A Report From the Heart of the Board Games Industry 81
Ward Batty, writing for Gamasutra, attended the recent Essen International Game Days event in Germany. The beating heart of German board games culture, it's equivalent to Origins or Gen Con here in the US. Batty got to see firsthand what the future will bring for tabletop gaming - and how that might impact the videogames of tomorrow. He also offers up a few words looking back at the history of boardgames in the EU: "What distinguishes a Eurogame from a typical American board game? Unlike many American games which are net sum (you gain by taking directly from other players) in Eurogames players are generally competing against the game itself. They may compete for limited resources or the best action, but rarely do the spoils come directly from an opponent, but instead from the game itself -- usually in the form of victory points. German games are generally shorter to play, ranging from 20-90 minutes. There is usually a good social aspect to the game as well. Players are almost never eliminated from the game, for example."
Go Go Gadget Capitalism (Score:3, Funny)
Is there anything better than taking from the your fellow man?
I submit that there is not.
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After a few games that progressed this way, I just decided to stop playing because it was basically candyland (also not a game).
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Re:Go Go Gadget Capitalism (Score:5, Funny)
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Funny... when *I* ravish the women of my foes, I don't ever hear lamentations. You must be doing it wrong.
Troll? (Score:2)
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Settlers of Catan is also another great example of this format.
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I know you meant to be funny... but it's rather ironic. Capitalism (or a free market system) is based on mutually beneficial transactions, in other words it's not a zero sum game. But Socialism by definition takes from some players to give to others.
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Re:Go Go Gadget Capitalism (Score:5, Insightful)
This is a lousy way to describe the difference between American games and Eurogames. It's true that American games are often more aggressive, and more aimed at taking the other guy out, whereas German games are more constructive, aimed at building the biggest and/or best, but IMO a far more fundamental difference is that US games tend to be more simulationist; the game designer takes a certain theme or situation, and comes up with game mechanics that best try to simulate that situation. Eurogames, on the other hand, work more from the game mechanics than the simulation. They often do have some theme or situation that the game revolves around, but it's not sacred, and it's mostly an excuse to make use of these funky new game mechanics.
The end result is that American-style games tend to be more realistic and more detailed, but also take more time, whereas Eurogames tend to be easier, faster, and more balanced, but a bit more abstract.
On average, ofcourse. There are some really good simulation games made in Europe, and there are many American games that are more about mechanics than simulation. You might argue that many games from Cheapass Games, for example, are closer to Eurogames.
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Yes. Giving to him. Fear Cosmic Encounter's mighty Philanthropist! [google.com]
We win! (Score:1)
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I still have a copy of that game, the kids just love it.
Example (Score:4, Interesting)
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Of course, I also like Advanced Civilization, where you can take a pretty good nap waiting for your chance to move. And when you spend 14 hours playing one game, a nap isn't a bad idea
Freudian slip? (Score:2, Funny)
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"No way. You're trying to snag that Longest Road in Hell bonus from me."
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Might make a nice counterpoint to The Settlers of Canaan [boardgamegeek.com] (which does exist).
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Also fun in the card game category is the two-player Catan Card [wikipedia.org] game version of Settlers. It's a different experience than the board game but still a lot of fun.
Also try Blokus [wikipedia.org]. It's a family friendly board game that scales well for all ages.
I'd not recommend Catan for new boardgamers. (Score:2)
Catan (Score:5, Interesting)
But there are many reasons why this game is so good, some of them quite subtle.
1. It is self levelling. In the fact that the simple penalty structure, robbers, 7 rolls are all biased to pick on the leader by simple social engineering. This means the losers get a chance to catch up and the leader finds it harder to win.
2. As a consequence of 1, most games all ends with everybody all "about to finish" - in this respect its commanding social game as nobody is left out and its normally a rush for the end.
3. There is a strong element of trading and persuasion in the game - this further enhances to social element of play
4. Statistics. It has been wonderfully designed - from the probabilities of the cards, the probabilities of the game to present a darn good game with numerous tactics you can use to win.
5. Simple. Its a game anybody can learn in their first game and be competent on their second.
If you have not played it there are stand alone player vs. PC versions around (a fantastic DOS version which puts up a fierce challange) and multiuser 'net versions notably Sea3D.
But best of all buy a real board version and play with some friends and a few good drinks, you'll be hooked.
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Yeah, I've got to get the Starter Kit (Score:1)
Do you ever head over to consimworld?
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The game is relatively well balanced, but we've all seen games where someone is just playing king maker most of the time, through no fault o
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I'm assuming your playing the b
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I'd be inclined to agree, however I've had my most spectacular comeback in a knights game. 12 turns at the start with no resources rolled, only started acquiring any when everyone else had already acquired at least 3 extra VPs. Went on to win.
The good thing about the game is that t
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It's rare that one player is so dominant that they can't lose, but usually about two people (rarely three) are in the running within the first handful of turns, and while everyone else has a lot of influence in which of the leaders will win, it won't be them. What's worse, since a few people could win, no one wants to 'call' the game and start over, even though half the players are basically out of it. I mean, in some situations the rolls late
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Two hours to play the basic game? How the hell do you do that? Although I don't expect our 15 minute record to be broken anytime soon, a game of Settlers really shouldn't take much more than 60 minutes. It's easy to play a couple of games in an evening.
