Tag: Blood rage

Top 5: 4 Player Games

Top 5: 4 Player Games

Alright, now we’re into the sweet spot for games. There are a lot of them out there that really work best at 4 players. This can be for a number of reasons, but most of the time it’s because 4 players is the maximum player […]

Top 5: Action Point Games

Top 5: Action Point Games

Final top 5 list, I think that I could maybe come up with some more lists, but I might do eventual lists of games that play best or up to two through six or seven to give ideas for games like that. As I know […]

Top 5: Drafting Games

Top 5: Drafting Games

On to another list for my top 5 drafting games. Now, Board Game Geek only has card drafting for me to sort through, but I will be including a dice drafting game in my list as well (or two). So without any more clarification:

Image Source: Board Game Geek

5. Roll Player
Do you just like making an over powered D&D character? That’s the feeling that you get in Roll Player as you are drafting dice to make the ideal stats for your character. You are also trying to line up certain colored dice in certain spots, depending on what card you’ve gotten. It’s a fun game as you try and equip and build your character, and there is a Monsters expansion that I’ve heard adds more to the game. The reason I have it this low on my list is because I haven’t playing with that expansion, and once you’ve built your character, the game just ends, so it feels like it’s a little bit lacking in terms of being a full game. It is still a lot of fun to roll up your character though.

4. 7 Wonders
This is very similar to a game that is further down on the list, actually sitting at #2. But 7 Wonders has a heavier theme to it, though, like most pure drafting games the theme is fairly pasted on. You are leading your ancient civilization through three ages as you try and build up your ancient wonder. Except, you don’t actually need to, to win the game. Instead you might focus in on building up other players that give you victory points or getting the strongest military or winning with a combination of science cards. It has some interesting mechanics as well where you can purchase resources that you might need to build something, but only from the people to your left or right, so there is some strategy with that as well.

Image Source: Amazon

3. Sagrada
Another dice drafting game on the list. I really like this game for the look on the table. In the game you’re drafting translucent dice to create a stained glass window. There are rules where you can place dice, sometimes you must use a certain color and other times a certain number. That part of the game adds in the strategy, also the fact you can’t have the same number next to another orthogonally or the same with the colors. The game goes fast, and when you are done you have a nice looking window in front of you. The game is very much a puzzle game, but not one that is too tricky.

2. Sushi Go! Party
This one is on the list as my favorite pure drafting game. The theme is fun, building out your meal and the scoring mechanics are pretty straight forward, though there are a few specials that I would consider to be more advanced. The artwork also makes it an easy sell as it leans into the cute anthropomorphized food items. The game also plays extremely fast and is easy for new players to pick up. I prefer the Party version to the regular version because you’re able to create a variety of set-ups so that the game doesn’t play the same every time.

Image Source: Gamewright

1. Blood Rage
Hey, it’s on back to back lists. But Blood Rage does a really good job with the drafting in the game. That’s what really sets apart the strategies for people in the game. Do you load up on cards for battle, on quests to complete, do you spend your points playing monsters? It is a very big part of the strategy and depending on what cards you see, you might have to adjust your strategy on the fly as you draft cards at the beginning of each age. It’s also where a lot of the theme comes into the game, because Loki cards do really feel like Loki, same with Odin, Thor, and other players in Norse mythology.

I don’t have any honorable mentions this time. Board Game Geek has a lot of games that I wouldn’t call card drafting or drafting games on their list, such as Dominion, where you do get to choose what cards you add to your deck, but it is a deck builder, and I already did a post on that a few days ago.

So this is going to be a short post, what are some drafting games that you like? Are there any on my list that you want to play?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

Top 5: Area Control

Top 5: Area Control

Jumping back into another board game list, this time going with another mechanic I like quite well. Area control is a fun mechanic because it really pushes conflict in the game, and the games that do area control well really encourage that conflict to happen. […]

Themes in Board Games

Themes in Board Games

I’ve talked a lot about theme in board game before and how I like board games with a good theme on them. Instead of talking so much about why I like themes in board games, I think I’ve covered that decently well, I’m going to […]

The Evolution of Unique Characters in Games

The Evolution of Unique Characters in Games

This one is a bit out there in some ways. I would say that there has been attempts at unique powers for a while and some solid successes, but there was a time where the difference between who you were and who I was in the game was that I was the thimble and you were in the iron in Monopoly.

