Showing posts with label gateway game. Show all posts
Showing posts with label gateway game. Show all posts

Saturday, September 3, 2022

Trash or Treasure? #2: Carcassonne

Of all of the venerated gateway games, Carcassonne has to be the most elegant, yet deeply strategic game of the bunch. Each turn is simple: draw one tile from a bag or blind stack, place an edge of the tile next to a compatible edge on an already placed tile, and decide whether or not you deploy a “follower” on a feature of that tile. The edge (or center) of every tile can be part of a feature such as a city, a road, or open land in service of creating a “farm” or completing the tile spaces around a cloister (or monastery or whatever). When a follower is put on the most recently-placed tile, that follower either scores points when the city, road, or cloister is complete (and is then removed), or the follower remains on the feature until the end of the game. The base game has 72 tiles and each player has seven followers (note: an eighth follower is used for the scoring track). After the last tile is drawn and played, all incomplete features and farms (or open areas bounded by cities and roads) are scored. I won’t discuss the details of scoring, but, basically, highest score wins.

In practice, Carcassonne is fast-paced with only a three-move turn (i.e., draw, place, and put) and seems very tactical, especially at higher player counts; at four or five players, you can keep track of what is drawn, but options change with each new tile, affecting any long-range thinking. However, Carcassonne shines at two players; with only 72 total tiles to play, each player is assured 36 tiles, and as the game progresses one can anticipate which tiles might be drawn or, more crucially, which tiles are no longer available. This leads to creating game states in which it is rendered impossible for the opponent to complete a feature, thus locking up their follower (in a city fragment, for instance) for the rest of game. In turn, this limits the opponent’s scoring opportunties.

When I started out in the board game hobby, after Ticket to Ride, I tried Carcassonne -- not the base game, mind you, but the base game with the Inns & Cathedrals and Traders & Builders expansions, which added goods scoring, different buildings, and more specialized followers. My first game was played during a lunch with three other people. Because I had no familiarity with the tile inventory, the game felt tactical, and yet if I watched enough features, I could build out multiple scoring opportunities by waiting for the right tile. As time passed, I purchased Carcassonne for myself, as well as FOUR expansions I really enjoyed, and would play protracted games of Carcassonne with no less than six players (one expansion provided another set of followers for a sixth player). One particular expansion, The Princess & The Dragon, introduced the Dragon, which was moved by whomever drew a volcano tile, and then by every other player. Whenever the Dragon was placed through another player’s incomplete feature, that player’s follower was removed and given back to the player. This led to chaotic games during which NOBODY could make any long-range plans and had to focus on completing and scoring roads and cities quickly.

By my reckoning, Carcassonne was the first tile-laying game of its kind in which players collectively constructed the board and scored based on how they constructed it. In 2000, Carcassonne must have been a revelation as it won the coveted Spiel des Jahres -- an award given to the game and designer who created the most innovative family game of the year. Since that time, tile-laying games have become much less uncommon; three years later, in 2003, Alhambra would win the Spiel des Jahres with a variation of tile-laying in which players purchased their tiles and built out their own palaces. Games like Alhambra, Kingdomino, Isle of Skye, Patchwork, Calico, Cascadia, The Castles of Mad King Ludwig, and Suburbia employ the tile-laying mechanism with varying degrees of complexity and interwoven game mechanics.

Should I trash or treasure Carcassonne?

At its weight (1.80 out of 5, according to Board Game Geek), Carcassonne snatches the catchphrase of “a minute to learn, (but) a lifetime to master” out of Othello’s figuratively grubby little hands. Very few games take a simple turn structure and turn it into a brutal combination of take-that, one-uppsmanship, and analysis paralysis like this game. At higher play counts and with more expansions, Carcassonne can descend into near-party-game madness; at lower player counts, the game becomes tighter, more strategic, and more cutthroat. It takes several plays to realize this dichotomy between tactical group play and strategic one-on-one maneuvering, but the more Carcassonne is played, the more depth is surprisingly revealed.

