Showing posts with label BGtG. Show all posts
Showing posts with label BGtG. Show all posts

Friday, October 18, 2013

Round and Round (A Guide to the Rondel Mechanic)

2 comments:

Every once in a while, even still in the 21st century, a game designer creates and introduces a true innovation.  When this happens, it creates all kinds of buzz and stirs up not a little industry talk as gamers clamor to read about, see, and get their hands on the latest “hotness.”  Then again, of course, another segment of the hobby contradictorily lashes out, arguing that there is really nothing new in gaming – and that actually what everyone thinks is a novel mechanic is just a variation of what “so-and-so” has already done in “such-and-such.”  Today’s mechanic often finds itself in this scenario and has met with mixed reactions throughout the hobby.  But at least it gives us something to talk about, right?

Friday, October 4, 2013

Thank You Very Much, Mr. Roboto (a guide to math trades)

2 comments:

...for doing the jobs nobody wants to--like putting together a long chain of trades to make everybody happy.

Seriously, have you tried doing that by yourself? It's a pain. You have to send a string of e-mails to people you may not know, get individual confirmations, and organize all of the information  for the other traders. And if one trader backs out? The whole trade dies then and there.

Thank goodness there's an easier way--the math trade.

Friday, September 27, 2013

A Guide to Pressing Your Luck

4 comments:
King of Tokyo: a very popular dice game with elements of Press Your Luck


How far can you go? How long can you last? How much can you take?

These are not questions of endurance or strength, but of luck and risk.  These are the key questions of a game mechanism known as "press-your-luck" or "push-your-luck."

Let's talk about that.

Friday, September 13, 2013

Kicking Back (a guide to using Kickstarter)

11 comments:
No subject has caused me to start, stop, and delete more posts than Kickstarter. Perhaps because it's a hot-button topic in the gaming world at the moment, or maybe because of backer remorse or joy, I've not felt the distance necessary to adequately consider Kickstarter...until now.

So what is this guide?

This guide is advice on using Kickstarter from the perspective of 1) a game reviewer and news finder who sees a lot of Kickstarter games and campaigns; 2) a modest Kickstarter backer (17 projects backed/9 received/0 currently late), with all the joys and sorrows attendant to this role; 3) an employee of a traditional book publisher and a staunch supporter of editorial gatekeepers; and 4) a thrifty person with a limited gaming budget who works a regular job and feels the results of bad purchasing decisions keenly. In other words, I would describe myself as a cautious observer and occasional participant in Kickstarter.

This guide is divided in two and is one gamer's advice to two segments of Kickstarters: 1) gamers who are considering backing projects on Kickstarter, and 2) designers and publishers who use Kickstarter and would like the money in my pocket to be transferred to theirs. Again, this is one gamer's perspective and doesn't even reflect the views of all the writers on this site. Take it for what you will. (And if you want to read a fantastic series about Kickstarter that's aimed primarily at content producers, I can't recommend Stonemaier Games' Kickstarter Lessons enough.)

On to the guide!

Friday, September 6, 2013

The Name on the Box Top: Carl Chudyk

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Over a year ago I began what I imagined would become a regular series of guides called "The Name on the Box Top." Here's how I introduced the series:
I am almost certain that those who participate in the board gaming hobby who have tried to tell others about it have been met, at one point or another, with a response of, "Oh, is that like Clue and Monopoly?" 
What separates hobby board games from the majority of mass-market titles, aside (arguably) from fun, is the name on the box top. Like the byline on books or the signature in the corner of a painting, hobby board games typically bear the name of their creator. But more than their name, hobby board games typically bear the style of their creator as well. Just as you might expect different things from a book by Kurt Vonnegut than you would from Graham Greene, you can expect different things of a game depending on whose name is on the box top.
Alas, I wrote but one entry, on Reiner Knizia. But now it's time to consider another name you might find on a box top, a name that belongs to one of my favorite designers: Carl Chudyk.

What is the Chudykian style? Find out below!

Friday, August 30, 2013

To Get This Train Rolling We'll Have To Build Some Tracks (A Guide To Network Building)

1 comment:

Now a days whenever you hear the word network you may think more about social networks than railroads and power lines.  But board games tend to be a little bit more old fashion so you're likely to be a rail baron than a blogger when you sit down to the latest hot game (at least I don't think there are any games about social networking yet).  So get your conductor's hat on, or whatever rail barons wear, and get ready to build a network to span the globe.  Oh, we can't build railroads under water yet?  Never mind, let's leave the globe spanning to the social networkers after all.

