A One Man Board Game Buyer’s Guide (Part I)

August 25th, 2008 Soren Johnson

Settlers of Catan

Settlers is in an odd place nowadays. It was the game that first broke German-style gaming in America, and it has been successful enough to reach a certain level of critical mass. I have even began seeing Catan at the houses of friends who normally would only have Monopoly and Scrabble in their game closets and have certainly never heard of term “German” gaming. Nonetheless, Settlers has a surprisingly low BGG ranking, and I have the sense that much of the hard-core crowd has moved on from Settlers to more complex games like Puerto Rico and Caylus. It may now be a victim of its own success, which is a shame because Settlers of Catan is a brilliant, brilliant game, superior to all but a handful of games on this list. Three elements of the design stick out in my mind. First, the pure simplicity of the mechanics, which almost anyone can grasp within a few minutes. No hidden modifiers exist that need to be remembered, and almost all the rules are spelled out on the board and cards in an intuitive way. Second, the embrace of randomness, both for the map layout and during the game itself. Having a random map greatly extends replayability, and random resource generation nicely avoids the “perfect information” problem from which many Germany games suffer. Finally, trading has always been a rich game mechanic, and Settlers is built for trading. Isolationists will almost never win, making Settlers is one of the most socially interactive German games. No game collection should be without it.
Grade: A (BGG: 7.73)

Carcassonne

The joy of playing Carcassonne is not altogether different from the joy of finishing a puzzle. Finding the perfect spot for your piece is a great game mechanic, not to mention an accessible one. However, Carcassonne does not have intuitive scoring rules. The danger is not the complexity – it’s that the game looks simpler than it actually is, which inevitably leads to a disappointing experience when a new player trips over the tricky farmer rules. Another game for every collection, but I wish the designers had pushed themselves harder to keep the scoring simpler.
Grade: B (BGG: 7.57)

Caylus

The last game of Caylus I played was six hours long, which was about five too many. Caylus is the worst example of a trend in German games to minimize hidden information and random elements. These traits are valued highly among the most hard-core of board gamers – the ones who would like to win 10 games out of 10 versus newbies based on their own superior skill. Unsurprisingly, Caylus is a popular game among this crowd. To me, it feels like slow-motion arm wrestling. Between two players, that dynamic is actually not so bad. Among bigger group, it’s a pretty painful slog.
Grade: C (BGG: 8.09)

Bang!

Bang! is a blast! Essentially a souped-up version of the old college dorm ice-breaker, Mafia, the game revolves around hidden identities. Play sessions tend to be lively and memorable – I’m still smarting from the game I came an inch away from winning as a Renegade by convincing the Sheriff I was the Deputy until I got killed by the Dynamite! Aaargh! As a deeply asymmetrical game, the balance is a little dubious, but Bang! certainly proves that pure fun is more important!
Grade: B+! (BGG: 6.92)

Bohnanza

If Settlers is a trading game, then Bohnanza is a trading game on steroids. Every rule in the game exists for the sole purpose of encouraging trading, and they work perfectly. So perfectly, in fact, that the rulebook has to specify that it is ok to refuse gifts! (Imagine needing a rule like this in Settlers…) The only downside to Bohnanza is that there is so much trading that there is an unfortunate potential for hurt feelings with regards to who trades the most with whom. If your game group is sensitive to these types of problems, the game may not be right for you. Also, the rules could really use a simple grid outlining the different rules depending on the number of players. Every game of Bohnanza seems to starts with a rule hunt.
Grade: B (BGG: 7.25)

Citadels

Quite a few games have the mechanic of I-know-that-you-want-to-choose-X, but since you-know-that-I-know-that-you-want-to-choose-X-you-won’t-choose-X, but as you-know-that-I-won’t-choose-X-then-maybe-you-will-choose-X-after-all, and so on. Citadels, however, is built entirely around this tension, via the secret selection of roles at the beginning of each turn. Of course, the tortured logic train never leads to a definite answer, so the guesses have to be based on pure personality, making Citadels a great game to be played among old friends. Who is the greediest? The sneakiest? The most aggressive? The most conservative? Well, it’s a lot more fun than the Myers-Brigg.
Grade: B+ (BGG: 7.37)