As I mentioned earlier, the tile-laying mechanic has had time to percolate and mature, so there is a panoply of choices now available. As of 2022, Cascadia emerged as a hexagonal tile layer in which you build out your own landscape and place one of several animal tokens on any open hex that can accommodate the animal token. With a scoring system that changes with each game, Cascadia has a variability that is not present in Carcassonne’s scoring system. At first blush, it would appear that a game like Cascadia is “doing it better” than Carcassonne...

Yet, in my mind, Carcassonne is STILL the finest tile-layer of its kind at the two-player or three-player count. The tiles are cutely drawn (if I can even insinuate that this game is “cute”), the followers (which we all know now as “meeples”) are iconic pieces in the board gaming world, and heinous crimes against humanity that can be perpetrated on a shared map instills a level of interaction absent in many of the games I mentioned. Carcassonne also transforms into an engaging party game with seven or even eight players (buy more pieces!). Carcassonne is a strategic gem, especially if your opponent knows the inventory of tiles as well as you do.

Though I have considered selling Carcassonne and all of the expansions and mini-expansions I have collected, I always convince myself NOT to trash this masterpiece. I thoroughly enjoy Alhambra and am growing to like Cascadia (and I have the quasi-team-oriented Between Two Castles of Mad King Ludwig), but Carcassonne has a undefinable whimsy to it. Maybe it’s the adorable followers, or maybe it’s that particular shade of green on all of the field tiles. I dunno...

No, I do know! I’m treasuring this one.

Should you trash or treasure Carcassonne?

If you own Carcassonne, I have to be honest and say that it is your judgment call. I do recommend treasuring it, but there are enough casual-level tile-layers out there that you can choose one of the games I mentioned and use THAT as the entry point into gaming for your non-gamer friends. There are also other themes out there; if medieval landscape building is not your thing, why not build a city in Suburbia? Or build a space station with Among the Stars? Thus, trashing Carcassonne is really up to preference.

If you don't own it, buying the base game would not set you back more than, say, $25 US. I strongly suggest sticking with the base set unless you REALLY enjoy it. Not as ubiquitous as Ticket to Ride, Carcassonne can be found in some big-box stores like Target and Barnes & Noble, online through Amazon, and, of course, the local game store. However, places like Walmart do not carry Carcassonne (unless it’s a fluke).

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Unlike Ticket to Ride, I can argue that games have come along with different themes that may compel you to buy something besides Carcassonne. For me, though, this game will always have a special place in my heart, and is one that is still visually appealing and cute. Nowadays, the art has been revamped; it’s very attractive art, but I still prefer the original art from the game’s Rio Grande Games days.

Thursday, September 10, 2020

What to Do If... You Want to Buy Yet Another Board Game

Imagine the scene: it is a gorgeous Saturday afternoon and three of your board game buddies visit you at your house. Your wife and kids are at a relative's house, so you have the house completely open. After the cursory hellos and opening refreshments, everyone meanders somewhat swiftly to your dining room table to play a somewhat complicated, but richly-thematic, board game. After a 15-minute explanation by the owner, you and your friends engage in what turns out to be a very enthralling round of gaming. Excited by the discovery (though mindful of your usual, well-known pattern of purchasing every board game you remotely enjoy), you remember the game, about which you cannot stop talking with your friends. The day ends on a high note as your buddies conclude a session with another intriguing, but somewhat less absorbing, board game.

Shortly after the last friend leaves, your family returns home. Without hesitation, you share your gaming experience with your wife, who rolls her eyes as if to say, "You want ANOTHER board game?"

...To which you quietly nod, as if communicating telepathically, "Yes!"

Whether you are a man or woman, you have probably experienced a similar exchange with your spouse; such is the life of an enthusiast of any hobby -- in this case, an enthusiast of board games. Yet, another scenario often plays out: you acquire the wonderful game only to attempt to teach your family or another group of friends and encounter a markedly non-positive response. They just do not like it. Now, you are stuck with a game that nobody else enjoys in your immediate social circle and your only chance of ever playing it again would be if you reconvened the original group, which (for whatever reason) is a very occasional occurrence. To augment your nascent depression, your spouse often (but lovingly) reminds you of how your hobby has once again led you to possess another fancy paperweight/shelf decoration/space-taking white elephant. 

...This may also sound familiar.