Friday, August 23, 2013

The Train Set Syndrome (Another Guide to Gaming with Kids)

1 comment:

You know what I mean, right? Dad buys son a train set for Christmas. Dad builds train set with son. Dad and son play with train set. Dad buys more track, cars, and scenery to expand train set. Dad spends small fortune to build replica of West Virginia that takes up most of the basement. Dad now has new hobby subscribing to train set magazines and going to train set conventions. Mom decides on future Christmas presents for son.

I'll be honest. Nostalgia was the catalyst in introducing my kids to hobby gaming. In junior high and high school I spent an inordinate number of late nights board gaming with friends. As this was before the influx of German hobby games to the United States, we played war games. Mostly it was Risk and the Milton Bradley GameMasters Series (Axis & Allies, Samurai Swords, Conquest of the Empire, and Fortress America). We also enjoyed some select titles of the old Avalon Hill and SPI hex and counter, strategy simulations. We even dabbled in painted miniatures. Oh, how the plastic and cardboard and tempers would fly!

Friday, August 16, 2013

Tricked-Out! (A Guide to Trick-Taking)

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I have such found memories of sitting around the card table at big family gatherings that it’s almost unfathomable to consider that others from my generation (and earlier) never experienced the same joys.  But sure enough, every so often I encounter someone who has never played any classic, traditional card games.  They think “tricks” are pranks played in college.  And you might as well be speaking Greek when trying to explain them, because terms like trump, ruff, kitty, stock, marriage, bower, revoke, slough, and “shoot the moon” and “going alone” all mean something very different to them, if anything at all!  Today, it seems like those time-honored card games are getting rarer and rarer.

So, if you’re looking to re-kindle an old flame and introduce these oldies-but-goodies to your friends and family, here’s our guide to the mechanic that comprises the vast majority of traditional card games and how it has infiltrated the modern hobby.

[*Note: For gamers who are familiar with the hobby, I will not be discussing climbing games, which are close cousins to trick-taking games and are often categorized as such for convenience, yet play very differently. This is why you will not see titles like Tichu, Haggis, or Frank’s Zoo, etc.]

Friday, August 2, 2013

Once Upon a Time (A Guide to Storytelling Games)

1 comment:
Most games are a series of rules that interlock in a self-contained system, designed to provide precise ways to advance your goals, score points, and win the game. There are clear activities you can and cannot do, and you must work within that system.

There is a type of game, however, in which the rules are much less clear about what you can and cannot do; the restrictions are much more lax; and the experience is much more about creating a narrative than achieving a mechanical goal in order to win.  These games are generally referred to as "Storytelling" games, and they come in a wide variety of forms and in many fashions.

Friday, July 19, 2013

Special Delivery (A Guide to Pick-Up and Deliver)

3 comments:


There's a little inside joke within our hobby that complains about the over-abundance of "trading in the Mediterranean" games.  To be fair to old Mare Nostrum, it also applies to Medieval Europe, trains, planes, and boats, etc.  Of course, it's a stereotype exaggerated for humor.  Nevertheless, shipping and trading have been and continue to be very popular and common themes.  Did this mechanic start it all? Well, that's probably hard to confirm one way or the other.  But I'm certain it has fanned the flames!

Friday, July 12, 2013

Who Am I This Time? (a guide on role selection)

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"All the world's a stage, and all the men and women merely players."

Shakespeare wasn't talking about "players" in the gaming sense (at least, I don't think he was--who knows the mind of the Bard?), but today's Guide to Gaming topic--role-selection--serves as a bridge between Shakespeare's players (actors) and the typical players we talk about on this site (gamers), though not in the full-on RPG sense.

Role-selection, especially in Euro games, is a little more abstract than that, but it does allow players within the game to identify as, influence, or otherwise gain the support of powerful personages (roles) to accomplish game tasks. Role-selection isn't the most popular gaming mechanism out there, but as you will see, for the games that use it well, it offers quite a lot of tense decisions and replay value.

Friday, June 28, 2013

Take This Job and Place It (A Guide to Worker Placement)

1 comment:


A lot of people dream about being their own boss.  No taking orders from anyone.  Work at your own pace.  Keep all the money.  Problem is most of us are the grunts, performing the day-to-day routines that keep the world running.  Meanwhile, the one who gives the orders garners all the attention.  If you’re one of the multitude who thinks they can manage people smarter, faster, and more productively, then our next game mechanic analysis gives you the chance to prove it.

Friday, June 21, 2013

What's It Worth to Ya? (a Guide to Auction Mechanics)

3 comments:


It's no secret around these parts that I love auctions. Love them. Love, love, love them. In games, in real life. If I can find a way to maximize the value of a deal, I'm in. So I jumped at the chance to write about auction mechanics.

