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

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 the 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 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.
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-know-that-you-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: A- (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, 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)

Did Microsoft Grant My Wish?

A number of months ago, I wrote about my hopes for Microsoft’s Xbox Live Community initiative to grant my wish for an automated online market for developers to sell their games. I wrote that:

I fear that Microsoft will never allow the XNA developers to charge for their games, treating the Live Community like the minor leagues, from which they will “promote” popular titles to official status.

Turns out my fears were unfounded as Microsoft is, in fact, allowing XNA developers to charge for their games. Of course, the devil is still in the details – why is there a price cap and a fluctuating royalty rate? – but, for the moment, I want to commend Microsoft for doing the right thing. This somewhat imperfect initiative will still change the face of gaming. Bravo.

Dear Paul Barnett

I am curious which parts of Civ4 you would describe as “cuckoo-land“? In fact, our overriding goal was not to go down the standard sequel path and overwhelm the player with too many choices. Civ4 actually has fewer technologies in the base game than Civ2 does. We even had a rule-of-thumb – if you put something new in, take something old out. On the other hand, if you haven’t played Civ4, you should give it a go. You might be surprised.

Spooky

Gamasutra posted a Spore-centric interview with me recently. Three days earlier, GameSetWatch put up an excellent interview with Tilted Mill founder Chris Beatrice, in which he talked about his company’s interesting decision to buy the right of their Egyptian city-builder Children of the Nile from the original publisher. We also both talked about the games industry in general, and I was struck by how similar our responses were. See if you can guess who said what…

On AAA games:

However, I do think triple-A 3D RTS PC games are exactly where not to be right now.

I would not want to be in one of the classic triple-A franchise battles right now. I think that’s just a very bad place to be, whether that’s fighting games, RTSes, FPSes.

On semantics:

Will RTS as it exists right now be here in 20 years? The classic “Build a base, build some barracks, go attack the other guy…” Part of me wonders if this is just a temporary dead-end, because RTSes could be everything from Railroad Tycoon, SimCity, MULE, Populous… those are all RTSes.

So RTS really means, “real-time war game” to me. It’s funny because the Caesar series was always a “real-time strategy game” long before those others came into existence and eventually dominated both strategy and PC games overall, but it wasn’t called that because the distinction was unimportant for that type of game.

On RTS gameplay:

Unlike the RTS category in general, which has become more and more focused on targeting a core group of players with the skills and experience – and machines – to play what has become a highly evolved, and in my opinion exclusionary, genre.

The RTS genre in general has a big problem, in that it’s one of the most ghettoized. I think there are a lot of players who will play almost any type of game except for RTSes, because people just have the sense of, “There’s a thousand things to do. I’ll never be able to get them all. I’ll never be able to handle it all.” I think your classic triple-A RTS game is going to become less and less meaningful to most gamers, and when we look back in fifteen or twenty years in the future, aren’t going to be the games that helped move the strategy genre forward.

On managing expectations:

Stardock, for example, has made a lot of money with Gal Civ… Just knowing, “Okay, we’re not going to sell a million units, but we’re going to sell 250 or 300,000 copies of it.” It’s not hard to make money. You can make a lot of money doing that if you set your budgets. If you set a realistic expectation for your project, you can definitely make money. You just need to set your budget correctly. But those kinds of returns just don’t interest a lot of major publishers.

Of course we still want our games to look great, but let’s be honest, the last five to eight years or so have really shown the diminishing returns in chasing the screenshot, if you know what I mean. In PC games there’s a ton of opportunity, potential for originality and innovation. And I think there’s also plenty of money in the “middle” – that is, in games that sell 30,000 to 300,000 copies, rather than millions.

3 Million Copies

A Spore-related interview with Jeff Green went up recently on 1UP.com. Here’s a quote about my history in the games industry:

1UP: You started in the game industry around 2000?

SJ:Yeah, I went from Stanford to EA, where I did a couple of internships, and then Firaxis was my first real job in 2000.

1UP: So does it feel like a lot has changed since then in the game-development community?

SJ: Yes. When I came on, it was like right after very, very high times for PCs. StarCraft was a few years old at that point, but you had stuff like Age of Empires selling boatloads of copies. It still was the age of the PC shooter — it hadn’t made the transition to console yet. Halo was still on the horizon.