If it is not obvious, I have purchased games my family does not like more than once. This experience motivates me to spare you that same fate. I shall share some questions I ask myself whenever I am exposed to a game that I am tempted to buy. I must admit that thought I often refrain from making a frivolous acquisition, I do succumb to the occasional purchase.

What is appealing about this game?
Whether it is because of theme, mechanics, popularity, or even the fun time you had playing this game with your gamer friends, it is extremely helpful to identify, isolate, and analyze the reasons why the game appeals to you. These reasons help in answering the questions after this one.

What games do I already have that are similar to this one?
Compare the game you want to buy with the ones you have in your collection. If you have games of a similar theme, figure out what differentiates this potential purchase from the games you own. If you have games with similar mechanics, determine if the other factors differentiate the potential purchase enough to justify buying it. I have ruled out a few games because they were almost the same as games I already had. You also have to resist the "cult of the new" temptation of buying something simply because it is novel; new becomes old really fast, so a game should have more to it than just being new.

How often will I play this game?
For those folks that are relative rookies in the board gaming hobby, you will most likely play your modest inventory of games often. However, for those who have been in the hobby for more than a few years, every new purchase may take time away from your other games. This is affected by other factors: the expected time-per-player number, the complexity of the game, the amount of players the game accommodates, and the whether a game involves turn-based or simultaneous play represent aspects of games that can affect how often a game is played. If you have a bevy of 3-4-player games and the new one is in that player count, the new game may compete with the others for time. If the new game is a short one (say, 30-60 minutes maximum), it may slot into a gaming night agenda with other games. Cogitate seriously about how often you can play the new game, especially in light of the next question...

Will this game take away from time spent on the other games I own?
The tragic irony of any hobby is that the more you buy new things, the less you use the older things, and board games are no different. This is evident a few years after you become an enthusiast; you start out buying gateway games like Ticket to Ride or Pandemic, but as you acquire more games, you find that you are playing those gateway games much less. Eventually, the games you purchased 10 years ago only come out when you happen to invite casual players to your gaming parties or lunchtime gatherings.

Another situation you may encounter is when you play a beloved game less and less because of the other games; you would love to set up that beloved game, but you find yourself drawn to the more recently-bought ones. When you consider that new game, think about how often those old games will get played and if you even care. If you care, you may want to ponder how much you want the new game.

What games would I offload to make room for this one? Whether you have a vibrant local community of gamers to whom you can offer and sell your old games, you are an avid eBay user who markets your games, or an extremely generous friend who offloads games onto unsuspecting friends and family members, ridding yourself of old games creates space in your inventory, which may facilitate that new purchase. Opening up slots in your gaming shelf also addresses the previous questions; by eliminating certain games, you create more time play the new game while possibly erasing games with similar themes or mechanics from your collection. If you are not a seller or giver, though, the next question is crucial...

Would my family or friends really play this game?
Let us imagine that you have gotten this far in reflecting on why to buy that intriguingly novel game. Even though you have games that are strikingly similar to this new one, and you are perfectly fine with apportioning time to your other games while accommodating this game in your group's playing schedule, you have to ask yourself the most essential question of if your family and/or friends will play this game at all. Some may argue that even playing ONE time is justification enough; think about how four matinee tickets to a movie can set you back $28, which can also be the price of a game on sale and you will understand that point. Others may argue that they have multiple gaming groups and the new game will address one or more of those groups; if so, then buy it without any reservations.

Yet, I really recommend asking yourself honestly if your primary group is going to play the game. My primary group is my family; sadly, as the years have gone by and my sons have become teenagers who are NOT that interested in board games, there is much less enthusiasm to play games in my house. I have had to accept the harsh reality that unless I find a consistent gaming group, I would be hard-pressed to condone acquiring new games. If you are facing that reality, or an analogous one that may involve the dissolution of your gaming group or the common life changes that draw your gaming buddies away from the table (e.g. marriage, new baby, new job, and so on), then buying games may not be reasonable.

For game collectors: some people love to acquire new games just to put on their shelves and enjoy the mere fact of owning them. To those folks, I thank you for supporting the hobby. This article largely does not apply to you, particularly if you have the spare income to engage in collecting board games. Keep in mind, of course, that few games appreciate in value as collector items. Sure, if you own the first edition of the Dune board game in Near-Mint condition or some other limited edition, then you could most likely turn a nice profit compared to the original purchase price.

