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Designing the Best Board Game

An anonymous reader writes: Twilight Struggle tops BoardGameGeek's ranking of user-rated board games, handily beating classics like Puerto Rico, Settlers of the Catan, and Risk. FiveThirtyEight has an article about the game's design, and how certain design choices can affect enjoyment. Quoting: "Gupta has a few theories about why his game has done so well. For one, it's a two-player game — the Americans vs. the Soviets. Two-player games are attractive for a couple of reasons. First, by definition, half the players win. People like winning, and are likely to replay and rate highly a game they think they have a chance to win. ... The data offers some evidence for Gupta's hypothesis. Games that support three players rate highest, with an average of 6.58. But two-player games are a close second, with an average rating of 6.55. Next closest are five-player games, which average 6.39. ... The shortest games are the lowest rated, on average. But players don't favor length without bounds. Three hours seems to be right around the point of diminishing marginal returns. Another key to the game's success is its mix of luck and skill." What design elements do you particularly enjoy or hate in board games?

155 comments

  1. Board Game design by qwak23 · · Score: 2

    I like my board games to be based purely on chance. #LifeforLife

    1. Re:Board Game design by edawstwin · · Score: 4, Interesting

      I like my board games to be based purely on chance. #LifeforLife

      I actually don't mind games that have a high degree of luck involved, though I prefer somewhere around "low" luck. What I do mind is if that luck knocks a player out of a game well before all of the other participants are out, so that there is extreme downtime for one or more players. Games like Ticket to Ride, Lords of Vegas, Power Grid, etc... deal with this by having all players play until the scoring phase at the end. I played Risk Legacy once, and lost before I even took a turn (!). Sure I got back into the game with reduced resources, but I had already really lost the game. Letting people play (mostly) until the end is probably the single biggest requirement aside from actual fun/interesting mechanics.

      --
      I don't want to achieve immortality through my work. I want to achieve it by not dying. - Woody Allen
    2. Re:Board Game design by Escogido · · Score: 4, Interesting

      The problem with not eliminating players in a free-for-all type of games (like Settlers of Catan) is that often worst players become kingmakers. It's been more than on a single occasion in Catan that if A and B are way ahead but of more or less equal strength, C who has no realistic chance to win the game can essentially decide if A or B does. And that is is arguably even worse than blind luck.

    3. Re:Board Game design by Anonymous Coward · · Score: 0
    4. Re:Board Game design by Darinbob · · Score: 1

      Then you'd like Candyland... http://existentialcomics.com/c...

    5. Re:Board Game design by qwak23 · · Score: 1

      I don't mind chance in games, so long as it complements the skill/strategy aspect of the game. I like poker as an example, chance determines the hands in play but a skilled player can turn the weakest hand at the table into the winning hand, at the same time chance can override a seemingly impossible to beat hand.

      And then there is Mario Party which destroys relationships.

    6. Re:Board Game design by qwak23 · · Score: 1

      I approve.

    7. Re:Board Game design by pnutjam · · Score: 3, Insightful

      Sounds like real life...

    8. Re:Board Game design by Doghouse13 · · Score: 1

      Brain dump.

      My preferred games have always been first and foremost a social activity; I want to enjoy the game, but I also want to enjoy socialising with friends while we're playing. My criteria for "good" games are dictated by that. So - likely playing well with a reasonable number of people (ideally 5+, if only because that's the size of group I tend to end up with). Deep enough and skill-based enough to reward good play (if I win, I want to be able to take at least a little pleasure in having played well) but not so deep or devoid of luck that a less-experienced player doesn't stand a chance of doing at least moderately well (I want everyone to enjoy themselves and want to play again). Short enough so that, even when someone has a truly awful game (it happens!), that needn't be their sole experience of the session. Not so demanding that everyone is sitting in silence thinking through their next move, or so complex that the dread "analysis paralysis" sets in - I value "fun" highly (if everyone is howling with laughter all the time I can forgive just about anything; whereas there's nothing less fun for just about anyone than sitting around in silence for 15 minutes just waiting for your turn to come around again). NO player elimination (and incredibly bad design decision unless the game is VERY short, and even then it's not something I like - people want to play, not sit around watching others play and getting bored). Enough player-player interaction that trailing players can influence the progress of people doing better than themselves, and leading players can "play the man" as well as just making their own moves; not so much that good play gets totally swamped in a popularity contest of "let's all get HIM"). At least vaguely "trackable"; not so arcane that no-one really has the foggiest who is doing well until the scores are added up afterwards. And inclusive; keeping everyone busy (so, sufficiently non-random that players can be thinking about their next turn while others are taking theirs, or with mechanisms that mean everyone is involved all of the time).

      None of the above are hard-and-fast; I can think of excellent games that, played with the right people, break most of them, and I would enjoy (many of the most highly-rated 100 games on Boardgamegeek break one or two of them, in fact, and aren't in my own collection for precisely that reason, despite the fact that I recognise that they're often very good). But I can also think of otherwise-excellent games that I dislike intensely because they break one or more of those; so as rules of thumb, they work well for me.

      Games I own that keep coming back out of the cupboards (sometimes despite their ages)? Settlers of Catan. Metro. Ticket to Ride. Roborally. 1830. Puerto Rico. Alhambra. Railway Rivals. Acquire. Win, Place & Show. Tikal. Medici. Fair Means or Foul. Primordial Soup. Bohnanza. Pitchcar. Woolly Bully. Streetcar. Not a comprehensive list - just ones that come to mind. I've several I've acquired more recently that show promise, but it's too early to tell how well they'll stand the test of time.

    9. Re:Board Game design by qwak23 · · Score: 1

      I'm kind of surprised Scrabble hasn't really gotten any mentions here. While not perfect, it has an overall good design, balancing player skill against chance on each letter draw and allowing players to play both offensively and defensively.

    10. Re:Board Game design by Doghouse13 · · Score: 1

      An interesting observation. Scrabble, again, is way down the BGG list (#1045 today). I suspect, and entirely without evidence other than personal experience, that it's perhaps limited (beyond the "known it since forever" phenomenon that doubtless down-rates ALL "familiar" games**) by the need for a very specific set of word-related skills (a rich vocabulary, good spelling, a knack for anagrams and the lie) to stand any chance of doing well against a half-decent player. Without those - or if your regular opponent is just too good - you're not really likely to form the sort of "I enjoyed doing that, I want to do it again!" attachment that brings you back for more (or gets you to rate it highly, when you're considering what you think of it as a game).

      For my money, it's still an excellent game - but it's also somewhat niche, and I haven't actually played it in years. In practice, with any particular group of players there's almost almost something else I'd rather play that is likely to be more "fun" on the day.

      (**Even quite mediocre games can do quite well in the BGG ratings for a short while, if they're sufficiently novel. The real test is their staying power, as people become used to them and votes pile up.)

    11. Re:Board Game design by Doghouse13 · · Score: 1

      "and the like". Ah well.

    12. Re:Board Game design by qwak23 · · Score: 1

      Scrabble has some flexibility in regards to skills, at least if you're looking to make it enjoyable. My wife is not a native English speaker, so if we play together, we throw out the standard scrabble dictionary and allow words from her native language as well as proper nouns. I'm not sure how highly competitive play goes, but I usually adopt the approach that I need to maximize my score, while minimizing tile usage. This makes the game just math, with valid plays restricted to the set of tile combinations listed in the official scrabble dictionary. Playing informally with my wife, we just use a set with different elements. 2 letter combinations can be extremely valuable, and the set of valid 2 letter plays is fairly small, making it easy to memorize over time, after that a good working knowledge of valid 3-4 letter combinations combined with a good strategy can make a player dangerous.

  2. My favorite board game is Third Reich by HBI · · Score: 1

    That said, the number of people who agree with me are going to be very limited. It's complicated, takes a day to play, the rules are obtuse and it's intended as a strategic simulation and hardly captures any wartime flavor or even individual units. I find most games - particularly the ones listed in the summary - to mostly be a bore.

    It's illustrative of the issue - there is no best game.

    (4th edition rules of the original AH game is my preference, for those who care)

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:My favorite board game is Third Reich by Tilgore+Krout · · Score: 2

      About the only thing we agree upon is that Third Reich is a great game and could take a day or longer to play. I don't consider the rules to be complicated/obtuse, and it is definitely not a simulation. It is a meat and potatoes grognard style game.

      I love the modern Euro-games but many times would rather play Third Reich, Empires in Arms or Advanced Squad Leader with some old friends whenever I get a chance. The former are easier to get new people into playing and don't take a lot of time, the latter require a particular kind per pedantic personality and a commitment of time.