Pandemic

Jonathan Blow, designer of Braid, gave an interesting talk this summer on the common disconnect between narrative and gameplay in video games. A good example is the choice made in Bioshock between harvesting and rescuing Little Sisters. The narrative tells the player that the choice matters, but gameplay tells the player it doesn’t matter. Board games also have a similar problem when the theme does not match the mechanics. Although theme can often be a secondary concern for board games – consider how similar the gameplay is between San Juan and Race for the Galaxy yet how completely different the setting is – the best games often find a way to pair the two. Pandemic is one such game. The players are disease specialists who work closely together to control outbreaks across the globe. More importantly, the players feel like they are racing to find creative, cooperative solutions to a challenge where the deck is literally stacked against them. (The innovative deck re-shuffling mechanic, in which previously drawn cards are placed on top, is especially worthy of note.) This pairing contrasts with another fun cooperative game, Shadows over Camelot, in which players are supposed to be Knights of the Round Table, but they feel more like they are playing whack-a-mole by assembling the best poker hands. The pairing of mechanics and theme is what makes Shadows just a good game and Pandemic a great one.
Grade: A (BGG: 7.92)

Ticket to Ride

I have written before on the bizarre “backstory” behind Ticket to Ride. Fortunately, the game itself is excellent. Further, Ticket to Ride is extremely easy to teach and also moves at a brisk pace, making an ideal introduction into the larger board gaming world for new players. Ticket to Ride is also at the vanguard of a trend which I believe will become increasingly dominant in the near future, what I will term “competitive solitaire”. The goal of the game is to build a network of tracks which connects a random selection of cities. Other players can occasionally affect your plans by grabbing a route you need, but overall, the feeling of the game is of trying to make as many of your own connections work as possible, not of trying to screw over your opponent. The big advantage of competitive solitaire is that when a player loses, they tend to blame their own play instead of their opponents’ decisions, which usually encourages players to try again to “get it right” the next time.
Grade: A- (BGG: 7.62)

Puerto Rico

The reigning BGG champion, Puerto Rico definitely sums up what is great and not so great about German gaming. Plenty of interesting strategic decisions combined with elegant mechanics – such as simply adding a gold coin every turn to unselected roles as a reward – earn the game much respect. However, the lack of hidden information and (almost) no random elements make the game difficult to enjoy when playing with optimizers, who tend to be the ones most drawn to deep board games in the first place. To paraphrase Groucho Marx, I don’t want to play Puerto Rico with anyone else who wants to play Puerto Rico.
Grade: C+ (BGG: 8.38)

Race for the Galaxy

Inspired by Puerto Rico (not to mention San Juan), the card game Race for the Galaxy centers on building up a collection of planets and developments for points or for production, which can later be converted to points via trade. The big difference between Race and Puerto Rico is that the players’ build options are hidden in their hands and that the action phases are played simultaneously. These distinctions make Race significantly more accessible because player have to make intuitive guesses, instead of over-analyzing the set turn order and complete information of Puerto Rico. Games of Race can be played very quickly, probably having the most interesting decisions per minute of any game, ever. Like Ticket to Ride, Race could also be described as competitive solitaire, which makes the game – despite its complexity – relatively accessible.
Grade: A (BGG: 8.05)

Set

Why do people walk tightropes? Why do they skydive? Why do they run marathons? For the same reason the play Set – to test their limits. More of a time-sensitive puzzle than a game, Set is not to be undertaken lightly. The challenge is to find specific three-card patterns before your opponents can, and the experience is nerve-racking. Many people will hate Set because the game can literally give you a headache, but if you want to push your brain as hard as you can, Set is the game for you.
Grade: B- (BGG: 6.53)