By the way, in that 15 minute game, one player started with both 5-8-10 points, and the first 6 rolls were all 5, 8 or 10. It was a quick win from there. Settlers is most balanced when ev
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I find it the easiest to first try to upgrade the two starting villages to towns, thus on average doubling your income. It only takes 5 cards of 2 types (ore and crops) for one additional point, and it's more easy to get than the 6 cards (one road, one village) you need at least to get a new source of income. Further more it's more easy to get good spots at the beginning. Upgrading them pays more than
Online better than board game (Score:1)
A good example of this is the old monopoly trick. Trade a few of your resources for some other resource and immediately call monopoly
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1) It is so easy to kill someone off near the start of the game. A well placed road or building and it's effectively down to three players. And there's no "bow out" option, either you keep playing, or the game ends. It is rarely fun playing a game you've already lost.
2) Other people. Seriously, that game seems to bring out the idiot more than any other game I've played. Rob from the leader, why is that so hard to understand? Someone's on 8 visible po
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But then, some people prefer to play Counter-Strike than Team Fortress, so go figure.
Losing might be preferable (Score:2)
Although it's a matter of opinion which is worse. Personally I don't like having to play another half hour of a game I have already effectively lost. I'd rather go and make a coffee, browse the web a bit or read a book.
Worse still, defeated players remaining in a game often get to be kingmakers. Fine if there's s
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Re:Like special ed (Score:4, Insightful)
Good examples include:
Having said that, a strong case can be made that the Eurogames genre was founded by an American designer: Sid Sackson [wikipedia.org], whose games include classics like Acquire and Can't Stop.
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Just don't could on having any friends at the end
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On the strategic scale, I don't know. I'm not a fan of chit-based games, which means no straight up war games. However, Twilight Imperium is a 4X board game and is fantastic.
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Twilight Imperium with the optional rules: good for 8-10 hours or so:
http://en.wikipedia.org/wiki/Twilight_Imperium [wikipedia.org]
Civilization with Advanced Civilization: unfortunately both are out of print so expensive on Ebay, but with six players you could easily spend 10-12 hours on it. Worth every moment while playing it and worth every penny to buy it:
http://en.wikipedia.org/wiki/Civilization_(board_game) [wikipedia.org]
Now there's an 18 player modded Civilization: should take a whole week to complete
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Civilization (not Sid's, the classic Avalon Hill).
Star Fleet Battles has more depth then any game I've ever played. The single biggest problem is finding people willing to learn the game.
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Loved Star Fleet Battles when we could find players.
The main rules with expansions(once you put them in sheet protectors...everyone does that right?) took up two 2" D-ring binders.
A single turn could take 4 hours with a reasonable number of ships. We had 8' x 6' table with 1 inch hex maps setup for months at a time to get a single large scale battle complete.
I actually have a hardbound rule book that Stephen Cole allowed an avid fan to produce.Re: (Score:2)
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but the king is Empires in Arms, the grand campaign of which is reputed to last 200 hours
Not even close. Campaign for North Africa (http://www.boardgamegeek.com/game/4815 [boardgamegeek.com]) has a listed playing time of 1000 hours :)
On the long, but not insane, front, I'd recommend both Here I Stand and Pax Romana from GMT Games (http://www.gmtgames.com/ [gmtgames.com]) as multi-player diplomacy / wargame / empire-building combos that play in a day to a couple of days flat out, or a lot of evenings. (I've been playing both by email over a number of weeks).
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Warhammer isn't really a long-term sort of game. You tend to have scenarios that resolve themselves in at most three hours (depending how how weasely/blitz-happy your opponent is).
There's a number of historical military games that would serve the purpose. Advanced Squad Leader pops to mind most prominantly, mostly because I'm not a huge fan of the military game genre and am not up-to-date on what's new and popular. It's still in print and actively supported (and the company is owned by Curt Schilling
The biggest difference is strategy (Score:2, Interesting)
It was a refreshing change to be introduced to German style games where there is often much less random in a game (if any at all after the initial setup) so it really is do
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Scrabble is another example-
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A little random can be a lot of fun (Score:1)
Sometimes randomness is the point (Score:1)
Carcassonne (Score:2)
I've also found that Carcassonne works well at parties as it's very quick to pick up and since the games are short, it's easy to get new people to play.
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Still, my main point is that I've spent the points for both 360 games already, so that's gone. When deciding which of the two games to get in physical versions, Catan is definitely the more sensible option - Carcassonne is improved by getting the console to deal with all the rule-following stuff, while Catan is hindered by the lack of local multiplayer.
Still, I'm sure I'll end up with Carcassonne at some
Re:Carcassonne + Snakes and Ladders (Score:1)
As the points at the end of the game are collected in random order, don't use any snakes/ladders while counting them.
A very interesting variant (Score:2)
BoardGameGeek's BGG.CON 2007 (Score:2)
Two rules. One bean. Five hundred ways to win. (Score:2)
Uhhh, yeah (Score:1)
Unless they're...
oh, don't go there, girl!
Some Favorites (Score:2)
Power Grid
Tigris and Euphrates
Intrigue
Coloretto
For Sale
Modern Art
That's Life
and of course...
Bohnanza!
German gaming culture mostly sucked before the 80s (Score:2)
The German game publisher Ravensburger was iirc the first to regularly put a little more time and quality into their boardgames. Their first steps were sort of academic, one of the first German Boardgames of the year ("Spiel des Jahres") being 'Sagaland' ('Enchanted Forest'),