      --
      main(){char*c="main(){char*c=%c%s%c;printf(c,34,c, 34);}";printf(c,34,c,34);}
    2. Re:My favorite board game is Third Reich by Curunir_wolf · · Score: 1

      My all-time favorite is still Supremacy. It's like Risk for grown-ups.

      --
      "Somebody has to do something. It's just incredibly pathetic it has to be us."
      --- Jerry Garcia
    3. Re:My favorite board game is Third Reich by KatchooNJ · · Score: 1

      Oh man... Supremacy! That game can be fun, but it always ends with nuclear winter when you play with my friends. lol

      ~Kat ^_^

      --
      "Never give up, for that is just the time and place when the tide will change." -Harriet Beecher Stowe ^_^
    4. Re:My favorite board game is Third Reich by CrimsonAvenger · · Score: 1

      Advanced Squad Leader...***sighs*** haven't found anyone to play that with since my regular opponent died. I really need to get out more.

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    5. Re:My favorite board game is Third Reich by rtb61 · · Score: 1

      So you should be searching for what ever happened to M$ Surface in a large format, perhaps in cafe environment with the western equivalent of sushi, stepford mom snack food (perfect triangular sandwiches with the crust removed, mini lasagnes, pizza toast with prime ingredients, cheese steak sandwich etc.). Pay for the booth with thrown in snack meal budget and play board games on a large flat digitised surface while enjoying perfect snacks one after another as a full meal. The ideal place for new and existing players to meet.

      --
      Chaos - everything, everywhere, everywhen
    6. Re:My favorite board game is Third Reich by HBI · · Score: 1

      It remains a simulation, however imperfect. Prados wasn't writing it for pure entertainment value. Recommend a read of Dunnigan's book or Sabin's "Simulating War" if you don't understand why it remains a simulation.

      The rules are acknowledged obtuse by the original authors and were revised several times in a halfhearted attempt to make them better. Googling the topic will find the relevant links.

      I've been playing the game for nearly 40 years and there's not a whole lot that one could say about it that I haven't researched to death.
         

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    7. Re:My favorite board game is Third Reich by Tilgore+Krout · · Score: 1

      You might give VASL or VASSAL a try. With one of these programs you can play ASL opponents interactively or via PBEM. The basic engine for VASL has been ported to VASSAL which have modules for other game system (including Third Reich). You still need to purchase the game for the rules to use VASSAL but the VASSAL engine takes care of the maps, pieces, and die roles for you.

      --
      main(){char*c="main(){char*c=%c%s%c;printf(c,34,c, 34);}";printf(c,34,c,34);}
    8. Re:My favorite board game is Third Reich by Tilgore+Krout · · Score: 1

      Obviously you and I differ on what constitutes a simulation. I don’t think Sabin or Dunnigan would say that Third Reich constitutes a true simulation since to many fudges and shortcuts have been taken to enhance game play at the expense of simulating true strategic warfare.

      Maybe you need to reconsider the definition of the word “obtuse” (“difficult to comprehend : not clear or precise in thought or expression”). The Third Reich rules are simple, well organized, and follow the basic outline followed by many games published by Avalon Hill, SPI, Strategy & Tactics, and others. (RE: “Wargame Design” by Berg, Dunnigan, et al). Maybe because I’ve played so many games by those publishers in the past that I find wargames much easier to play when they are organized similar to the way the Third Reich rules are organized. Especially when compared to many modern gaming system rules which are scattered throughout a large rambling rulebook that is 3/4 fluff and 1/4 actual rules (i.e. Warhammer/Warhammer 40k).

      I understand that the “obtuseness” of a set of rules is a subjective judgement, and I may be a special case (after all I consider Advanced Squad Leader to be the best set of rules in existence). At least you an I agree in the subjective judgement that Third Reich is a great game.

      --
      main(){char*c="main(){char*c=%c%s%c;printf(c,34,c, 34);}";printf(c,34,c,34);}
    9. Re:My favorite board game is Third Reich by Tilgore+Krout · · Score: 1

      Have you tried using VASSAL? It is a great way to play the game interactively or via PBEM. There are also modules for many, many other games that you can play with this gaming engine. You still need to own the game for the rules and charts, but the maps and pieces for the most part are handled by the VASSAL engine.

      --
      main(){char*c="main(){char*c=%c%s%c;printf(c,34,c, 34);}";printf(c,34,c,34);}
    10. Re:My favorite board game is Third Reich by HBI · · Score: 1

      The best analogue of the problem with the 3R rules is ...the 1E AD&D rules. Poorly organized, too many special cases, not enough specific examples of rule execution. Any rule set that requires hundreds of errata questions has a problem, no? (on a side note, I suspect i'm a closet masochist for liking 1E AD&D, too) Anyway, I don't consider *me* understanding the rules to be an advertisement for how well written they are. I understand 3R just fine, but I also understand law. It's just most other people don't. I have to show them gameplay and then the light goes off.

      Sabin at least would fully understand why you'd short-circuit even vital elements of a game for playability. Hell, he spends a goodly portion of his book talking about the various simplifications he has made to avoid overcomplexity and most importantly to make the simulations he uses with his students fit within class time constraints. Dunnigan, also, in his 3E of his design book provides us with a totally stripped down game which is entirely bereft of fluff. No, I think they'd appreciate design decisions like those made in 3R to speed play. As noted, it still takes a day to play...

      Hell, compare AWAW or Prados' 3R (the modern edition) with even 4e AH TR...you see Greenwood's hand removing complexity. Prados' original 3R design was division level and included fair bits of the complexity that muddied the first two mentioned games. Greenwood knew what he was doing.

      And yes, that we can agree it's a great game and I have gotten many, many hours of joy and sometimes even stress playing it.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  3. Catan by valnar · · Score: 5, Funny

    Any game where I can say "I've got wood for sheep" is tops in my book.

    1. Re:Catan by Carewolf · · Score: 1

      Any game where I can say "I've got wood for sheep" is tops in my book.

      Stoned need wood.

    2. Re:Catan by billstewart · · Score: 1

      Everybody must get Stone.

      --

      Bill Stewart
      New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  4. I love loop holes by Anonymous Coward · · Score: 0

    I have a monopoly on wood. My buddy nags me 4 turns in a row to trade him some wood and I refuse. Finally he rolls the robber and decides to target me out of spite, and the fact he will get to steal my last card after I've discarded the majority of a full hand. He's rubbing his hands together with a shit eating grin saying "now you have to finally give me that wood you bastard." Having not discarded yet.... I just casually glance up then back down at my cards, and discard every wood card but a single sheep. "Have fun with your new GF in NZ sucker." Tables flip..... and another night of Catan is concluded.

    1. Re:I love loop holes by Anonymous Coward · · Score: 0

      Impossible.
      You would have to keep more than a single sheep card since you only discard if you have 8 or more cards.
      So you would have at least 4 cards left.

    2. Re:I love loop holes by Anonymous Coward · · Score: 0

      Sorry the coffee hadn't kicked in yet. What I meant to say is when I discarded down, I left nothing but sheep in my hand thus leaving him with the only option to pluck a single sheep from it.

  5. Elegance and replayability by Continental+Drift · · Score: 2

    I play board games two or three times a week. I love games with elegant rules which still lead to a game that can be played over and over. I've been playing bridge for 30 years, and I still find something new every time I play. Dominion and Werewolf are really neat elegant systems, but nearly every game is a new experience.

    I also need to be able to improve. I think Royal Turf is an elegant game, but I know the ideal strategy and don't enjoy playing anymore. Whereas I have a lot to learn to be a better Zendo player and a better poker player, and will never master either game.

  6. Advance to Go by BasilBrush · · Score: 2

    You still can't beat Monopoly.

    1. Re:Advance to Go by beelsebob · · Score: 4, Insightful

      Monopoly is actually probably the single worst board game I can think of. There's a dominant strategy, which means that the game (assuming everyone plays to the dominant strategy) just comes down to luck. It takes hours. After the first 2-3 rounds of the board there's effectively no strategy at all in the game.

      Seriously, literally the worst board game I can think of.

    2. Re:Advance to Go by MvdB · · Score: 1

      The rank on boardgamegeek of Monopoly is 10464. According to quite a large community it is quite easy to beat Monopoly.

    3. Re: Advance to Go by Anonymous Coward · · Score: 1

      Which is exactly the point behind the creation of Monopoly.

      It was designed to show off the destitute nature of the economic model.

    4. Re:Advance to Go by Anonymous Coward · · Score: 0

      The rank on Amazon is 19 in Board Games. Which one do you think the corporate overlords care more about. I love me some BoardGameGeek, but they're about as indicative of the average gamer as the "Year of Linux" crowd here represents the average computer user.