Lost Cities

One of the biggest advantages physical games have over digital games is that all one needs to become a game designer is a stack of cards, some stickers, a few markers, and maybe a die or two. In some cases, just a single deck will do. Lost Cities bears the obvious marks of deriving directly from a standard pack of playing cards. The game has five “suits”, with cards ranked from 2 to 10 and three face cards, er, I mean, investment cards. The gameplay itself uses a classic risk/reward mechanic that encourages multiple, early investments but penalizes players who cannot complete all their goals. The discard mechanic is interesting as well as, putting game length squarely under player control. My only wish is that designer Reiner Knizia had pushed himself a little harder to simplify the scoring rules as they don’t match the simplicity of the rest of the game.
Grade: B (BGG: 7.34)

Mamma Mia!

An interesting memory game, Mamma Mia! is also nearly impossible to explain to players in words. Players submit pizza ingredients and orders into a collective stack, hoping that when the stack is replayed, the ingredients will match their orders to score points. The trick, however, is that ingredients are communal – if you remember that I submitted a bunch of mushrooms earlier, you can steal them for your own mushroom pizza order if you submit it before me. One game in, however, and most players are hooked. Most importantly, Mamma Mia! does an excellent job of keeping the amount a player needs to remember in that sweet spot between trivially easy and hopelessly difficult.
Grade: B+ (BGG: 6.62)

Age of Renaissance

Some games simply have gone a rule system too far. Ostensibly a sequel to the old classic Civilization, Age of Renaissance has an absolutely gorgeous map of Medieval Europe as well as a promising trade model which encourages monopolizing resources spread across the whole world. Nonetheless, the game is virtually unplayable because of the cumbersome technology system, encompassing 26 techs, all of which can be learned in a single game and each of which changes how the game plays for the owner. Keeping track of all those bonuses and special rules would be fairly trivial for a computer, but the experience is a slog for a human. Only cutting technologies (or, at least, taking away their unique bonuses) from Age of Renaissance could have saved this frustrating, yet enticing, game.
Grade: C (BGG: 7.17)

History of the World

As I discussed with Pandemic, theme is a tricky problem – especially as many board games can easily be converted from one theme to another without damaging the core play experience. Further, quite a few games that try to differentiate themselves on theme often do not actually deliver on that promise. How many world history games devolve into rich-get-richer scenarios which bear no resemblance to actual world events. (Indeed, I’m guilty as charged too! The Civ community calls this the Eternal China Syndrome.) History of the World is not one of these games. The designers solved this problem by building the fall of empires into the core gameplay – and not as some obscure option that players would learn to avoid. Each turn in HotW, players are forced to leave their old civilization behind and start a new one. The audacity with which the designers violated such a basic assumption – that players get to build off of their gains – is remarkable. That in doing so they built a game which looks like real world history and is also fun to play is an astonishing achievement. The scoring mechanism itself, which increases the total points available each turn to keep all players in the running, is worthy of note too. The game may certainly be a little long for some, but I can think of few other games that deliver on their theme’s promise as well.
Grade: A+ (BGG: 7.17)

Taj Mahal

I fell in love with Taj Mahal right away. The rules are so simple, yet so rich for multiplayer competition – indeed, Taj Mahal is one of the most cutthroat games I have ever played. The central strategy is knowing exactly when to push for victories and when to hold back as the rules naturally prevent rich-get-richer situations. Further, the penalty for overreaching is severe, perhaps too severe for more casual gamers. Nonetheless, Taj Mahal is a fascinating game, with some nice random elements and a scoring system (similar to History of the World) which encourages comebacks by giving out more points in the latter turns.
Grade: A- (BGG: 7.67)

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Risk: Black Ops

May 6th, 2008 Soren Johnson

Risk is a funny game. Almost everyone who is a gamer of some sort has played it, but almost no one continues to play it. A classic “gateway” game, Risk can give players enough of a taste of real strategy to lead them to better world conquest games (Diplomacy, History of the World, Axis & Allies) and then inevitably to the wonderful world of German gaming (Settlers of Catan, Power Grid, Carcassonne). Or, Risk can leave players shell-shocked from an eight-hour, late-night, caffeine-fueled marathon won by the guy who hunkered down in Australia, and they run right back to Monopoly and Scrabble. Risk either pushes players forward or scares them off, but who actually keeps it in their active rotation?