Outside of those exceptions, board games are generally not collectibles that rise or fall in the secondary market (in my experience) like baseball cards or comic books. Despite that, if you like buying beautiful games that instill that pride of ownership (and you are buying comfortably within your family's budget), then feel free to exercise your rights as a consumer.

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I consider the thought process of whether or not to purchase a game as an algorithm that can either spare you from needlessly spending thousands of dollars or (in a few cases) complicate the buying process enough to dissuade you from buying anything. Nowadays, as a 10-year veteran of the hobby, I walk into board game stores and either buy expansions, card sleeves, or nothing at all because I really want to play the games I already own. Whenever I am tempted to buy, I run the algorithm through my mind. Ultimately, I do enjoy buying board games, which is a tendency that is turning me more into a collector than a player, which is somewhat tragic. It is like buying nice tools just to mount on a garage wall, or buying a sports car just to wipe it occasionally with a cheese cloth and gawk at it; indeed, having it is pleasurable, but I am not allowing the item to serve its purpose. That leads into grander questions about art and decoration; why have such things in your house if all they do is sit there? To that, I say this: isn't life better when your home environment is just a little prettier? If you elevate (or reduce?) board games to art or decoration, then no amount of questions can really stop someone from buying that odd board game once in a while.

Thursday, May 7, 2020

Are There Board Games to Suit All (or Most) Moods and Occasions?

Over the last 25 years, the board game hobby has seen revolutionary change. Before the mid-1990s, board games could have been categorized in two basic groups. On one hand, there were casual-player games like Monopoly, Risk, Clue, Scrabble, and Trouble, which were available in toy stores and big-box stores everywhere; they were ubiquitous and well-known, but not always highly regarded. Conversely, there were decidedly esoteric games that involved complicated rules and many chits. These included railroading games and war simulation games. Rare were the games that straddled both camps; games such as Axis & Allies and Fortress America were two examples of games that involved complex rules, but still somehow inserted themselves into the public consciousness. (Note that I'm not including role-playing games or collectible card games in this discussion.) Then, in 1995, a curious game called Settlers of Catan was published, followed by El Grande (1996), Tikal (1999), Carcassonne (2001), and Ticket to Ride (2004), along with a plethora of intriguing titles. These games ushered in a new era of games that populated a middle ground between casual board games and esoteric board games, combining relative complexity with accessibility and aesthetic craftsmanship. They could be somewhat easy to learn by casual players, intricate enough to engage old-school esoteric gamers, and be downright beautiful on the table. Nowadays, the games on the market exist as a testament and response to the increasingly-demanding standards of consumers that expect artistry, well-written and test rules, and theme.

Despite the revolutionary transformation of the board game hobby, there is one question that is as prevalent as ever: are there board games that are suitable for all people and all occasions? Obviously, the answer is a resounding "No," so the question we should ask is, "Are there any games that come close?" To that query, the answer is a resounding "Maybe." Before you form your own mental list of games to suit most occasions, let me share with you some questions that I ask myself when I prepare to host or attend any gathering, whether it's a board game day, a birthday party, or just an extended family gathering.

Before I continue, one useful metric (or better or worse) to which I refer that is available for each game on boardgamegeek.com is the Weight of the game. Users rate games on a score of 1 (Light) to 5 (Heavy). Though I'm not a fan of quantitative scores for qualitative information, this metric is good enough for you to compare games. It has also been very handy for informing my game-buying decisions when thinking about my family. Note, however, that the ratings were entered by hobby gamers; what they think is "Light" might be a little heavy for the non-gamer. As a rule of thumb, I consider games between 1 and 1.5 as "a little challenging for non-gamers, but not too bad," between 1.5 and 2 as "requiring some hand-holding and more explanation," and between 2 and 2.5 as "requiring the patience and guidance of an expert if this person has any chance of gleaning any fun from the session." Oh, and for games at 3 or higher... well, I'd stay away from those until your would-be gamer has had a few sessions with the "gateway games."