Are you curious about auctions? You should be, because auctions are awesome. And you've come to the right place to find out more.

Friday, June 14, 2013

So Happy Together (A Guide on Cooperative Games)

3 comments:
Only you and your teammates can stem the tide of disease in Pandemic

When non-gamers first hear that I like to play board games, I think one of the first scenes they imagine in their minds is the one with a group of young siblings playing a competitive game of monopoly or sorry until they get in a fight and quit angrily.  And while some relish the conflict and competition inherent in most board games, there is a genre of game which pits players not against each other, but against the game itself.

Even though cooperative games aren't a new phenomenon, many outside of the hobby gaming scene haven't heard of them, and aren't sure what that means.  Usually one of the first questions I get when I introduce a cooperative game is, "So you're on, like, teams?"

Fortunately, if you've run into trouble explaining the concept, or are unsure what it means yourself, this guide is here to help you out.  

So, what is a Cooperative game?

Friday, June 7, 2013

All Under Control (A Guide to Area Control/Majority)

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Who doesn't like to carve out their own little fiefdom, now and then?  Whether it's a man cave at home, a special project at the office, or a particular job in some organization, there's a satisfaction to be had in owning your own personal space or role. A sense of freedom knowing you're in control. Putting your own personal touch on something is rewarding, and it's nice to see the results of accomplishing that goal for which you've exerted so much effort and planning. Of course, this overarching element has always been endemic to hobby gaming, and there's one specific mechanic that has proven to be a natural fit in capturing that feeling.

Friday, May 31, 2013

Hit the Deck! (A Guide on Deckbuilding)

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All Hands On Deck! (Dominion)

Deckbuilding is a pretty popular buzzword in the tabletop community these days, and it almost seems as if every month a new slew of hot deckbuilding games are on the verge of release. You may have heard of Dominion, the game that started it all.
So what the heck does "deckbuilding" mean, anyways?

Friday, May 24, 2013

Where the Action's At (A Guide to Action Point Allowance)

1 comment:
Gamers are a funny lot.  On the one hand, we want a game with flexibility and freedom in decision-making.  Restrictions and limitations often mean a less sophisticated experience and leave us feeling like the game is playing us, rather than vice-versa.  However, on the other hand, most of us appreciate designs that are structured to rein things in a bit, and we like to have a firm grasp on what the game allows.  Too much of an open-ended framework often leads to confusion, significant play length, and agonizing downtime.  To address this intriguing paradox, game designers often turn to a very simple and basic mechanism.

Friday, May 10, 2013

Guide to Gaming: Two's Company, Three's a Crowd--Good Games for Two (and More)

8 comments:
This is a gaming blog. I don't think I need to sell you on the pleasures of gaming. We all know this simple truth: life is hard sometimes, and a good game with good friends is good medicine.

Of course, finding friends to play games isn't always the easiest. There are the occasional (or even weekly) game nights, but the friends most readily at hand are likely found in the home. The friend I play games with the most (and also my favorite gaming partner) is my wife, but finding a good two-player game can be difficult, especially if you want to maximize your gaming dollar. I don't often buy games that don't have a two-player mode (unless they are obvious group games, like The Resistance), and a good two-player mode is often what keeps games hitting the table and off my BGG trade list. Since I've had some false starts and some successes, I thought I'd put together a brief guide for others who might be in the same boat.

What follows is a list (with some commentary) of good multiplayer games that are fun with two to help you get the most out of your gaming dollar. (I've also added a brief list without commentary of some two-player-only games that are worth your time.)

Friday, May 3, 2013

Let's Build A Tableau Together (A Guide to Tableau Building)

15 comments:
Categorizing mechanics can be a tricky thing as we recently saw in a series of articles about whether or not Settlers of Catan is a worker placement game (Here's the Point and Counterpoint to get you caught up).  Rigid definitions aside, it’s helpful to know what type of games are out there and once you’ve identified what you like there’s a multitude of other games that share similar mechanics. We’ll be picking out some of the most popular mechanics (or at least our favorites) and exploring how they work, what games use them successfully, and why we love them. This week let’s take a look at Tableau Building.

Friday, April 26, 2013

To Teach, Perchance to Learn: Part II (A Guide to Teaching Games)

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So you've gotten through the initial rules explanation and you are ready to start the show. Dice are rolled, pieces are moved, and… things start to veer of course. The game grinds to a halt. Confusion over rules is muddled by other confusion over other rules.

Fortunately, you're reading this guide, the part II to the initial teaching guide. Below you will find some helpful strategies to help keep your game moving, how to handle rules questions without cheating too much, and other tips to help you master the art of teaching a game once you've already started playing.