Tuesday, January 14, 2020

The Expectant Look of the Lost

Every board gamer aims to conduct, or at least participate in, that ideal and miraculous board game gathering during which every person is thoroughly engaged and focused. At such an event, there are simultaneous games being played at various tables with each table run by an expert who can explain the rules and guide the proceedings. Those same tables are populated with players who are well-versed in the conventions of gameplay; they know the difference between deck-building and action-selection, the probability of rolling one result over another, and the merits of card sleeves and customized box inserts. No one is waiting for the action to come to them; each player is reading the rules, enacting strategy, and generally playing without the expectation of help or hand-holding. This is the best any board gamer could ever want.

Of course, this kind of gathering can be dishearteningly rare. More often than not, the resident board game enthusiast of a social group is THE authority on games, so he is called upon to pick the right game, teach a disparate group of learners about the game, know every rule, explain every tactic and strategy, and ensure that everyone is engaged and enjoying the experience. When this social group convenes for the odd board game night, most of them stare at the gamer, expecting him to conjure up fun as a magician would conjure up a rabbit from a silk top hat….

Stop RIGHT there…

That’s the look that I want to focus on in this article. It’s that glare… that look of waiting for one to do something. Physically, the head cranes forward slightly, the eyebrows are unfurrowed, and the lips are slightly pursed as if the person is trying to communicate escalating boredom through their eyes only. It’s a look charged with pressure, cautious anticipation, slight disapproval at the concept of playing a “board game…” It’s the same look that most people make when they attend a party but the host has been derelict in his duties and has, instead, opted to play X-Box in the guest bedroom while everyone else fends for themselves. It’s a look…

It’s a look that drives me crazy… but it’s the kind of look you’re going to have to handle.

See… most people don’t play board games with the interest or intensity that you do. Most people have jobs, make house payments, watch TV, spend time with their kids, spend time on their phones, and spend time yelling at their kids who spend time on their phones. If anyone is enthusiastic about something, it’s a myriad of other things besides board games, so when these people go to your house, they expect you to entertain them with your hobby.

You’re not alone, though. Every hobby’s enthusiasts have to endure this.

Yet, you’re going to have to accept it. For the longest time, I had (and still have) trouble with that expectant kind of demeanor. As you can tell in the title of this article, I have come to label that look as the “expectant look of the lost” (or ELL) because that’s what your non-board-gamer friends are:

LOST

This is the crux of my article. When I think about ELL, I consider how it is no use becoming bitter or upset when your non-gamer friends have no clue about how to participate in a board game party. It’s also no use expecting them to meet the high standards you secretly harbor about the aforementioned parties. Obviously, I state these points because I struggle with them, too, and my hope is to encapsulate the frustrations you might feel as a board game enthusiast.

Now, normally, I would frame this article as a “What to Do If…” article and list ways to cope with the issue, but I do not want to rely on that formula for this article. Frankly, I don’t necessarily have solutions for ELL because, well, it speaks into the inherent impatience of people (maybe just Americans?). People demonstrate this look for numerous reasons because, even though they are among friends and are generally safe from danger, they have little understanding or control over the proceedings but do not want to look overtly impatient. In my opinion, handling this can be reduced to the type of person you are.

If you are an introvert like me who fancies himself to be a person who is sensitive to other people’s feelings, you may see fit to read the room and decide NOT to play games; it’s the “high road,” but it causes the evening to be less fun for you. If you’re a lively extrovert, you may just enforce your will and drag people into game time; this may affect people somewhat negatively and sour them to gaming. If you a staunch planner type, you may want to plan ahead, assign key people to lead game tables, and organize people by table; some people do not like being treated like high school students, though. If you’re spontaneous, you may have to learn to overlook people’s quizzical looks and just play. I know that there are several viable approaches to this issue, but each one depends on you and who is in the room with you.

This leads me to something that I have not adequately addressed: why I am writing this article in the first place. Indeed, commiseration and catharsis are two motivators; ELL has been a thorn in my side for a long time, and I hope that others can relate. Moreover, the classic raison-d’etre of “writing a blog entry as a personal reflection” prevails. Setting these reasons aside, I know I am writing this article because of a core disillusionment I sense in myself about board games: essentially, they (or any other hobby) do not fill the God-shaped hole in all of us, and they certainly do no fill that hole in others.

This further leads me to a revelation: like almost every hobby, board gaming is a momentary distraction that ultimately leads to dissatisfaction and the desperate acquisition of more games to stave off the oncoming dissatisfaction. In this way, ELL is not the other person’s problem; it’s OUR problem. People are looking to us to entertain them; in a bizarre twist, we are looking to board games to entertain US. If we think about it long and hard enough, we find that everyone will be left wanting eventually. We are all LOST.