1UP: Half-Life was ’98.

SJ: It was definitely high times for PC developers. By the time of Civ 4 [in 2005], it was very frustrating. Civ 3 [2001] worked out, but we really learned a lot from it and felt we really knew what we were doing and were going to make a great product with Civ 4. But the Civ franchise was owned by Atari, and Atari needed cash, so they sold it to Take 2. But they talked about selling it to a number of publishers, and a lot of them just were not interested — and that kinda blew my mind.

1UP: Didn’t Civ 4 end up selling pretty well?

SJ: Yeah, I’m pretty sure it sold at least a couple million copies. [According to Take 2, Civ 4 sold 3 million copies as of March 2008 — Ed.]. A lot of triple-A games have a $20 million development budget, but that was definitely not the budget for Civ 4. We were always strapped for resources. We had two artists until a year before we shipped, but we were able to pull that off. So it blew my mind that we have this game that’s not going to cost a lot of money, which is a really big upside. It’s very low risk. But it’s like with every version of Civ — we had to prove it to the publishers all over again. It’s weird, because it’s not like you have to twist publishers’ arms to make sequels to million dollar-selling franchises….

1UP: So let’s say you were just getting into the business now, but you had the same education and interests. Do you still see yourself pursuing this path on the PC?

SJ: Yeah, because I’m still very much a strategy guy. If computers weren’t around, I probably would have tried to design board games. That still, for me, feels like the place to be. If I was 21 now [and] in school, I’m sure I would have some sort of wonky strategy game site doing some sort of hex-based war game or something.

Here’s the interesting thing about this interview – reading the Editor’s Note was the first time I found out that Civ4 sold 3 million copies. Which is great, of course. Our target was 2.5 million as each version of the franchise sold about half a million more than the previous version. Nonetheless, it is an odd feeling not to know – or have any official recourse to find out – how many copies of the game I worked on so long actually sold. Certainly, in other industries, the idea that a director or musician not have access to this information would be very strange.

Pure Insanity

More craziness from the Spore Creature Creator stepping on the toes of the vehicle editor:

Mod Mods

Apolyton’s PolyCast has started an excellent new Podcast dedicated to Civilization modding called ModCast. Episode 11, in particular, is worth listening to as it details the development history of the excellent and ambitious Fall from Heaven mod, easily the most popular Civ4 mod yet. Project leader Derek “Kael” Paxton details how the mod evolved (and continues to evolves), and I was especially interested to hear how they rewrote the entire code base from scratch for the second expansion, Beyond the Sword, in order to remove all hard-coding (which means direct references to specific units or buildings or spells within the code) from the mod. By taking this step – which is an extremely unusual one for an “amateur” team – they enabled other modders to use Fall from Heaven as a base to build upon for their own mods. This change actually mirrors the development practices within the “professional” Civ4 team – we viewed the product not as a single game but as a generic turn-based strategy engine.

The impact of this change should not be understated – Fall from Heaven is now a platform in its own right, which should give it legs for years and years to come. Accordingly, CivFanatics has given FfH “mod mods” their own sub-forum for modders to share their work. One interesting mod mod, Dungeon Adventure (shots below), turns FfH into a Rougelike! Watching this sub-community grow over time will be interesting…

Sid’s Revolution

Civilization Revolution is out! Sort of. Europeans have it, but – strangely enough – Americans still have to wait until July. CivRev is often incorrectly described as the first console version of Civ. However, a more important (and actually true) first is less often mentioned – CivRev is the first Civ since the original to be designed and programmed directly by Sid. Every line of game and AI code (and probably quite a bit more) inside the game was written by Sid himself, for all three versions: 360, PS3, and DS. CivRev is a rare chance nowadays to see one of our industry’s first great designers still making games the old-fashioned way.

Congratulations to the team at Firaxis; they did a great job of bringing the franchise to new platforms and, hopefully, to new audiences as well.

Subversion

The Spore Creature Creator was released two days ago, and already the online Sporepedia has over 500,000 creatures! I can’t even imagine how large the content pool is going to grow to by early September when the full game comes out. Everyone on the team has their favorite creations, and – for me – the most interesting ones are the creatures made by people who can’t wait for vehicle editor:

Now, here’s a real modern-day magic trick. Download a copy of the Creature Creator, open the app, select “Create a Creature,” and then drag these png’s below into the window and watch what happens.

