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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?

30 of 155 comments (clear)

  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 pnutjam · · Score: 3, Insightful

      Sounds like real life...

  2. Catan by valnar · · Score: 5, Funny

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

  3. 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.

  4. 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 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...

    3. 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.

    4. 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.

    5. 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)

    6. 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!
    7. 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.

    8. 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.

    9. 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?

  5. 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 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
  6. 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);}
  7. 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.
  8. 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/

  9. 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.

  10. 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
  11. 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.

  12. 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.
  13. 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.

  14. 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.
  15. 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.
  16. 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