I realize that board games are fun, but I also know that I have to put them in their correct place. They are social lubricants, distractions, baubles, discussion topics, and ways to connect with others. They do NOT take away our boredom or impatience. They do NOT make our everyday lives more exciting and intriguing. In other words, board games are not that important. Once we come to grips with that, I wager that we find it easier to cope with the expectant look of the lost. We may never have that perfect board game party, but we can certainly form thrilling connections with others and forge lifelong friendships.

With that said, it doesn’t hurt to have a few gamer friends help you organize and run a board game party. With their assistance, a board game day with casual players can be supercharged and fun.

Wednesday, October 9, 2019

What to Do If... You're Not Good at Board Games

Full disclosure: I'm not that great at board games. When I used to have regular board game club meetings at a previous company, I kept track of each game and how each player placed. Overall, I averaged a place of 3.5, which put me between third and fourth place. Sure, sometimes, I managed to win a game, but, more often than not, I was an also-ran. To be fair, I often had to teach the games I brought, which meant I was distracted and found myself demonstrating moves more than choosing the best move. That notwithstanding, when it came to games with which my group was familiar, I did not win so many.

Of course, over the years, my enthusiasm for the hobby has compelled me to read articles about strategies and tactics for specific games and for games in general. I have also played a wide array of titles running the full gamut of diverse game mechanics, and I've faced numerous opponents from which I learned much. Yet, I'm not that great at board games.

I'm just fine.

What do you do if you are not good at board games? I must admit that this is something I'm figuring out even now, but I would like to share with you my thoughts and what has helped me improve. First, here are the obvious solutions:

Read Game Articles
The first tip is one I already mentioned: search for your favorite games and you will find articles from both professional and amateur writers. Many articles are penned by enthusiasts on sites such as Board Game Geek, but some are posted by writers on video or board game sites. Though many of these articles are reviews that discuss basic rules and win conditions, you can glean key points, such as general strategies,  rules that can be exploited to create favorable game conditions, and even a few of the common paths too victory. More importantly, you can more easily find those games that suit you either from a mechanical or a thematic standpoint.

Play Games that Cover Well-Known Mechanics
If you browse Board Game Geek long enough, you may discover such mechanics as "worker placement," "area control," "deck management," "deck builder," and so on. These terms may be new or familiar to you, but if you seek the exemplars of each mechanic type, you can improve your overall gameplay. An acceptable place to start is with gateway games: Ticket to Ride covers route-building and set collection, Carcassonne (or Kingdomino) involves area control, Stone Age incorporates worker placement, and Settlers of Catan is an amalgam of set collection, negotiation, and area control. Beyond that, there are Next Step games like Dominion (deck-building) and 7 Wonders (hand-passing) that can provide the learner a grounding. By playing these games, you learn the winning tactics for mechanics that prevail in hundreds, even thousands, of games out there. Consider this: strip away the theme of a game and you may find that a lot of games are very similar (did I say that?).

Learn a Few Games Really Well
You can also assume the approach of learning a few games deeply, even taking a scholarly approach toward absorbing the vagaries of those games. One striking example of this is chess, which has an innumerable amount of books and articles dedicated to analyzing the game and the matches played by its very best players. Even modern games like the aforementioned gateway games and long-lived staples like Agricola, Puerto Rico, Twilight Struggle, and Castles of Burgundy have much material that you can research and play. In any case, as you dive more into your game of choice, you pick up on the rhythms of play and what combinations work.

Ask Questions In the Local Store or Online
Sometimes, the shopkeeper or locals at your friendly neighborhood game store can be an exceptional source of information about certain games, especially ones that are demonstrated or played there. If you are inclined to be social, visit the store and ask questions. I recommend starting with the shopkeeper, who may know about the game you want to learn. In addition, you can post questions on websites like Board Game Geek. With the panoply of posts on Board Game Geek, you have enough fodder to occupy you for months just to dissect one game.

Watch Games or Play-through Videos Online
This one's obvious, so I won't dwell on this suggestion, but I do recommend examining several channels on YouTube or any other video site before giving up. Note that there are a lot of sub-par game channels and commentators who do nothing to help, so try out several channels or shows before finding a channel that helps you learn a game.