Who is invited to the game session?
The most crucial question you can address is the composition of your invitee list. Do you have board game enthusiasts, non-gamers, or people who fall somewhere in between those two groups? Did you invite people who actually do not like games? Depending on who is attending, you have to assess your game collection and determine which games match your invitees. For casual gamers, skew towards 2 or under. For your enthusiasts, aim for at least a high 2 (2.8, for instance).

What's the occasion?
Barring the possibility that your event is a dedicated board game session, your invitees will not be mentally prepared to break up into separate groups and game tables. I have found that people mostly want the freedom to intermingle and talk to many different people. For the gamer host, this can be frustrating, but you have to think about the people; usually, when people hear "Party," they think of everyone interacting with each other, not tables in different rooms for focused gaming. Thus, games that involve (almost) everyone are more readily accepted.

Beyond that, consider the purpose of the session. Is it a birthday party? Maybe choose party games like Codenames (1.3), Taboo (1.22 -- yes, I said Taboo), or Pictionary (1.24). Is it a family gathering of aunts and uncles? Once again, party games or games that involve more than eight people are effective in engaging the entire group. Are two families with four or fewer members (each) present? Then, consider a game like Seven Wonders (Weight: 2.3) that involves simultaneous play or team games like Secrets (Weight: 1.27).

Do any of your invitees NOT like games?
This is a tough one because one unenthusiastic person can stymy any attempt at a game. At best, that one person will wander in and out of the room as they bounce between the refreshments table and your game table; at worst, he or she will distract the table with side comments and scuttle the session. In either case, the person is neither trying to be awful nor trying to sabotage the game; for whatever reason, he or she just doesn't like games. Maybe it's because of a childhood memory, or maybe it's because they're not competitive. Whatever the case, this person has yet to have a favorable experience with games.

With individuals like this, there may be NO game that suits them, but that shouldn't stop you from organizing a game. Give advance notice to your invitees that you will organize a game; then, take the non-gamer aside and ask him or her to participate. If your attendee declines, then offer the freedom of observing. For your reluctant gamer type, skew towards simpler games at a Weight of 2 or less. Among the best at that Weight for large groups include Codenames, Dixit (1.2 -- especially the Odyssey edition), and One Night Ultimate Werewolf (1.4). A lesser-known game with a traitor element is Saboteur (1.33).

How much time do I have?
If your gathering is not a dedicated gaming session, then only a portion of your scheduled time will be committed to board games. With this in mind, aim for shorter games. Another data point that you find on boardgamegeek.com is Playing Time, which assists you in determining a suitable game for your gathering. However, I recommend adding 50% more time to that; for instance, a game with a Playing Time of 30 minutes may actually take 45 minutes because of setup and instruction. Generally, select a game that fits well under your projected play time.

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Thanks to Board Game Geek's website, you can answer the question of "Are there any games that come close to suiting all occasions?" based on Playing Time and Weight with a fair degree of confidence. In my experience, I have found that a confluence of medium Playing Time length (1-2 hours) and a Weight between 1 and 2.5 often ensures that the games you choose will target most audiences. Simpler gateway games like Codenames and Dixit have been easy to teach and fun for gamers; slightly more complex "Next Step" games like 7 Wonders have required a bit more teaching and guidance, but have won over people and turned casuals into nascent gamers. Will such games enthrall esoteric gamers? Well, games that fall in this confluence of data points should entertain them enough outside of a dedicated board game night, but they may become withdrawn and slightly resistant if your game night consisted of games with a Weight of less than, say, 2.3, though I would concede that this is not a rule.  It is indeed amazing how Board Game Geek data points can help in selecting games...

Yet, if you would prefer to trust your own knowledge and intuition, just imagine the perspective of each of your would-be participants. In the past, I have often relied on hunches in selecting games. I have made mistakes, but those mistakes were borne more out of my inability to understand the other person's perspective than out of a lack of effort or information. In other words, you truly have to put yourself in that person's position. Imagine being a non-gamer and what that feels like. It's easy: simply think about a hobby you don't like and then extrapolate from there. If you succeed, you'll understand how boring, unexciting, or daunting board games can be to such a person. After all, these are feelings and thoughts I have when I think about, say, building sheds or scrapbooking (which are NOT bad hobbies at all; they're just not my hobbies). Once you can conceptualize those feelings, you discover that you can choose games that are not-so-painful for the non-gamer.