    5. Re:Advance to Go by ranton · · Score: 1

      Yes, the best way to tell that someone is horrible at board games and rational thought in general is if they think they or someone they know is good at Monopoly. The only way to be good at Monopoly is to play with brain dead opponents (or very young ones), because the game is almost entirely luck. It is good at teaching 7 year olds math, and that is about it.

      I also cannot think of a worse board game.

      --
      -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
    6. Re:Advance to Go by rabit · · Score: 2

      Yeah, there's gamers and then there's gamers.

      Amazon isn't ranking based on gamers - it's ranking based on people who buy the game. Everyone knows Monopoly. Most folks were brought up with it as the example of a "good" board game, with little understanding of the meaning of that term, and Hasbro markets the heck out of it (and its other games).

      Not to belittle your point, though: Corps are going to focus on what they can sell. Monopoly is easy and caters to the masses. Most folks aren't going to get or necessarily even enjoy the games ranked high on BGG, so they aren't going to get marketed to the masses...

    7. Re:Advance to Go by samwhite_y · · Score: 4, Insightful

      I feel I have to object to the comment that Monopoly is a terrible game. I know somebody who wrote their economics undergraduate thesis on the discount model for evaluating property values in Monopoly.

      But what I really object to is the claim that the game takes hours. Yes, for unskilled players it takes hours. However, top skilled players usually take about 15 minutes to 30 minutes to play a game (and many time even less than that). You buy stuff, you trade, and mortgage everything to build as much as you can, and then somebody is bankrupt in just a few round trips of a game after the house building phase starts. Skilled players roll, move, buy, pay rents, in less than five seconds usually -- so the game is very fast, until you get to the point where you have to think. You can play the game with a 10 minute clock for each player for the whole game without compromising much in the way of skill. Also, you usually agree to a draw if monopolies cannot be formed in a reasonable number of turns.

      From what I have seen, the critical phase of the game occurs at the time trading occurs to form monopolies -- and this requires a great deal of skill, some of it involves being artfully persuasive. It is one of the reasons why monopoly is a cool game. Strategy and tactics sometimes are less important than being a great salesperson.

      However, never bring such skilled people into a regular monopoly game. Their style of play can leave all the other players bankrupt in less than an hour and leave them wondering what just happened to their casual fun game.

    8. Re:Advance to Go by Anonymous Coward · · Score: 1

      "Everyone knows Monopoly. Most folks were brought up with it as the example of a "good" board game"

      Hence, when you ask most people their opinion of board games, they will reply that they hate them. "Monotony" is almost single-handedly responsible for board games' relegation to a place where they only get played begrudgingly at family gatherings on holidays, being only slightly preferable to having to talk to your family.

    9. Re:Advance to Go by KatchooNJ · · Score: 1

      Something like Snakes & Ladders (or Chutes & Ladders) is definitely worse than Monopoly. At least you have choices in Monopoly.

      ~Kat ^_^

      --
      "Never give up, for that is just the time and place when the tide will change." -Harriet Beecher Stowe ^_^
    10. Re:Advance to Go by robstout · · Score: 2

      The one time I had fun playing Monopoly was when we did it Iluminati style. Lots of deals going on around the table "I'll sell you this piece of land for x+ a discount on any future costs if I land on the space". That sort of thing.

    11. Re:Advance to Go by braindrainbahrain · · Score: 2

      A lot of people like monopoly, in spite of it being a terrible game. For those folk, the following video from this fellow Scott Nicholson could be mind opening

      https://www.youtube.com/watch?...

      (skip the first two or so minutes of puppet show to get to the good parts)

    12. Re:Advance to Go by techno-vampire · · Score: 1

      That's true if, and only if nobody's willing to trade. If you know which properties are landed on the most often and which groups have the best return on investment when that's taken into account (Hint: it's not Boardwalk/Park Place.) you can often swap high rent properties that aren't landed on very often for lower rent locations that people land on frequently and nickel-and-dime your opponents to death because it doesn't cost as much to build them up.

      And, of course, there's always the strategy of the artificial housing shortage. The cost of a hotel is the cost of a house plus four houses. That is, you can't go from three houses to a hotel if there aren't any houses to buy. And, as you can't have more than a one house difference in a set of properties, if you have (let's say) three houses on all of the Greens and there's only one house left, you can't upgrade any of them to a hotel. Smart players know the rules, and use them to their advantage.

      --
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    13. Re:Advance to Go by excelsior_gr · · Score: 1

      That's because you stuck to the rules. I once played it with a couple other, ahem, more creative players that turned it into an awesomely funny haggle game, by more or less inserting a "trading" round at the end of each turn in which they would offer money+estates for other player's assets that would offer them a strategic advantage. The face value of the offer would more often than not exceed the price of the haggled item. It was out-of-the-box, emotional and very entertaining.

    14. Re:Advance to Go by rjforster · · Score: 1

      An ex-colleague of mine told me how he played Monopoly with his kids where he was the banker but not a player. He offered loans (with interest; obviously) and rent or jail insurance policies etc. Obviously he had more fun than they did but they learned some valuable lessons about money.

    15. Re:Advance to Go by DNS-and-BIND · · Score: 2

      People don't buy Monopoly for themselves. It's usually bought as a gift for someone else, and it is perhaps played once before being stored in the closet. It's not popular because it's a good game, it's the Paris Hilton of board games: popular because it's popular.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    16. Re:Advance to Go by 31eq · · Score: 1

      Monopoly is certainly best as an out-of-the-box game. You can't do much at all if you leave everything in the box.

    17. Re:Advance to Go by Anonymous Coward · · Score: 0

      Monopoly is actually probably the single worst board game I can think of. There's a dominant strategy, which means that the game (assuming everyone plays to the dominant strategy) just comes down to luck. It takes hours. After the first 2-3 rounds of the board there's effectively no strategy at all in the game.

      Seriously, literally the worst board game I can think of.

      And then someone come with XIa: legends of a drift system - and Monopoly lost his rank...

    18. Re:Advance to Go by Anonymous Coward · · Score: 0

      It is not luck and it is not a long game if you play by the rules.
      I.e. No free parking.

    19. Re:Advance to Go by dbc · · Score: 1

      Yes, indeed. One time I owned the entire lowest-rent side, hotels on all. I down-built to houses when other players were getting ready to build. They looked at me like I was looney. Shortly thereafter, once they understood the rules, they paid me to build hotels again.

    20. Re:Advance to Go by Half-pint+HAL · · Score: 1

      And how is that any better than playing to the rules? The official time for trading is before rolling the dice for your turn, and quite often traded prices do exceed face value. What's the benefit in your version?

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    21. Re:Advance to Go by Doghouse13 · · Score: 1

      Your comments are interesting, and your points may have some validity when all the players are hard-core afficionados of the game - the world would be a poorer place if we were all identical. But frankly all I can do is point to Boardgamegeek - as definitive source as is currently out there for anything informational on games in general - where the vanilla game comes in at the abysmally low position of 10463rd as rated by the site's members. And even the highest version of Monopoly that can conceivably rated as the "vanilla" game, the "Indiana Jones" set (which is very likely to have been bought by a disproportionate number of "lovers" of the game) can only manage position 6811. And, yes, those low numbers will undoubtedly be skewed by the fact that a very large number of people know the game, and have rated it, compared to most other games on the list - but the simple fact is undeniable: gamers, as a community, detest it.

    22. Re:Advance to Go by Keybounce · · Score: 1

      Monopoly is a *trading* game. Not a "which monopoly did I land on to complete" game.

      There is no "single best price" for a property -- it depends on the amount of money in the game. The two player game has much less money in it than a 5 player game.

      For 5 players, your chance of getting a natural monopoly is almost zero.
      In a 4 player game, the likelyhood of one pair of people trading for monopolies, followed by the other pair trading, so now everyone has a monopoly, seems to be the most common result.

      But that doesn't work in a 5 player game. Suddenly, one person is out. This means that being early to trade is important -- and 5 player games are all about trading, and evaluating which properties have what true value in the current environment.

      I remember one 5 player game where I made a trade with an opponent, that resulted in the two of us having 3 monopolies (if I recall, he got the oranges, and I got both $50's), and we plopped down houses -- enough to prevent anyone else from ever getting a hotel, or even much of any more development done. This was the first big trade -- and we turned it from, effectively, a 5 player game to a 2 player game, as no one else could do anything more than give us "GO" money.

      Good game design? That's the point of the game -- it's the landlord game, updated to show how control of property in a group is more powerful. We controlled the houses to the point that anyone else would just be a serf.

      5 player monopoly is probably the best because it forces trading to play, and it forces an emphasis on being able to control the money/housing supply. (It does no good to have the best properties if you cannot build anything -- so having properties and no money to build is no better than having properties and no houses in the bank).