A Love That Dare Not Speak Its Name

When I was growing up, access to games was limited. My family had the standard assortment of board games, your Monopoly, your Risk, your Life. However, I remember walking through our local Yard Birds one day, and sitting at the bottom of a bookshelf, hidden in a corner, was a copy of Eric Lee Smith’s Civil War. To a nine-year-old, it was like an artifact from another planet. Two huge hex-covered maps covering the southern US? Hundreds and hundreds of counters, representing everything from Supply Depots to Grant and Lee (not to mention turkeys like Halleck and Burnsides)? An immense, detailed 60-page rulebook?

Of course, I never was able to finish a game of it, but I enjoyed working my way through the game mechanics. Throughout my childhood, wargames held a place of fascination for me – a very important, if largely theoretical, hobby. Wargames shops were hard to come by, so my collection ended up fairly random. My favorites tended to be simpler games that I can barely even recall how I first found them, ones like Raphia, Blackbeard, and Belter. The latter even inspired my gaming friends to develop our own spreadsheets and macros to help us manage the economic data – it was a tycoon game before its time.

It’s hard to say what effect wargames had on me. The ratio of time spent reading rules/collecting games compared with time spent actually playing them was pretty lopsided in favor of the former. No matter how many times my friend Eric and I failed to make it through a game of Third Reich, I always considered myself a wargamer. All the time spent learning rule sets left its mark on me. Wargames were an attempt to simulate combat before computers were capable of managing these mechanics for us, so I believe that my first “gameplay programming” experience came from trying to fit all these rules into my head as a cohesive whole.

Today, of course, things are much different. Computerized strategy games have grown increasingly popular over the years, taking a huge bite out of the old bookcase wargaming industry. Nonetheless, the old games soldier on in relative obscurity. Eric discovered an interesting site called HexWar, which enables online play of a good chunk of the classic SPI wargame catalog. Their system for managing games between players is pretty slick for such a small outfit, obviously a labor of love.

Fortunately, most of these games on HexWar are fairly reasonable in scope (we’re not talking about SPI’s notorious monster games here), usually focusing on single battles and sharing a common rules base. More importantly, I am surprised at how fun these games still are! Playing against a real human with the computer handling the details is a real blast. I can’t believe how long I have spent fixating on exactly how I should arrange my front lines or how best to apply overwhelming force to an enemy position.

What impresses me the most about these old games is that they are actually quite simple; I am shocked to realize that “simpler” modern strategy games like Advance Wars are actually significantly more complex than the old hex-and-counters games featured on HexWar. Because the mechanics were built for humans to process, they have a clarity missing from today’s strategy games. Napoleon at Waterloo (the free game) has very little special casing, for example. Cavalry and infantry don’t even have special rules separating them; they are differentiated simply via higher or lower combat/movement values! I can also do the “chunky” math easily in my head – “okay, so I need to get the combat ratio to 12-4 to cross the 3-to-1 threshold.”

With the introduction of computing power, designers are often tempted to obscure game rules under the hood, so keeping wargames this simple is a bit of a lost art. In fact, their minimalism almost reminds me of Go. I’m not sure if these games could ever mean something to gamers who didn’t grow up in that by-gone era, but there are some remarkably elegant and beautiful designs here which have been left behind, hidden away over the years.

Further, Hexwar proves once again the appeal of asynchronous, turn-based play (which is supposed to be all the rage nowadays). Play-by-Email games never really took off, not because of the asychronous nature, but because transferring the save file by hand was such a pain. Hexwar’s system manages everything for you nicely with a downloadable client, but I would love to see a web-native version built using responsive AJAX techniques.

Unfortunately, their business model leaves something to be desired. Subscriptions cost a steep $14/month, and both players need to subscribe to be able to play the games. Only one free game is available. The system is just not built to spread virally as convincing one’s friends to jump in for a subscription is no easy task. If they dropped their price to $5/month and adopted a pay-to-host model, I wouldn’t be surprised if their business went up significantly.

Nonetheless, I am very happy to see the torch being carried for these old, classic SPI games. Aspiring designers could learn a great deal poking around in this hidden corner of the gaming world.