For a lot of people, that’s what it is still in gaming. Even if they’ve progressed away from Monopoly and into games like Ticket to Ride, Settlers of Catan, and Carcassonne, the difference between you and me is that I’m blue and you’re red. Otherwise everything we do is the same. And that’s a-okay in a ton of a games. There isn’t a need for your character to be slightly different than mine, but in some games, it makes the game a whole lot better.

Back in 1949, there was an attempt to make “unique” characters when Clue came out. Professor Plum, Mrs. White, Mr. Green, and the rest of the cast allowed you to pick your favorite based off of more than just color of the pawn you were using. Now, they gave you some art, but it really wasn’t a unique character at that point. You were really just picking a color still. But in some ways that was the start of having unique characters. It gave some foundation that could be built off off later.

Image Source: Board Game Geek

Now, we see two prominent ways that unique characters are done in board games. There are more ways beyond that, but there are two major ways. The first is the special power route. Your character has something specific they can do that no one else can. The other way is the asymmetric route. Definitely the harder of the two to pull off, because what you do in the game is always different than what I do in the game.

The first type, is the special power or action that only you can take. A great example of this is Pandemic. In this game you have a base set of actions, treat disease, move, trade cards, etc. that everyone in the game can do. But each character has their own special action that they can take or improvement upon one of the other actions. For example, all characters can treat a disease by taking a cube off of the city they are in, but the medic can take all of the disease cubes off of the city they are in. The dispatcher, on the other hand, can move people on their turn, versus just having to move yourself. The rules still apply the same way for how they can move other people’s pawns.

You can start to see from Pandemic how having unique powers can make the game different each time in different ways. In fact, unique powers are a really good way to keep a game replay-able over a long period of time.

There are games that keep the base action for you, but allow either for changing your unique power or setting up your own unique powers. Two examples jump into my head quickly. The first being Smallworld. Since the races and powers are randomly shuffled, you might end up with flying wizards one time, and wealthy wizards another time. In this case, the game, like in Pandemic, dictates what your unique power is.

There are games, however, that allow you to determine how unique you want your character to be. This is the other example, Blood Rage (also Seafall does this), where you can spend action points that upgrade your clan. A pair of warriors can be made to be worth more in battle for you, or you can gain points when your warriors die in battle and go to Valhalla. Maybe your clan leader is now worth more points, or you can move your ship in a certain way. Maybe you have access to monsters now. Based on how you draft cards, you can shape your own player board to be unique. This type of game is interesting because at the start of the game, your clan is the same as everyone else’s clans. But as the game progresses, the clans play more and more differently depending on your cards, and which ones you choose to use. In Seafall, had the game been good, it was similar where you started out with the same base at the start of the first game, but you could buy upgrades that left from game to game, but you could also put in permanent upgrades as well, so the more you played the more unique you were.

Now, that has been the simpler type of player powers to talk about. The more difficult is the asymmetric player powers. The reason that this is tougher is because even if there is the same base to the game, everyone plays with that differently.

Image Source: Leder Games

A great example of this is Root. In Root everyone has some pretty similar actions, but how they go about doing all of them is completely different. While you all might be moving troops and trying to control areas, the cats, to gain more troops have to build up various buildings, where as the birds are trying to create an order or cards that they play. The woodland creatures are just trying to get onto the board by using cards in yet another way, and the Vagabond is doing something else different with their actions.

This type of game is very interesting, and Cry Havoc is another example. There is one fairly big downside to a completely asymmetrical game. The time spent teaching the game the first time you play it is pretty to extremely high. In Root, for example, you have to explain a fair amount about each character, even though some of the base actions might be the same. In Vast, this problem is made even larger by the base actions being a greater variety. Cry Havoc is probably the easiest of them to teach, because the base actions for everyone are the same, just the buildings, objectives, and special powers mean that how you play the game as each faction is different.

Image Source: Indie Boards & Cards

You can see how this has all moved on from Clue where you had a name for your character, but that was about it that made you unique from just being a different colored pawn.