    23. Re:Advance to Go by Vastad · · Score: 1

      We have a house rule where you do not need a monopoly to begin building houses. Kept every game under 2 hours with lots of money changing hands as the properties began to be developed. It did however bring it even quicker to the point of a "dumb luck" instant death once everything had hotels on it.

    24. Re:Advance to Go by toddestan · · Score: 1

      One of the big problems I've seen with Monopoly is that a lot of people don't play the game by the rules. For example, the rule about having to build four houses before you can build a hotel is a rule that seems to get ignored a lot, in which case you can't employ strategies such as yours. The annoying part is that a lot of the "house rules" that people make up (like free money on free parking) tend to prolong the game even longer.

    25. Re:Advance to Go by techno-vampire · · Score: 1

      The Free Parking jackpot is a common "house rule," that applies because all the players agree to it. The bit about four houses is written into the rules and if it's ignored, it's usually because nobody is aware of how it's written. Once you show them the written rule and have them read it, most people will agree that what you're doing is legal. Of course, they might make up a house rule for the future changing it, but that's their privilege.

      --
      Good, inexpensive web hosting
    26. Re:Advance to Go by BasilBrush · · Score: 3

      I'm afraid you've just shown you don't know how to play Monopoly. Like any dice game it has a luck element, but there are strategies to employ that mean you can win around 50% of 4 person games. Doubling your chance of a win is not not "almost entirely luck".

      For example it's not just children and brain dead people that are unaware of the widely varying probabilities of landing on the different squares. Which groups have worthwhile paybacks, and which do not. And what the optimum number of houses to build is.
      Then there's the skill of trading, both negotiation, and knowing what to negotiate for.

    27. Re:Advance to Go by BasilBrush · · Score: 3

      Yeah, there's gamers and then there's gamers. ...easy and caters to the masses.

      Careful, that's edging towards #gamergate.

      A gamer isn't what a self selected bunch of white middle class young men decide a gamer is. A gamer is simply someone who likes to play games. Even if it's Farmville, Monopoly, or even Twister.

    28. Re:Advance to Go by BasilBrush · · Score: 2

      Much of that is down to snobbery. Risk isn't that much higher at 8751st.

      After all, how can a gamer be smug about liking a game that "the masses" know how to play?

    29. Re:Advance to Go by Doghouse13 · · Score: 1

      I'm sure it's easy to write off the fact that so many people dislike a game you're keen on as "snobbery", but in truth you have things backwards. There may be the occasional elitist idiot out there who is genuinely "smug" about their preferences - every hobby has them - but if so, they're few and far between. We often play downright "silly" games; we have nothing to be smug about. No, It's not a case of the hobby looking down on games played by "the masses"; it's "the masses" still buying lousy games like Monopoly simply because games are "for kids", Monopoly and Risk are pretty much all they know, and they're almost entirely unaware of how much other, far better stuff there is out there. "Want to play a game after Christmas lunch?" "Sure. How about that 'Settlers of Catan?' thing we bought and never played?" "We can't play that, we're all far too tired for something new, and Granny won't want to learn new rules. Get the Monopoly out, everyone already knows that." Well yes, everyone already knows that. And most of them kind of hate it, too, and remember the rows after last year's game - but they play anyway, to be sociable, and miss out yet again on trying one of the better games of recent years. And another long, boring Christmas afternoon wends its weary way to the almost inevitable arguments, rows, tears and recriminations.

      And yes, I'll grant that it's quite possible that Monopoly and Risk suffer in the BGG ratings from the fact that everyone has known them for so long and isn't greatly keen to replay, ad nauseam, games from their childhood. But they're also unpopular because, by today's standards, they simply aren't very good games - and Monopoly, in particular, is downright lousy. (Hardly unexpected; the game was designed a century ago, and the last 40 years in particular have seen a LOT of experiment into what sort of mechanisms work in a game and what don't. I've seen it first hand; I was a big games player back in the 70s, and truth to tell many of the games I thought were excellent back when I started playing still play OK today, but ALSO look pretty lousy by today's standards.)

      If Monopoly and Risk were launched today as fresh new commercial offerings, I can see Risk charting quite well initially, before dropping down the charts - but frankly it's hard to see Monopoly getting any traction at all, because there's simply not enough to it, too many things wrong with it, and FAR too many other games out there at any one time that are much, much more fun to play, if you only give them a try.

      If you want an example of an older commercial stocks and shares game that knocks Monopoly into a cocked hat, get hold of a copy of Acquire (BGG #131) - published 1964, rules on one side of paper, and still a VERY good game.

  7. Monopoly Free Parking Jackpot by Anonymous Coward · · Score: 1

    The unofficial Free Parking jackpot in Monopoly was my favorite thing about any board game ever.

    1. Re:Monopoly Free Parking Jackpot by Chris+Mattern · · Score: 2

      The unofficial Free Parking jackpot in Monopoly was the worst thing about any board game ever. It meant a game that already dragged on too long never ended.

  8. Casual games with strategic depth by ranton · · Score: 4, Interesting

    The best games for me have a good deal of strategic depth, but are comfortable for casual players. As an adult it is very hard for me to find a large group of hard core gamers, so casual gamers have to do. But I want to be entertained too.

    The best trade-off I have found is a game with a little randomness but not too much, and one that helps players who are losing catch up. This allows the good players to be rewarded for their good play instead of just luck, but also keeps the game competitive until the end.

    The best game I have found so far for this is Power Grid. It has simple rules, a good deal of strategy, and many game mechanics that give players a chance to catch up. It is often in a player's best interest to not get too far ahead because they will be too harshly punished by the "catch up" mechanics. And that ultimately just adds more strategic depth to the game.

    --
    -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
    1. Re:Casual games with strategic depth by beelsebob · · Score: 1

      +1 on Power Grid. It really is an excellent game, and as you say, very cleverly designed, so that those that are doing well are reigned in a little, while those who are lagging are given a little hand.

    2. Re:Casual games with strategic depth by Anonymous Coward · · Score: 1

      Killer Bunnies. Good strategists get better odds, but casual gamers always have a slight chance of winning. Keeps everyone interested till the end.

    3. Re:Casual games with strategic depth by justthinkit · · Score: 2

      First of all, props for your comment about Monopoly above.

      Amazon rates Power Grid very highly. One group, who did not care for the game, caused me to wonder what the optimum number of players is for this game. Any suggestion(s)?

      --
      I come here for the love
    4. Re:Casual games with strategic depth by beelsebob · · Score: 1

      I'd suggest 3 or 4 is optimum.

    5. Re:Casual games with strategic depth by ranton · · Score: 1

      One group, who did not care for the game, caused me to wonder what the optimum number of players is for this game. Any suggestion(s)?

      Two player games are not that fun, but fun two player games are so rare that I still sometimes play it two player.

      Three and four player games are both fun and easy, because there is a low chance that anyone will get screwed by someone else's city placement.

      Five and six player games are by far the most fun if you are good at the game (IMHO), but there is a high likely-hood that a new player will make a bad early decision and get completely surrounded by opponents. Even with the good "catch up" mechanics, that is impossible to bounce back from and will be very frustrating for that player.

      --
      -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
    6. Re:Casual games with strategic depth by Anonymous Coward · · Score: 1

      what [is] the optimum number of players

      Any time you have questions like that, first thing to do is check BoardGameGeek and see what it says.

      http://boardgamegeek.com/boardgame/2651/power-grid

      Best with 4, 5 players
      Recommended with 3, 4, 5, 6 players

    7. Re:Casual games with strategic depth by Anonymous Coward · · Score: 0

      I like power grid, but I wouldn't classify it as a game for "casual" gamers. Small world is more of a "casual" game. This is just my opinion, of course.

    8. Re:Casual games with strategic depth by Anonymous Coward · · Score: 0

      I find worker placement games (like Manhattan Project, Coal Barron, etc.) to be good for casual players. The rules are simple enough for the causal player but they still have enough depth to make the fun for people that like more involved games.

    9. Re:Casual games with strategic depth by Actually,+I+do+RTFA · · Score: 1

      I've enjoyed Power Grid with both 3 players and the maximum allowed by the game (6). I tend to believe that in between would probably be inferior. If you have 3 players, everyone can get in every city, at a cost. If you have 6, then half the people are locked out of every city. But if you have 4, then one person is locked out, which can lead to dogpiling, etc.

      6 is fairly accommodating for differences in skill and experience, 3 less so.

      There is a new 2 player version I am looking forward to trying.

      --
      Your ad here. Ask me how!
    10. Re:Casual games with strategic depth by Anonymous Coward · · Score: 0

      5 players who know the rules.

      but, pg is like a chess game with experienced players. I.e. There is a .right. Price for plants. In online games i have seen experienced players quit when a novice player bid "wrong".