I definitely fall into the former category, and I am sure that I have not played Risk with my board gaming friends since the late ’80s, which was before I could even drive. Nonetheless, the Risk franchise has been undergoing a bit of a renaissance lately, based on some spin-offs with suprisingly high BoardGameGeek ratings. Now, Hasbro is going all the way with a full update of the standard version, to be released later this year. Until that time, a “stealth” version entitled Risk: Black Ops has been floating around the gaming world – only 1000 copies were printed – and I had a chance to playtest the game last week with some gamers on the Spore team.

The most important change is that victory is no longer based on world domination. Instead, eight randomly selected Objectives are the key; the first player to achieve three wins the game. The specific goals can vary from controlling Asia (always a classic!) to capturing a Continent in one turn to conquering a certain number of Cities. (Territories with Cities – randomly assigned at game start – are worth double for recruitment.) Further, each Objective is randomly assigned a Reward for the victor, such as an extra defense die or bonus recruits.

Note how many times I used the word “randomly” in the preceding paragraph. Black Ops first clear success is that, even when using the classic, fixed Earth map, the game’s “terrain” is always different depending on how everything shakes out during the set-up phase. Players are well advised to take a moment before claiming Territories to predict where conquest will be focused, depending on the game’s unique environment. The most important change, however, is the Objectives as they fundamentally shift the Risk’s balance from a defensive game to an offensive one. In general, offensive games tend to be more fun as players get to actually do something instead of waiting for others to make the mistake of overextending their forces.

Because claiming Objectives is so important, players will focus all their attention and troops on achieving one during their individual turns. Maybe I can actually grab Asia this turn? Should I make a push to grab my neighbor’s Capital? Can I really pick up 18 Territories? These grand risks lead to an interesting gameplay rhythm; because the player before you may have stretched themselves thin to control North and South America for the Two Continents Objective, you now have a path from North Africa to their Capital in Argentina to grab the Enemy Capital Objective. In turn, the following player can now take advantage of your weakness in Africa to grab enough cities to achieve the 11 Cities Objective.

In the old version, players would have spent their time turtling, attacking just enough to earn a card in hopes of eventually booming. Risk: Black Ops, on the other hand, is all raid, all of the time, and for a game attempting to fit neatly within two hours, this change is a welcome one. The Rewards system can even allow for some interesting reversals of fortune; in one game, I was puttering along poorly until I opportunistically grabbed an enemy Capital to take the extra attack die Reward, enabling me to make a run and wipe out a neighbor, suddenly grabbing his two Objectives for the victory. Quite a few players are going to be shocked at just how quickly this game can end.

Black Ops is not without its flaws. The City concept sounds good in print but doesn’t work so well in action. Territories with Cities are worth double when recruiting new troops, making them valuable locations. However, two Objectives are specifically tied to capturing or controlling Cities, making them something of a hot potato. In our second playthrough, we actually avoided picking Cities during the initial set-up because these locations are marked for death, so to speak. While this tension is interesting, I felt like the game would be stronger if locations of value existed without regard to the all-important Objectives. Also, perhaps out of pure nostalgia, I prefer the old build-a-set card mechanic over the newer and much simpler one based on only two types of cards. Further, the card balance feels off as the game is over so quickly that one has a hard time imagining the advantages of holding out for more cards over the long-term instead of making a short-term push for another precious Objective.

Nonetheless, Black Ops is a genuinely good game, one that I anticipate coming back to many times in the future. The best thing about the design – and this is a tricky problem for designers working within an established franchise – is that the game still feels like Risk. The new rules are all simple extensions of the old core mechanics, almost like variations on a theme. No rule will feel alien to players comfortable with the old series. Thus, Black Ops (or whatever they are eventually going to call it) will be a perfect game for introducing casual players to real strategy games; I can easily imagine convincing my non-gaming friends to give it a try. They may not be ready for Agricola yet, but Risk’s conversion rate is about to go up considerably.