Join a Group of Enthusiasts...
Just as chess scholars focus their time and energy on that game, you can specialize in any game, particularly ones that boast a robust player community with (or without) tournament structures. Keep in mind that most players in these groups are experienced and competitive, so your insertion into, and involvement in, these groups largely depends on a combination of the kindness and inclusivity of the members and your tolerance for their social shortcomings (i.e., you may have to put up with trash talkers or jerks).

... Or Start Your Own Enthusiast Group...
If you are averse to spending your precious time with strangers and/or possible ne'er-do-wells, then gather a few of your interested friends to commit to playing one game week-in and week-out. One example about which I've heard is Agricola (or Caverna for the more modern gamers); there are groups that meet consistently just to play Agricola because the game start is highly variable with a plethora of different occupation and minor improvements decks to use or even mix. The most significant advantage of starting a group with your own hand-picked friends and acquaintances is that you can rest assured people will (generally) relate well.

... Or Even Play Solo
There are probably hundreds of games that you can play on your own (even though board setup for a game you are playing alone may dissuade you from doing it), and there are even tablet versions of games that you can play to acquaint yourself with the games better. However, you may not have realized that ANY game can be a solo game if you're willing to play as more than one player. Much like boxers using shadow boxing as a training method, you can pick up on game intricacies playing against yourself.

Now, let's discuss the nitty-gritty:

Know a Game's End Conditions
Whenever I teach a game, I make sure to cover game-ending conditions because players need to know how a game can end (or be forced to end). Players are often surprised at how quickly a game has ended because they were not cognizant of the end conditions. This surprises me, in turn, because I commit an appreciable amount of time to explaining the end conditions, but even I forget from time to time. By knowing the end conditions, you can control the tempo of a game; just think inductively about the events that lead to the end and either make them happen sooner or later.

Know a Game's Win Conditions
Whenever I teach a game, I also cover win conditions because players need to know what is required to win. To become better at a game, you must know how to win; this informs all of your in-game decisions. This is not overstating the obvious; I am usually shocked when people do not spend the time to acquaint themselves with how many possible ways they can win. You also have to consider how win conditions do not always mean end conditions; just because you end a game early does not mean you win, so know the differences between the two types of conditions.

Understand Your Pieces
Take stock of the in-game items and tokens you have at the start of the game. What can they do? More importantly, how can each item expedite reaching the win or end condition of a game?

Consider How Your Starting Position Differs from Others
In some games, each player has abilities that are unique compared to other players; usually, these asymmetrical powers bend a game rule or provide some kind of advantage. Know how your abilities differ from your opponents and exploit the difference. Also, know how your opponents can accomplish feats you cannot. Instead of trying to beat your adversaries using their strengths, attack their weaknesses with your strength.

Look for Powerful In-Game Interactions
Whether it's card combinations, sequences of chosen actions, or even how different player abilities intermingle, study how you can use game elements in combination to create advantageous turns of play. Remember that though one card or ability may be highly effective in isolation, look for ways to boost the effect with another card or ability. Then, write down the combo and research it after the game is over.

Interfere with Players Only at Key Moments
There are aggressive game players out there who seize every opportunity to interfere with other people's plans. Conversely, there are players who, though not necessarily passive, are more patient and wait a bit too long to act. This is more easily said than done, but try to balance executing your plan with obstructing your opponent. For example, in Ticket to Ride, there are "choke" routes where, if taken by someone else, a short connection between two cities can be blocked, compelling one or more players to find a way around the choke point. Identifying these one- or two-car routes and taking one or two turns to play trains on these routes can stymy an opponent's efforts to connect. Look for such moments in the game. It may take a session or two to discover them; when you do, catalog them in your mind for future plays.

Find the "Broken" Card/Token/Item and Exploit It
Occasionally, a game might feature one or more items that afford you a profound advantage over the other players. When that item appears, emphasize acquiring it. Do not worry about how fair or unfair the item is - if it's supported by the rules, use it.

Maximize the Actions You Take Each Turn
Many games rely on an action mechanic that involves taking one action per turn, but also allows for more actions depending on specific conditions. One example of this is the X-Wing Miniatures Game, which affords each ship one action after the maneuver; yet, in that game, using linked actions or upgrades to increase your action economy creates advantageous situations for your pilots, especially if you can get a Focus token AND secure a lock in the same phase. Find in-game items or elements that allow for multiple actions when players normally take one. By doing so, you optimize your action economy while your opponent flounders in keeping up.