    11. Re:Casual games with strategic depth by Doghouse13 · · Score: 1

      I'd love to agree with this, but I can't. Power Grid is a great game, and I'll happily play it any day - but IMO despite its excellent "last shall be first" play mechanisms, it's just too hard for a trailing player to influence what happens enough to catch up. And it's NOT a casual gamer's game, because familiarity with the game is too big an advantage for new players to stand much of a chance.

  9. Length, skill and revenge by Anonymous Coward · · Score: 1

    It must not last longer than 3h, must be 90%+ skill based and preferrably not be medieval themed. I loath chance-driven games. Additionally, and perhaps most importantly, the game must not foster too much direct player-to-player offense as that incites vengeful behavior and bad atmosphere. German Eurogames usually hit all the sweet spots for me (except the theme one). Eclipse rocks in all aspects (and isn't German, I believe).

    1. Re:Length, skill and revenge by plover · · Score: 2

      I loath chance-driven games.

      There needs to be enough chance so that you have to apply new strategies and skills to overcome the luck of the draw. Chance that simply promotes or demotes you without any recourse is pointless. Chance that puts you in situation A or situation B is slightly more interesting. Chance that puts you in situation(n!) is where you have to exercise your brain to map out a new strategy, and it's where games get fun.

      --
      John
    2. Re:Length, skill and revenge by lgw · · Score: 1

      Well said. The antithesis of casual games, Star Fleet Battles, kept its appeal for years for me for precisely this. You could work out optimal "openings", but as soon as you exchanged heavy weapons fire the first time things could go many different ways. A good player would consistent recover from bad luck in the first volley, while a bad player would count on luck. It was neat that way because the set of situations you could find yourself in was large, and influence both by the basic strategy chosen by you and your opponent, and luck which could quickly change your optimal strategy in very situational ways. The only time you'd find yourself without any recourse for a bad roll was when you were trying a last-ditch desperation move anyhow, which added its own fun.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    3. Re:Length, skill and revenge by DNS-and-BIND · · Score: 1

      Lots of people play games because they can't stand not having control over whatever happens. This is the dice-hating player. These people are also the worst at separating the game from the players (they get really mad when someone else conflicts with them, can't understand "it's just a game"). European style games are widely regarded as soulless and being nothing more than a couple hours of doing arithmetic. Fine for people with no imaginations.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    4. Re:Length, skill and revenge by Anonymous Coward · · Score: 0

      European style games are widely regarded as soulless and being nothing more than a couple hours of doing arithmetic

      By whom? I've never heard this claim before.

  10. The data offers some evidence for Gupta's hypothes by novalis112 · · Score: 1

    You mean, of course, evidence that his hypothesis is wrong...

  11. Designed by Big Data = by Anonymous Coward · · Score: 0

    FAIL

  12. Strategy over luck by robstout · · Score: 1

    I prefer games where either the randomness is minimized, or there ar emultiple ways around bad luck. Multiple ways to win is also important.

    1. Re:Strategy over luck by Anonymous Coward · · Score: 1

      Why then are so many Settlers, Ticket-To-Ride, etc games boring once it becomes obvious someone has an edge and is likely going to win?

      I prefer strategy + luck. Killer bunnies is a great game because people with better strategies generally have better odds of winning, but even a bad player can win and will remain invested till the end of the game. I like the idea of strategy giving better odds, but if it wins outright then bad strategists lose interest. You know what that leads to.....nerd sausage fests

    2. Re:Strategy over luck by robstout · · Score: 2

      Can't say for Catan (haven't played it yet), but at least for ticket to ride there are multiple scoring oppertunities at the end of the game, which I think keeps the final winner up in the air. IMO, TTR does a great job with the luck factor. You can choose to try to be lucky in drawing cards, or go the safer route by choosing face-up cards. I made the mistake of playing Talisman again after many years. That game has not aged well. Way too random, with very little strategy allowed.

    3. Re:Strategy over luck by SydShamino · · Score: 1

      Settlers is incredibly random, but also is affected greatly by the pseudorandomness of other player's actions. After initial town placement, before the first turn begins, some players can be at such a disadvantage as to be unlikely to win.

      Ticket to Ride doesn't suffer from this problem, because competitive players know the routes, predict the paths of those in the lead, and block them.

      I agree that some randomness is necessary to level the playing field, as otherwise you have a game like chess and it's boring if you aren't well matched to your opponent. As I posted elsewhere in the thread, games that feel fun are games of luck + strategy, where something random happens but then you can make the best of it through meaningful choices. Games of strategy + luck (i.e randomness after decisions, rather than before) can feel frustrating if the randomness undoes the planning. Luck + no meaningful decisions (monopoly, candy land) is just stupid if you are over 10.

      --
      It doesn't hurt to be nice.
  13. Game of Thrones, by Severus+Snape · · Score: 1

    is pretty great. My group of friends have got deeply in to it recently, most of them being people who would never play board games and hadn't watched the show (or read the books). It's clear they took a lot of inspiration from Risk but has more than enough new elements to stop any sort of comparisons.

    The design is well thought out, each house needs a completely different strategy and tactics which keeps it from going stale. Forming alliances (which to win you are going to have to betray at some point) always makes things interesting.

    1. Re:Game of Thrones, by Richy_T · · Score: 1

      Good point. I think the meta game is often important and allowing for it makes for a better game. Alliances, betrayal, ganging up one someone just because they're winning, all add so much more interest and intrigue.

  14. Three-Cornered Pitney by yorgo · · Score: 1

    MAD Magazine and Tom Koch nailed it with "Three-Cornered Pitney". Any good board game should involve uncooked popcorn kernels, conch hackers, rolling whirtlings, and pancakes.

  15. Where the losers feel like they also won by Continental+Drift · · Score: 1

    Some cooperative games (Space Alert, Escape, Pandemic) allow everyone to win as a group, which makes everyone feel good. But as Reiner Knizia put it "the best games are where the losers feel like they also won." Where even the losers have met goals in the game, have felt like they played well, or have enjoyed themselves. Who cares who wins at Cards Against Humanity? We don't even keep score in Concept. If a game has rewards along the way, where I can look back at a game and be happy with some of my good plays, it makes losing the game not so bad, maybe even irrelevant. I like to win poker tournaments, but if I've made a particularly good bluff or clever trap call, I feel good about my play even if I end up losing.

    1. Re:Where the losers feel like they also won by SydShamino · · Score: 2

      The problem with cooperative games is that many of them devolve into the most dominant personality running the show, i.e. if we want to win, everyone has to do what the smartest person says they should. Games of this sort that allow recovery from the bad decisions of one team mate are often trivially easy if all the players are equals and execute flawlessly.

      Party games, like Cards Against Humanity, or Telestrations (where we too don't keep score) are just for fun, but also don't remotely tickle the itch of someone looking for the intellectual challenge a strategic board game provides. Dixit perhaps gets closest for me, as I play into the strategy of predicting who might play what based on how well I know them.

      --
      It doesn't hurt to be nice.
    2. Re:Where the losers feel like they also won by Continental+Drift · · Score: 1

      Yes, which is why I'm not actually a fan of Pandemic. But both Space Alert and Escape are speed games, so there's not enough time to micromanage everyone. You have to count on your teammates to do the right thing, to talk to each other, to carry out a plan, and to be flexible when the shit hits the fan.

  16. Speaking of Board games... by Anonymous Coward · · Score: 0

    Do you know this history of Monopoly? No, it wasn't invented by Charles Darrow.

    It was a woman. Whose credit for the game is still widely ignored. What was her name? Apparently nobody cares!

    1. Re:Speaking of Board games... by The+Grim+Reefer · · Score: 1

      Do you know this history of Monopoly? No, it wasn't invented by Charles Darrow.

      It was a woman. Whose credit for the game is still widely ignored. What was her name? Apparently nobody cares!

      It was also originally much more complicated than what was released as Monopoly.

    2. Re:Speaking of Board games... by palantir · · Score: 1

      Lizzie Magie

    3. Re:Speaking of Board games... by The+Grim+Reefer · · Score: 1

      It was called The Landlord's Game and was invented by Elizabeth Magie.

  17. cooperative game by WhiteDragon · · Score: 1

    I spend a lot of time with my wife playing Pandemic. We love the fact that it is hard to win, but a cooperative rather than competitive play.

    --
    Did you mount a military-grade, variable-focus MASER on an unlicensed artificial intelligence?
    1. Re:cooperative game by justthinkit · · Score: 1

      Cooperation to me would imply a 4+ player game (like Bridge). Is this true for Pandemic?

      --
      I come here for the love
    2. Re:cooperative game by Ksevio · · Score: 1

      If you like cooperative games, you might try Arkham Horror though it takes a bit more setup

    3. Re:cooperative game by rabit · · Score: 1

      Sentinels of the Multiverse is a fun, casual coop game we've been enjoying for the past couple years.