By the way, here is a link to a nice interview with Rob Daviau, designer of the new version.

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Portal

December 1st, 2007 Soren Johnson

I just finished Portal and got my cake (or not, depending on how you read the ending). While it is an excellent game with some unforgettable moments – such as being able to see myself through a portal while still moving – my strongest impression is that I don’t think I would ever design a game like it. If I had ever imagined a first-person puzzle game involving creating shortcuts between walls and ceilings, it would have struck me as too mind-bending, too niche, and even a bit too insider (like a video game version of The Player). I have a hard time believing that anyone could play Portal as their first FPS – it would be too much for a brain not used to moving in virtual 3d space. (I would be very interested to hear if Valve play-tested Portal with first-time gamers.) As designers, we should be wary of ideas which are most interesting to us simply because we are experienced gamers bored with concepts that are still novel to most potential players.

Nonetheless, it’s a good thing that Valve doesn’t share my attitude. Portal succeeds where I would have failed because it is so aggressively minimalist. The game gently teaches the player about 5 or 6 tricks and then only delivers puzzles which require variations on those original tricks. As the difficulty ramps up, the player simply falls back on what s/he already knows to derive a solution. I don’t usually comment on story in game – since I, of course, hate stories – but Portal was one of the first games where I actually engaged with the plot. Truthfully, the game has more of a setting than a story, but it worked for me. My in-game “character” never knew anything more that I did, and the smartly written dialogue revealed an interesting conflict which developed slowly – leading to my feeling real anger towards GLaDOS by the end of the game. Most importantly, no plot extraneous to my actual gameplay experience was forced upon me. You couldn’t make a movie about Portal’s story, but – hey – maybe that’s why it works.

It also helps that the game does not overstay its welcome; I felt my spatial reasoning skills begin to tremor a little by the final battle. If the game had gone longer than 3-4 hours, it would have either repeated itself or gotten fiendishly difficult. The design team also went out of their way to make the game as easy as possible to digest. Leaving burn marks on the walls from the impact of the glowing projectiles (anyone know their official name?) means the player doesn’t have to guess when aiming the portal gun. Extending wall tiles out a few feet when the player needs to attempt a “flying portal jump” guides the player through seemingly impossible situations. Even putting the heart on the beloved Weighted Companion Cube helps the player remember not to leave it behind. The end result is an effortlessly fun game, but Portal is a bit like the proverbial duck, gliding smoothly over the pond but with its feed paddling desperately under the surface to keep things working.

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Puzzle Quest

July 22nd, 2007 Soren Johnson

I’ve been playing a lot of Puzzle Quest recently, and I have been very impressed with how a fairly simple RPG layer can turn Bejeweled – which has always been, for me, a fairly forgettable casual game – into a very addictive experience. Adding a layer of level grinding… er, advancing… to the basic match-3 gameplay transforms two things which are uninspiring in isolation into a very compelling package. Further, the puzzle game itself becomes significantly more interesting when there is a level of competition – knowing that matching these reds gems prevents my opponent from matching those attack skulls transforms the gameplay from mindless pattern matching into a very interesting tactical contest. The interesting thing is that Bejeweled always had look-ahead gameplay to encourage combos and whatnot, but it always felt lifeless to me when I was only competing for some abstract concept like score.

There is one further design choice of note in Puzzle Quest which deserves mention – there is no save system. Of course, the game maintains your information over multiple sessions (this is an RPG, after all), but you never actually have to tell your DS to “Save the Game.” The whole save process occurs automatically in the background every time something important happens (like fighting a battle or discovering a spell or buying an item). I was kind of weirded out the first time I wanted to turn off my DS while playing PQ, but I didn’t see a save option, so I just hoped for the best and shut down. The reason they can get away with this is that nothing bad can ever happen to you! You can never lose an item or fail a mission or miss an opportunity. At no time would you ever wish to go back to an “old save.” Because the game gives you experience and gold even when you lose battles – and you always have a chance to try again – you will eventually get the loot or level that you want.

