the (unheard of) extra 10%.

      There is no single set of "Official Monopoly Rules". There are many variants, many of which are or were official at some point in some place. There are many rulesets. Some are good, some are bad. Some people make up house rules (like auctions) that happen to be printed rules in other sets.

    3. Re:From my experience... by Garridan · · Score: 3, Informative

      I'd probably check out Hasbro's website, since, y'know, they bought MB, and produce the game now. At least, that's what every group I've ever gamed with does, when rule disputes come up.

      http://www.hasbro.com/common/instruct/monins.pdf

  4. Along with his sidekick Apparent Boy by xenocide2 · · Score: 4, Funny

    "Games are becoming, in a lot of respects, entertainment," Silver said.

    Will Captain Obvious save the day from the evil Duh League? Find out next time, on IB Times!

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    Open Source Sysadmin

  5. Days? by meringuoid · · Score: 5, Insightful
    Disney Monopoly is another big offender. 'A game like that, it could literally take you days,' said Hastings, of Holliston, Mass.

    Don't know if they've changed the rules for Disney Monopoly - usually variants just change street names and graphic design - but Monopoly should never take days, unless players are deliberately buying property from each other at inflated prices to prevent anyone going out of the game. Or unless people are refusing to trade cards so that nobody can form a complete colour group and build houses, in which case it's stalemate and you might as well call a draw.

    After an hour or two of Monopoly the board should be full of houses. At that point the game ends fast; the ASSESSED FOR STREET REPAIRS and MAKE GENERAL REPAIRS cards are ruinously expensive to a big landlord. As a result, money comes out of the game a good deal faster than it comes into it from people passing GO. All those fees go to the Bank, leaving players with less and less money to pay the ever-larger rents, and the game must end soon.

    You could, I suppose, invent a new game in which money did not ever leave the game and return to the Bank - perhaps you could put the money from fines and fees and so forth into some jackpot, and designate a square such that anybody landing there would collect all the wealth accumulated there - but that game would last forever, become incredibly frustrating once everybody had so much money that they didn't care about landing on Mayfair, and would basically not be Monopoly.

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    1. Re:Days? by pappy97 · · Score: 5, Informative

      The problem is that idiots can't follow rules. You won't believe how many people I've met don't understand that if you land on a property and do not wish to buy it, it goes up immediately for auction to the highest bidder, including the person who landed on it.

      It's CLEARLY in the rules, but somehoe that rule isn't followed, which slows down games because all the properties are not bought as fast as they should be.

  6. Re:How generous of them. by gardyloo · · Score: 5, Funny

    I thought I had a good game store here. The outside certainly looked all glittery and fun. When I walked in, it was very dark, and there was a sort of stage with these poles on it, and some scantily-clad females doing an interesting dance. "Oooh! Role-playing!" I thought, looking around for a dwarf wench with the grog.

        Then I announced loudly that I wanted to find a game that would take less than 30 minutes. One of the girls looked at me and said, "Honey, you want one that will take less than 30 seconds," and then they all went "Mmm-hmmm!" in unison and did a head-bob.

          I want to know where the hell you guys get your games.

  7. Re:No-one ever wants to play Monopoly with me.. by Micah · · Score: 4, Interesting

    "Takes too long" is a cop-out excuse by people who don't like Monopoly. If that's what they say, forget it, they wouldn't be good game partners anyway.

    In my experience, if you play Monopoly RIGHT (by the official rules) and focus on the game instead of gabbing about other things the whole time, it can take two hours or less, sometimes as little as one hour.

    Monopoly is also a lot more brilliant a game than most people think. Most people who "like Monopoly" don't have a clue what most of the rules are, and they insist on playing with house rules that completely mess up the game's economy and add too much luck (*cough* Free Parking Jackpot *cough*). Another offense is allowing as many houses/hotels as you want. The game has a carefully chosen limit of 32 houses and 12 hotels -- there must NEVER be more than that on the board. Many don't want to play with the auction rule, where all properties landed on that aren't immediately purchased must immediately be auctioned. Not to mention other silliness like trading immunities to paying rent for trades.

    Hint: All "house rules" are bad, but the ones that run counter to the game's goal -- bankrupting every player but you ASAP -- will make the game last longer. Play it right and you'll fly through it!

  8. The problem with long games by Daetrin · · Score: 3, Insightful
    Whether it's a board game, a card game, or anything else where the longer it gets the better balanced it has to be. If you blow 30 minutes on a game that has lots of flaws but is fun no big deal. However once games start getting into the hour plus range you need to feel it was worth the time investment.

    If the game isn't well balanced in one way, or if the players' skill levels are mismatched, then one or more players are going to pull ahead while everyone else falls behind with no hope of catching up. This might be fun for the players in the lead, but it can get very frustrating to the others. _Especially_ if they're not as much into board games. This can make convincing non-board game geek friends or SOs to join you for a game very difficult.

    If the game isn't balanced in another way then the results become based more on luck than skill, especially if it's possible for one player to jump up from behind suddenly at the end and wind up on top. This can be acceptable if the game is of a more silly nature, one designed to make everyone compete in crazy antics and the enjoyment is more in the journey than the goal, but not so much in a "serious" game. "Apples to Apples" is a good example of a game that manages to have a goal to compete for but which no one really cares a great deal who wins.

    An ideal game allows players who are behind to catch up, but in a way that is at least theoretically foreseeable and preventable. Allowing ways for the players who are behind to gang up on the person in charge often helps with this. And often times setting alternate goals for yourself when it seems that victory is out of your grasp can be entertaining if you can maintain the right mindset. If you're already out of the running then sabotaging the person in the lead to give the game to the person who was second can be a fun goal (assuming you're playing with people who won't hold grudges of course =)

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  9. SOMEBODY GETS IT!!! by nobodyman · · Score: 3, Interesting
    Can we somehow get you adopted into my family!? As a kid I used to think that Monopoly took too long. Then in high school I ran across some kids in my 3rd period class that would all play through lunch . That's 50 minutes!!! I asked them if they played using alternate rules and they looked at me like I was from mars. Nope. The problem that was my family had instituted virtually all of the loopy "house rules". Here's just a few:

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    • You had to pass Go once before you can purchase a property

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    • No auctions. If five people before you land on a property and don't buy it, tough luck

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    • Contracts and Immunity deals so complex you might need a Notary

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    • Anything that would otherwise go to the bank instead goes into that [censored] Free-Parking windfall.


    Ugh. No wonder it would take hours.