    4. Re:cooperative game by rabit · · Score: 1

      Nope. Number of players varies, depending on the game. Pandemic, for example, is 2-4 (http://en.wikipedia.org/wiki/Pandemic_(board_game)) while Sentinels of the Multiverse is 1-5 (http://en.wikipedia.org/wiki/Sentinels_of_the_Multiverse), etc.

    5. Re:cooperative game by pjt33 · · Score: 1

      I've played Hanabi with three players, and one of them had played it with two players.

    6. Re:cooperative game by TheRaven64 · · Score: 1

      Bridge isn't a cooperative game, it's a team-based game. You're still playing against other humans. In Pandemic, you play against the game. And normally lose, but it's still fun. The nice thing about a game like this is that you can easily mix experienced and inexperienced players: there's no penalty for helping the inexperienced players (they're on your side!) and it's common for everyone to discuss what a person is going to do before they actually do it.

      --
      I am TheRaven on Soylent News
    7. Re:cooperative game by SydShamino · · Score: 1

      The issue is that the inexperienced players need to just do what the experienced ones tell them to, if the team wants to win. This leads to coops being dominated by the most vocal & experienced player. That player could just as easily play by himself, playing all the hands, as a solitary game.

      That's why I don't care for most coops, at least.

      --
      It doesn't hurt to be nice.
    8. Re:cooperative game by Anonymous Coward · · Score: 0

      Arkham Horror takes a lot more setup, and takes a lot longer to play. A fun game regardless, though there are alternatives if you're interested in the Lovecraft mythos theme; Elder Sign for a more casual game, and Eldritch Horror for a more streamlined (and some would say outright better) game.

  18. What I like by sjbe · · Score: 1

    Things I like in a board/card game:
    1) Rules that are relatively easy to pick up in a short time even by casual players
    2) A balanced game where proper play should provide a reasonable chance for all players to win
    3) An element of randomness but one that demands calculation of odds ala poker (outcomes not pure chance)
    4) Playable by groups of 2-4 people.
    5) Easy to learn and play competently but hard to master completely
    6) Can be played in a relatively short amount of time
    7) Socially fun and with minimal frustration (though sneaky tactics are fine)
    8) Some monetary investment is fine but should be playable without being a money pit
    9) Replayable

    Games I like: Carcassone, casual poker, sealed deck Magic:The Gathering, Battletech,

    Games that are ok but overrated: Chess, Checkers, Go, Uno, serious poker, Trivial Pursuit

    Games I loathe: Pictionary, Monopoly, Risk,

    1. Re:What I like by pr0fessor · · Score: 1

      Sealed deck or not Magic is still a game of chance.

      A friend wanted to play a couple weeks before Christmas so we bought a couple decks and played. He got two bad shuffles in row the first game he had two mana and nothing with a casting cost under three when he died on the 6th turn and the second game was pretty much the same even though the deck had a decent amount of mana and low casting cost creatures.

    2. Re:What I like by Anonymous Coward · · Score: 0

      Magic is indeed a game with some chance in it, that is deliberate and intentional. They do continue to require you to randomize your decks.

    3. Re:What I like by Anonymous Coward · · Score: 0

      i liked your list of qualities. until this part at the end...

      chess, go, and poker are "ok but overrated"

      i just hear this as "i don't have the patience for chess, the brains for go, or the balls for poker."

    4. Re:What I like by sjbe · · Score: 1

      i just hear this as "i don't have the patience for chess, the brains for go, or the balls for poker."

      It's not that I think chess or serious poker are bad games. Rather that they take a level of dedication to play at the highest level that takes all the fun out of it for me. Playing poker for serious money is more like a job than a game. A casual game of speed chess is fun. Poker on a friday night with your buddies is a great time. Trying to win the World Cup of Poker is no longer a game but an obsession. Misses the whole point for me.

      Your mileage may vary of course...

    5. Re:What I like by SydShamino · · Score: 3, Interesting

      Land dependency is Magic's number one flaw. It always has been. If there had been a rule like "You can play any card from your hand face down as a land that you can tap for one colorless mana" the game would be very different, but less flawed.

      Mana screws, though, occur more on the game level than turn level. If you aren't in a game where you are screwed, your turns are based on strategy after randomness, i.e. draw a card then plan what you want to do based on the known board and hand state, with the pseudorandomness of your opponent's choices to keep play somewhat uncertain.

      --
      It doesn't hurt to be nice.
    6. Re: What I like by Anonymous Coward · · Score: 0

      Get your dick off the table and put your tiny ruler away. I have plenty of patience, smarts and gumption. I also have different preferences about how, where, when, why and with whom I bring those attributes into play - including with games.

    7. Re:What I like by qwak23 · · Score: 1

      I would tend to agree with that for any game played professionally, maybe the competition itself may still be enjoyable, maybe even more than normal at that level, but the amount of work you would have to put into it to maintain your skills would seriously detract from the day to day enjoyment of it. I'd apply that to poker, chess, settlers of catan or counter-strike.

  19. A good game requires continual player interest by Anonymous Coward · · Score: 0

    A good game requires continual player investment

    Killer Bunnies is a good example of this. Through-out the game you are trying to collect carrots because your chances of winning are determined by numCarrots/totalCarrots. All players usually manage to get at least one carrot, but better players get more. Even a bad player can win, so they will remain invested to see if their chance of winning (even if 5%), pays off. The silly antics of the game and the entertainment of watching carrots getting stolen from other players keeps them invested as well.

    Monopoly, Risk, and Settlers are a good example of how a game becomes boring when it is obvious you are going to lose. Mid-way through the game, half of the players are no longer interested because they are certain they will lose and usually it is obvious who will win. How many Monopoly, Risk and Settlers games get called mid-way because they are too long and too obvious.

    Dungeons and Dragons (not necessarily a board game) is as good of a game as the DM keeps the players interested.

  20. Easy to follow rules. by jellomizer · · Score: 3, Insightful

    A good game should have simple rules, but hard to master.

    Chess has the maximum amount of rules for a game.
    Most casual game players the rules need to be simple as they can start playing quickly. Without feeling like an idiot. However even though the rules may be simple, there is a lot of different strategies to try to win.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:Easy to follow rules. by Vermonter · · Score: 1

      I agree, which is why I think Go is the best board game. Easy enough for a 2 year old to learn, complex enough that computers still lag far behind professionals.

    2. Re:Easy to follow rules. by rwv · · Score: 1

      Chess has the maximum amount of rules for a game.

      As in... unique movement mechanics with few exceptions for 6 different types of pieces and no more than 16 different objects in play for each player at a time? Honestly I think chess is the best example of "simple rules, tough to master" but I must disagree that it has the "maximum amount of rules for a game".

      There are games that are far more complicated than chess that are still great. I would submit "Magic: The Gathering" as an example. But really, if you take the time... there aren't too many popular games that are "too complicated".

    3. Re:Easy to follow rules. by Anonymous Coward · · Score: 0

      Go is arguably a better example of "simple rules, tough to master" than chess. The rules are simpler, and is arguably harder to master (and certainly harder to program a computer to play).

    4. Re:Easy to follow rules. by dbc · · Score: 1

      In middle school, I loved chess. Not that I was great, but I enjoyed it and studied it and became middling. Later in life, once I had a job that required concentration for 8 hours a day, chess totally lost it's appeal. A moment's lapse on concentration costs you the game in chess. It just wasn't fun at the end of a work day. That is when backgammon became my game of choice. Strategy, similar to chess, but the dice make it pointless to plan more than a couple of moves out. Within a broad strategy, you play the probabilities. A moments lapse of concentration or even a glass of wine don't kill you, especially if you play a short series of games for points..

    5. Re:Easy to follow rules. by evensteven6 · · Score: 1

      This is exactly what makes Go awesome

  21. The Drinking by Rob+Riggs · · Score: 1

    If you can't make a drinking game out of it, it's not worth playing.

    --
    the growth in cynicism and rebellion has not been without cause
    1. Re:The Drinking by mujadaddy · · Score: 1

      Drinking is not a game, son.

      --
      Populus vult decipi, ergo decipiatur...
      "Force shits upon Reason's back." - Poor Richard's Almanac
  22. Arimaa by Mprx · · Score: 2

    I like abstract strategy games, but I don't like heavy memorization. Chess is popular so it's easy to find opponents, but memorizing the opening book is necessary if you want to get good. It's also very easy for weaker players to lose the game from a single blunder, which is unsatisfying for everybody. Arimaa was designed to be difficult for computers because of the very high branching factor, and that same property also makes it interesting for humans.