This is not a simple innovation as there are important trade-offs to consider – for one, player-controlled save systems encourage experimentation. Players enjoy being able to try something wacky (“What happens if I declare war on Gandhi?”) because they can simply go back to an earlier version of the game. The designers might have learned from MMOs like WoW which, of course, have no player-controlled save systems either. Being single-player, they had the freedom to remove the death penalty altogether, which puts the player experimentation back into the game. For Puzzle Quest, the designers must have made it a point at the beginning of the project to take all design options which could permanently hurt the player off the table – even extending to such RPG standards as single-use equipment!

The lack of a save system is a big win for Puzzle Quest because it increases the game’s accessibility. A large part of the game’s potential audience – the Bejeweled crowd – has never played an RPG in their lives, which means they have never saved a game either. It’s just one more hoop that new players have to learn – unless, of course, you can figure out a way to remove the hoop altogether…

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God of War

February 14th, 2006 Soren Johnson

Like most great games, God of War decides to be great at just one thing – namely, beating the snot out of your enemies. For variety, there’s a dash of platforming and logic puzzles, but overall it’s just one, long bloodbath from beginning to end. So, fortunately, that is the part of the game which shines. The “feel” of swinging Kratos’s blades is so good that it’s fun to do just by itself – which makes GoW one of the few games where I welcome the crates. More stuff to smash!

My interest in God of War comes from Prince of Persia: Sands of Time, which is my favorite game of this last console cycle. PoP:SoT had a simply incredible movement/jumping/swinging mechanic which, unfortunately, was interrupted by a clumsy combat system. The game still succeeded because they got the core feature so spot-on. When I heard that the sequel was going to focus on combat (and drop the wonderful storybook ambience), I lost all interest. Which begs the question: if Prince of Persia had God of War’s great combat mechanics, would it be the action game to end all action games?

I’m not sure… I think we can often overestimate how much “stuff” the player can juggle (or, rather, enjoy to juggle) in his or her mind at one time. The idea of a PoP/GoW hybrid gives me a mental image of my brain exploding. And not in a good way.

God of War also has an insanely high level of polish – an intimidating level of polish, I would imagine, for its competition. Perhaps someday I’ll write an entry on whether this is a good or bad thing for the games industry in general. It’s certainly a long, long way from a game as fun and innovative and yet rough around the edges as this. Here’s hoping there’s room for both…

The other point to discuss is the game’s relation to film – God of War is certainly the most cinematic game I have ever played. It’s no surprise that the game gives you no control of the camera; I have a sense that the level designers always wanted control over where you were looking. David Jaffe, the game’s lead designer, or “Game Director” in official terms, has expressed some ambivalence over the connection with film. I have similar feelings.

The challenge for understanding games is not figuring out whether games are movies or whether they are cars. The trouble is that some games really ARE like movies and some games really ARE like cars. I have a hard time thinking of another art form where its members are so radically different. Which has more in common: Star Wars and Annie Hall; or God of War and Civ 4? I would say the former, however crazy it is to link those two films together. (well, I guess there WAS the scene in the planetarium… in reality, of course, they are similar because they are both ultimately about the characters. That’s what makes them both good movies.) So whenever people (like me!) pontificate that games are like this or game are like that – it’s important to remember that “games” are a super-category of their own. Like sound. Or matter.

Because games have so much variation, I’m not sure how universal some of the “rules” are that designers like to state. I think it would be an interesting exercise to line up designers from all the different genres and give them an identical list of general questions about game design and see what they come up with. I haven’t, for example, designed a game with a player avatar in a long time… and I bet there are a lot of designers who have never designed a tile-based game. I would love to know how the hard problems (how do you teach gameplay? how do you divy out rewards? how many difficulty levels? how do you address cheating? saving?) are solved in other genres that I have never touched.

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