And, For the Nice Players Out There... Strive to Win!
One of my quirks (failings?) as a game player (besides the fact that I usually have to teach people while playing AND keep the rules straight for everyone, which makes me prone to making poor decisions for the sake of educating others) is that I don't like watching people lose. Maybe it's because I hate the feeling of losing and empathize with people when they feel it, or maybe it's because I like spending time with happy people. What I try to consider always is that when someone is playing a game against me, I create the best experience for him by playing to the utmost of my ability and aiming to win. This makes the game challenging for your opponent, who most likely wants to be challenged. If you happen to be a kind and gentle person, the most wonderful gift you can give your opponent is trying to beat him or her. People DON'T have fun when their opponents are pushovers. In this way, to be truly loving, you have to destroy your opponent!

I'm sure there are other tips out there for the quasi-mediocre player who wants to improve their gameplay. I just continue playing games and enjoy them as beautiful distractions that have stunningly-crafted pieces, gorgeous art, and multifariously complex rules and systems that one must labor to master. Each game is a journey that should be relished for what it is, win or lose. Then again, it does feel better to be victorious than to learn from defeat, even though the learning part has a more significant impact over time. Personally, being "just fine" at games is fine enough for me.

Monday, July 29, 2019

What to Do If... You Don't Want to Play Gateway Games (But You're Playing with Casuals)

As a board game enthusiast, it can be challenging to play with people who aren't enthusiasts. Such folks are often called "casual players" or just "casuals." It's a term that is somewhat pervasive in American vernacular when discussing people who only engage in an activity occasionally. This is especially the case with board games because most people do not pursue this hobby with the kind of passion to drive them to play regularly. However, for the board game enthusiast, herein lies the rub: more often than not, you get a hankering to play a board game (particularly a somewhat complicated one), but the only people that are readily available are casuals, whether they're co-workers, friends, or family members, so you assume the challenge of teaching casuals how to play a reasonably difficult game. Of course, many of us know how this ends: lots of blank expressions, yawns, head scratches, and a general desire for the casuals to extricate themselves from this train-wreck game session as expeditiously as possible.

This scenario is not uncommon, and it is one I've encountered several times, but what undergirds these situations is that apparent gap of interest and understanding between the enthusiast and the casual. Thankfully, unlike with sports in which differences in ability can result in lopsided victories and un-fun to be had by all parties, board games exist at varying levels of complexity. Among board gamers, games that are somewhat strategically rich and a cut above Monopoly are called "gateway games" with simple rules, short setup, and a sense of agency that differs greatly from the likes of Candy Land and Chutes and Ladders, to be sure. Games like Ticket to Ride, Carcassonne, Pandemic, and Settlers of Catan inhabit this ideological space of gaming. Now, don't get me wrong; these games are fun and a credit to the hobby, but there are times when the board game enthusiast wants more out of the gaming session than these games, which leads me to the crux of this article.

Here are some approaches you might try if you have a group of casual players, but do not want to play gateway games:

Research and Buy a New Game
If you navigate to Board Game Geek, you can view lists of how enthusiasts rate games. One list that is relevant to the kinds of games that casuals may enjoy is the Family Games list. On that list, you will find the classic gateway games, as well as some of the newer titles. My advice with this list is to find 3-5 games that catch your fancy and read reviews about them. They may be games that are less complex than what you truly desire, but you may find some gems that both are new to you and satisfy your urge for something more than gateway games.

Besides Board Game Geek, I recommend visiting Target, Barnes & Noble (if you're in the United States), or even the local board game specialty store. At Target, browse the "Strategy Games" section; at Barnes & Noble, browse the titles and find one that is thematically and mechanically appealing; and, at your local game store, ask the counter person (or owner) about their recommendations.

If you do NOT want to buy a new game...

Make Your Shortlist
In your existing collection, rule out the gateway offerings that you may have, but also think about your experiences with each game and consider your personal assessment of their levels of difficulty. Then, cull down all of the initial candidate games to a list of five to seven games that you would really like to play.

Look at Time and Player Count
Then, without much thought, examine your list while looking at only two criteria: time to play (which is sometimes calculated as a minutes-to-player ratio) and player count. Player count is important because you have to accommodate your entire group of casual-player friends, but expected time of play for each player is not necessarily crucial as a determinant for the length of your game session as much as an indirect indication of complexity; basically, the longer the game, the more complex it might be. This isn't a foolproof method of checking complexity, but this metric does give you some idea.

Determine the Game's Complexity
The beauty of gateway games is that though they are strategically rich, they are not painfully complicated. Many of these games have simple rulesets. For example, Carcassonne's turn order is easy to grasp: draw a tile, place one of your tile's edges against a compatible edge, and then choose whether or not to place an available worker on a feature of that tile. Once you understand the scoring of each feature, especially end-game farmer scoring, the mechanics of the game aren't daunting. Of course, the richness of Carcassonne lies in the discoveries players make as they gain experience. I suggest aiming for games that harness this beauty; at the very least, choose games that have a repeatable turn order and provide a reference card or sheet to help players along the way.