    Arimaa can be played on a Chess board, and the rules are simple. Memorization is completely useless. You're forced to use intuition, in a way more like Go than Chess. There are no draws. Comebacks from inferior material are much more common than in Chess. It feels like Chess without the boring bits. It's still too new to tell if it's a truly great abstract strategy game, but people are already playing it at a very high level with no obvious flaw in the rules. I recommend trying it:
    http://arimaa.com/arimaa/

  23. Essential design elements by Anonymous Coward · · Score: 0, Interesting

    The rules must be extremely simple and straight forward, no ambiguities.
    The game must be extremely difficult to play at the highest level of expertise.
    The game must be handicapped to allow weak players to challenge strong players, when they have a handicap in their advantage.
    The game must be able to raise your IQ, the better you play it.
    The game must be able to transform your mind and let you see things that you never saw before.
    The game must be balanced. A perfectly played game should be won by the least possible margin.
    The game should have sacrifice to gain advantage.
    The game should allow you to loose a battle, but still be able to win a war.
    The game should punish greed.
    The game should have an opening, middle game, and end game. Each phase of the game should determine the outcome of win versus loss.
    There should be no opening book.
    The game should be nearly impossible for a computer to play at an expert level.
    The game should show the superiority of human pattern recognition, strategy, and logic over a computer's capacity to perform the same tasks.
    The game should clearly show the difference between strategy and tactics, with both elements being present in any game.
    The game should be all based on skill with no randomicity, such as rolling dice or spinning a wheel.

    1. Re:Essential design elements by Anonymous Coward · · Score: 0

      I enjoy many, many games which don't follow many of these rules, but if these are essential for you (though they seem to be written in such a way that "Go" is the only game really matching them), then I'd recommend looking into all of the Project GIPF games, primarily YINSH.

  24. Board games by ledow · · Score: 2

    I'm an avid board games collector, but I have specific interests.

    I like "mathematically interesting" board games. A lot of the big-name games just don't do it for me. I also like board games with well-designed elements and pieces, no matter how bad the actual game. Yes, I'm odd.

    I quite like the Pac-Man from the MB Game Pac-Man board game. It's a piece of design that I love. And I quite like the "inifinite board" concept of a Mad-Max like car board game I have called Thunderoad (also went by other names). But I really like things like Super Cluedo and even Cluedo: The Great Museum Caper (Cluedo = Clue in the US). However the original Cluedo is just boring. It's about how well it works as a game, not some hard-and-fast rule for what works.

    It's the old story - you have to have something that nobody's seen before and telling you how to do that is impossible.

    Strangely, I find RPGs and other tabletop games uninteresting for the most part.

    1. Re:Board games by Andtalath · · Score: 1

      RPGs are heavily based on locking down the probability but obfuscating it to a high degree.
      It's too high cost to lose, thus, they are always designed to be be won about 95% of the time.

      if not more.

      One of the especially rough things is that the players generally can't adapt that much, either they do have what is required of them or they must flee, if possible.

    2. Re:Board games by Andtalath · · Score: 1

      My point is that RPGs with a focus on adventuring is not really lika a board game.
      It's more of a way to try and play an epic fantasy book.

  25. The right amount of randomness by steveha · · Score: 2

    The best trade-off I have found is a game with a little randomness but not too much

    I concur.

    I have played some games with very little randomness, and for me at least they become "brain-burners" where I try to think three or four moves ahead. When I tried Caragena I had this problem. If there is some randomness, I can relax until it's my turn.

    Also, some games that seem to contain a whole lot of randomness can become statistically predictable. If a game has you rolling a set of dice a dozen times in your turn, each roll is random but over all the rolls it averages out. In games like Can't Stop there is an undeniable element of luck, but it's less than a game that puts a great deal of importance on a single toss of the dice.

    --
    lf(1): it's like ls(1) but sorts filenames by extension, tersely
    1. Re:The right amount of randomness by SydShamino · · Score: 2

      The difference also lies in how the randomness affects you. Games where you make choices, then a random event occurs (like a die roll) to resolve everything can feel frustrating. On the other hand, games where something random happens, then you make (meaningful) choices based on it, feel more empowering to the player.

      Talisman - Random event (die roll) followed by sometimes-meaningful choice (which direction to walk) followed by random event (card draw)
      Alien Frontiers - Random event (dice roll) followed by meaningful choices (how to manipulate and deploy the dice)
      Monopoly - Random event (die roll) followed sometimes by obvious "choice" (whether to buy or not) or by no choice at all (pay rent)
      Power Grid - Random event (power plant card draw) followed by meaningful choices (what to bid, where to build, what to power)

      Any of these games can be fun to the right sort of people in the right mood, but games where meaningful choices aren't nullified by a die roll tend to attract more replayability from the adult board game crowd. I'm neglecting the pseudorandom effects of other players actions on your choices (such as a shortage of fuel in power grid, or someone else building where you wanted to) because understanding and predicting the strategies of your opponents is a learnable skill.

      Games where nothing random ever occurs (i.e. chess) can garner high devotion, but to be enjoyable they also need to be complicated enough to require significant skill to master (i.e. tic-tac-toe has no randomness other than who goes first, but is not enjoyable once you are older than six). These games can also be frustrating if there is a skill gap between players.

      --
      It doesn't hurt to be nice.
    2. Re:The right amount of randomness by Keybounce · · Score: 1

      I would point out that even large amounts of randomness doesn't mean "evens out".

      Take "Titan". Lots of randomness. Lots of fun. But one good roll at the right time can completely change the outcome.

  26. Games with Negotiation and Variety by KatchooNJ · · Score: 1

    Games where there is a lot of variety and games with negotiation are golden in my book. This is why I adore Cosmic Encounter and Dune. Both games are made by the same guys and they were far ahead of their time. You will never play two same games of Cosmic Encounter or Dune. Such great games. Cosmic Encounter is definitely far easier to get to the table because Dune basically is best with exactly six players... and Dune can be too long for some players. I should also add that Dune was reprinted as Rex (rethemed sci-fi game in the Twilight Imperium universe) because the Herbert estate wouldn't give rights to use the theme again, so if you want to play a proper copy of Dune, it can be pricey. The Dune theme is also a big fun-factor for me, so I will always prefer to play Dune over Rex. Theme is usually a huge factor in me liking a game or not. Games with light theme tend to be lower on my list.

    I also really love cooperative games, but I know that some people HATE those types of games. Robinson Crusoe: Adventures on the Cursed Island is a 10/10 for me. Dripping with theme and so fun to play. It also plays amazingly well solo, so that is always a plus for a game. :-)

    ~Kat ^_^

    --
    "Never give up, for that is just the time and place when the tide will change." -Harriet Beecher Stowe ^_^
    1. Re:Games with Negotiation and Variety by gbjbaanb · · Score: 1

      Absolutely, but the only downside to Cosmic Encounter is that you need more than a couple of players - the more the better the game is. As for design aspects, the powers make each game different so it keeps people's attentions in a way that playing for the hundredth time can't.

    2. Re:Games with Negotiation and Variety by slothman32 · · Score: 1

      I was lucky I read this topic early enough.
      I actually got RC because I am related to Defoe.
      I do like the game though.
      There's a significant amount of random so it'sn't Euro
      But much of that can be removed.
      The Co-op part is good; as is the many scenarios.
      Unfortunately not many people know about it.

      --
      Why don't you guys have friends or journals?
  27. Twilight Struggle is too much by enlefo · · Score: 1

    I enjoy euro board games, and strategy video games, but Twilight Struggle was just too much. You spend hours figuring out all the rules, then hours to play a game that never gets exciting. I'm sure after memorizing the hundreds of rules, cards, actions, etc you can come up with some strategy but until then there is too much chance limiting your possible strategies. I'm truly baffled at how this is the highest rated game on BGG.

    1. Re:Twilight Struggle is too much by Anonymous Coward · · Score: 0

      because its a brilliant game that captures the feeling of the cold war theme perfectly
      it does not have very many rules at all and can be easily learned in 15 minutes, of course it will take many hours of play (or study) to learn the cards so that you can start to play well but your comments just out you as someone whos not been involved in playing modern boardgames and doesnt know what youre talking about.

  28. Downtime is a factor by KatchooNJ · · Score: 1

    Oh... I also left out that Cosmic Encounter is a game with basically zero downtime, since everyone is usually involved in everyone else's turn. That can be something that keeps people happy in games when they HATE waiting for their turn. I am far more patient than some players, since I can handle old-school wargames that take all day to play, but I am easily in the minority. ;-)

    ~Kat ^_^

    --
    "Never give up, for that is just the time and place when the tide will change." -Harriet Beecher Stowe ^_^
  29. selection bias... by Anonymous Coward · · Score: 0

    The universe of voters on Board Game Geek may not be representative...