Consider The Number of Interwoven Mechanics
Working from the assumption that you are a board game aficionado, you are most likely aware of the mechanics of each game that you own. Is a game a deck-builder? Is it a worker-placement game? Does it involve set collection? Are there push-your-luck elements? Inherently, each identifiable game mechanic is no more intricate than any other mechanic, but some are more pervasive among casuals; for instance, set collection is a common mechanic found in many basic card games. However, I often keep in mind how many mechanics function inter-connectedly. Take Lewis & Clark; this game involves hand management and hand-building, worker placement, resource management, and even a racing element. With all of these mechanics in motion, even experienced board gamers have some initial problems with understanding the flow. Try to choose games that minimize the number of mechanics that prevail. For help with this, look up any particular game on Board Game Geek to discover how many mechanic categories are ascribed to that game.

Check Out the Components
A simple rule of thumb I use is the fewer the number of types of components involved in a game, the less complicated it probably is. For example, a game that has tokens, ships, three decks of cards, cardboard chits, dice, a game board, AND additional game props is most likely an overwhelming experience for the casual. Yet, a game with a set of dice, player pieces, two decks of cards, and a game board may seem less threatening. There is no magic number for types of components, but I generally take mental stock of what items are included in a game to decide if a game would suit my group of casual players. Despite this, watch out for games that appear simple with few components, but have cards that serve multiple purposes (e.g., Twilight Struggle), more than four types of tokens, chits, cubes, and/or bits, asymmetrical player powers, random starting board states, or a combination of these concepts.

Ponder the Attractiveness of the Theme
Let's admit it: some things may seem boring to the casual player. Trading in the Mediterranean? It had better be a visually-stunning game. Stock market trading? It had better have a lot of yelling. Space or science fiction? Make sure your group likes sci-fi. When choosing a game, think about your casual friends and what they might like. When in doubt, stick to popular tropes (Marvel, Star Wars, Disney, Star Trek, Harry Potter, or the like) or themes that are reminiscent of themes that are currently popular.

However, I have found that certain themes can backfire. For instance, though Game of Thrones and other sword-and-sorcery shows are popular, the medieval fantasy milieu is NOT for everyone and may be a turn-off. During one session when I presented Shadows over Camelot to my group, one of my not-so-casual friends quipped that the game was TOO nerdy for him, as if his traumatic memories of Dungeons & Dragons (or any other fantasy-themed game) had infected his outlook on knights and wizards. Identifying these "backfire" themes can be difficult, so I recommend adhering to the basic approach of avoiding themes that have stigmas attached to them, such as fantasy or sci-fi. I'll admit it: though nerdiness is en vogue now, some of your non-gamer friends may have no interest in stereotypically "nerdy" genres. Consider themes that are more universally relatable, such as transportation, economics, or crime.

Head-Simulate the Session
After all of your analysis, try to put yourself in the minds of your casual-player friends. Imagine conducting the gaming session with them, taking into account the non-gamerness of each person; this is the essence of head-simulation. Would they enjoy this game? Would they spend too much time asking questions? Does the game become bogged down? By doing this, you can avoid some stolid game sessions that, consequently, convince your friends that board games are boring.

Go with Your Gut
Even if one of your shortlisted games passes the various tests I have posited, I strongly advise you to rely on your "gut reaction." Sometimes, there are intangible elements to weigh, including your own ability (or inability) to teach a particular game effectively, your own qualms against a certain game, or even your past bad experiences with that game. Your intuition (i.e. your gut) should suffice in considering these things. Ultimately, if you feel that a game just won't work for your casual friends, put it back on the shelf and move on to the next game.


The hardest thing for any board game enthusiast to do is to admit that board games are just NOT the way to go when it comes to entertainment for a particular evening. I have walked into many adult gatherings with my duffle bag of games in hand, ready to expose my friends to some truly wonderful creations, but deciding not to open my duffle after all. I try to read the room, sensing if the host would be open to me hijacking the party by declaring that I'm starting a board game. Or, if I'm the host, I might detect that "odd" desire of people to "just relax" and not want to use their brains for anything besides socializing. Sure, there are awesome social games that fit this crowd (such as Two Rooms & A Boom or One Night Werewolf), but this is an article about non-gateway games for casuals... Occasionally, the best thing to do is not to play; save the games for another day when the conditions are right.