    Well, I suppose it depends on your crew. While I am indeed a board game geek, I don't always play with like minded folks. Some of my favorite games are those that may not be anyones' favorite, but they are pretty great for just about anyone. I'm specifically thinking about Cards against Humanity and Wits and Wagers, which are will be devoured by pretty much anyone playing for the first time.

  30. A Tip for crowdfunding a Board Game by decipher_saint · · Score: 1

    When you are close to the end of your own play testing phase you need to build multiple prototypes.

    If you want to get the word out to people about your game, particularly sites that review games and recommend them to potential crowd funding audience is that you must have betas you can send to people.

    And don't underestimate the time required to develop, build and create a beta for your game, in-house playtesting can take months of refinement. Review feedback is going to add a new cycle of changes / testing.

    It's a big investment both in time and materials even before you reach out for funding, and after all that you may not be able to reach your goal, so be prepared for that up front.

    --
    crazy dynamite monkey
  31. Nothing wrong with an element of chance by sjbe · · Score: 1

    Sealed deck or not Magic is still a game of chance.

    Nothing wrong with that. There is a high degree of skill in the game just like poker. Yes you can have a bad beat but on average the better player usually wins.

  32. Board games are stupid by Anonymous Coward · · Score: 0

    Who wants to play a game with other people?

  33. Knightmare Chess by rjforster · · Score: 1

    I loved this game; it totally ate my brain when it came out. Basically an event deck for chess so you get cards like "Move your Bishop as if it were a Knight" style cards. You can play it better if you know a tiny bit of chess openings but good chess knowledge can also hinder you if, for example, a card is played which swaps the directions of move and capture for pawns - all your pawn structure knowledge goes out of the window.
    I also played it with a stacked deck rather than a shuffled one to lessen the randomisation - put good early game cards at the top of the deck and escape cards for your king near the bottom.

  34. Twilight Struggle by Anonymous Coward · · Score: 0

    TS is an amazing game, with only two flaws that I can see: First it has an awkward positioning on the board game spectrum and has aspects that might turn off both wargamers and players of euros. Second: it's difficult for somebody to play for the first time against someone who has played the game even two or three times. That's because there's so much advantage to be taken of even a vague recollection of the events that have to come in the different phases of the game. I tried to teach it including pointing out some cards and what they imply on the game but that's awkward and the beginner usually cannot remember anyway.

  35. I'd rather be waterboarded than play Twilight Stru by Kazoo+the+Clown · · Score: 1

    If I was asked to design my idea of the most boring game ever, Twilight Struggle would be it. Cons: limited to two players, pasted on theme is "alternate history" of recent events (most of it within my lifetime) board design is a world map, runs overlong, verbose text on cards, graphics stolen from back issues of Life magazine. If this is what the majority of BGG users like, I'll have to stop referring to it-- to say they are geeks is a gross understatement, as they must be all still living in their parent's basement.

  36. Best? No way. by Skarjak · · Score: 1

    Calling Twilight Struggle the best boardgame on the basis of its BGG ranking is quite a stretch. BGG rankings are not to be taken as absolute statements of a game's quality or popularity. Just take into account that most people won't necessarily go back to rerate a game after a few years have passed. Also, a game which would never even be considered for play except by the enthusiasts (like Twilight Struggle...) will have its score inflated. A game like Dominion, which was much more popular and had a significantly higher impact on the industry sits lower in the rankings because its mass appeal meant it was exposed to more people who weren't enthousiasts of its genre, and its huge popularity led to people playing derivatives of Dominion before playing it, also negatively affecting its score.

    The reality is that Twilight Struggle is a heavy, sort of bland game which appeals to a very limited crowd of enthousiasts. It also has had little impact on the industry as few games copied its system. I find it difficult to qualify it as the "best" game. I think Dominion and Pandemic are much better candidates for this title, at least in recent years, based on their impact on the industry.

    Certainly, the industry is currently moving away from heavy games like Twilight Struggle.

  37. Hands down by Anonymous Coward · · Score: 0

    Cones of Dunshire. Greatest ever.

  38. There is an annual board game test event by Applehu+Akbar · · Score: 1

    It's called "Mind Games" - board game manufacturers use the Mensa organization to test new games over an intensive period of several days in a different city each year. Board game addicts within the organization converge on this event from a wide variety of places.

  39. A predictable, but irrelevant, diversion by Doghouse13 · · Score: 1

    I've nothing against Chess, Go, Shogi or any other "classic" game; but frankly they're a completely different beast to the modern, commercial board game, and I'd play them under completely different circumstances. Attempting to bring them to this sort of discussion is apples and oranges.

  40. Cooperative Game... With Possible Exceptions by Steve+B · · Score: 1

    That's one advantage of mostly cooperative board games where there might be a hidden "traitor" among the players who wins if the group loses (e.g. Shadows Over Camelot, Battlestar Galactica). With that possibility on the table, players can't just trust somebody else to make decisions and have to pay attention to what everyone else is doing (usually in these games, exposing the traitor has some reward, at least insofar as it curtails his ability to continue undermining the group).

    --
    /. If the government wants us to respect the law, it should set a better example.
  41. Playing Dummy in Bridge by billstewart · · Score: 2

    Bridge has the "one player gets knocked out very early" aspect to it, but it's fine. Dummy's job is to go mix the next round of drinks for everybody.

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  42. Why I don't play Go by billstewart · · Score: 1

    It's a serious, interesting game, but you not only have to put a huge amount of work and study into it before you're any good, but also you need to have opponents around who are of a vaguely similar level. Yes, there's a handicap system, but playing a game with a 9-stone handicap is still mostly the smart guy teaching the newbie (and playing 13-stone is just silly.) And watching games between people who are far enough ahead of you doesn't teach you much.

    I used to work in a building with about 4000 engineers and scientists, a fair number of them Chinese, and there was a lunchtime Go club with a few dozen players. Newbies are rated around 25 kyu, a couple of guys were in the 15-20 range, but most of the people were 9 kyu or better. When my officemate made sho-dan, he was nowhere near the best around; there were a couple of 3-4 dan players. So basically, if one of the not-so-hot players was around, I could play a game that wasn't ridiculously handicapped, but I really would have needed a year of serious self-study before I'd be able to have much fun playing a lunch time, and I had better things to do.

    I played chess a lot growing up and with chess club in high school, and had reached the point that I understood the aesthetics of chess enough to know that it wasn't fun to watch me playing :-) I didn't totally suck at it, but it wasn't much of a social experience.

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  43. Lord of the Rings cooperative game by billstewart · · Score: 1

    A decade or so ago I played a LOTR game that was semi-cooperative. (There are presumably other LOTR games around.) You're playing one of the fellowship of the ring characters, and you're competing against each other, but Sauron's also moving, and if he gets to the ring before you get it to the volcano in Mordor, you all lose.

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  44. Social dynamics of game groups matters by billstewart · · Score: 1

    I disagree with much of the discussion and analysis in the article - optimal number of players and game length depends a lot on the group your playing with. How many people are at the event, is it a gaming event or is it a party where there are also games, how much do the people want to talk about the game vs. non-game socializing while playing.

    Back when my wife was playing games a couple of nights a week and I was occasionally joining, the right choices seemed to be games that could handle 3-5 players because that let you get a table of people together but was somewhat flexible since different people liked different games, and it was occasionally useful to have pickup games that could handle as many as 6-8. 2-player games were less social, so they were mainly useful as quick filler games if you had latecomers or the other games were full up, but longer 2-player games were more useful for playing at home. Consistent length was also valuable - everybody breaks up into groups to play a game, and when the first round of games ends, people can switch around easily if they all take about the same amount of time. I think the optimum tended to be 1.5-2 hours, but I don't remember as well. (Or you could play short games if they had enough depth to play two or three rounds in a row.)

    Settlers and similar Eurogames filled that niche pretty well, or maybe they defined it. A different niche was the large Ameritrash war games where one game lasts 4-5 hours. I haven't played those (unless you count Risk, years ago), so I'm less sure how many players they want, but I think they're 4-6, rather than 2 or 3.

    --

    Bill Stewart
    New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
  45. +1 for Backgammon by Anonymous Coward · · Score: 0

    I like the mix of randomness with the dice but the 'skill' in maximizing your potential.

    This is to me the almost pefect game.

  46. Undesirable Elements by erikpeter · · Score: 1

    Personally, I dislike games that take three hours to play and hinge on the outcome of three or four crucial die rolls. Like in Twilight Struggle. Overrated? Oh yes. Two exciting decisions and one momentum-swinging-die roll per hour is not enough fun density for my tastes.

    The rules are some of the best I've ever read though. They're fluidly laid out (despite being delineated in dry, numbered sub-sections) and contain interesting historical footnotes for every card.