There are a few more ways that games try and add differences. The other most common, though what you can do might not change, is the hidden traitor role in a game like One Night Ultimate Werewolf or Resistance. These games, what everyone does is basically the same, some expansions provide more variability to the game, but in the base, you can hide your actions because you are doing the same thing as everyone else.

This has then been expanded upon with games like Dead of Winter and Shadows Over Camelot. Shadows Over Camelot gives the bad guy more that they can do, if there is even a traitor in the game. In Dead of Winter, each player has a hidden objective. So while you have the exact same set of powers, you are trying for a slightly unique state of the game when it ends, mainly what you have in your hand at the end of the game. For me, these games can be a bit more hit or miss, because depending on if there is a traitor or not, it can greatly hinge the game on various things, and it can at times force you to look like the traitor to actually win the game. If there was some balancing mechanic for it, it would make the game better, but potential hidden traitor and hidden objectives is very hard to pull off well in a game.

That’s a lot variable player powers and the range that can run. Personally, I’d be interested in seeing a reworking of Clue so that Professor Plum can do something different and better than Colonel Mustard, but that’s already been done in some of those investigation games, like Fury of Dracula.

What are some of your favorite variable player power games? Are there some where certain combinations are too broken to play with so you’ve banned them at your table?

Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here.

The Evolution of Area Control

The Evolution of Area Control

So another mechanic that I like a good amount is area control. Area control is the mechanic in which you get a bonus for having the most figures in the area or the only figures in the area, so, you have control of the area. […]

Mechanically Minded Board Games

Mechanically Minded Board Games

I mentioned the topic in the Kickstarter FOMO post, but I wanted to talk more about different game mechanics that you might here people talk about when it comes to describing a board game, this will be a bit more focused definitions than the Jargon […]

The Jargon – Board Game Edition

The Jargon – Board Game Edition

I’m doing something that’s a bit different style, I realize that there can be a lot of terms for various nerdy hobbies that might be a bit confusing. So I wanted to, for board games, run through what some of these terms are, if they describe games, give an example of what sort of games are in that genre. It might give you a unique vocabulary to better talk about games, it might help you realize what the exact genre of game is that you like the best and what you want to get more of, and it might just be a long list of words, which isn’t all that exciting, but anyways. Here’s the jargon of board gaming, or at least some of it.

Image Source: How Stuff Works

Starting with the most popular

Roll and Write: This is a genre of board game where you are rolling dice and then filling in numbers, lines, areas, of a game board that is probably just your game board to try and get a higher score than other players. The original example of this game is Yahtzee. Yes, roll and write is that simple of a genre, but it’s having a huge moment now with the biggest game being a German game, Ganz Schong Clever. They’ve evolved past Yahtzee in their scoring, and while it’s a genre I haven’t gotten into, they tend to be a bit more clever in their game play versus Yahtzee which is just telling you the numbers.

Then moving to the classic

Euro Gaming: The next is also a genre of games, they can also often be called worker placement games, though that is a slightly separate genre. These games are the ones where the result of the game all comes down to math. You can figure out an optimal strategy and there isn’t going to be all that much that can be done to stop that strategy. They started to change that, as of late, with making the boards tighter so that you had to plan out things a bit more or taking it away from everyone having to do everything to score enough points to win.

Point Salad: I wanted to put this one next to Euro gaming as a lot of them can be point salads. What this means, is like a salad, you can have a ton of different things in there. So in a game, that means you are scoring points at the end of the game in six or seven different categories that make up your total score. Games like Five Tribes and Seven Wonders are two prime examples of those games. It allows you to customize your winning strategy based on another a things.

And now to one that’s more a favorite

Image Source: Days of Wonder

Card Drafting: Card drafting can be a mechanic in a game or the basis of some games. The idea is that you have a hand of cards, you are selecting one card from that hand to play and then passing it on to the next player who is selecting a card from that hand either until all the cards have been played, or there is one left in the hand. This can be done several hands during a game, or it can be a lesser part of the game, maybe just at the start of the game. Two games that use it as the basis of the game are Sushi Go! Party and Seven Wonders. In those games, drafting is the whole game as you’re trying to make sets and score points based off of different criteria. A game like Blood Rage uses it at the beginning of each age to help you strategize and then you play with those cards, it’s similar in Near and Far where you draft cards at the start of the game.

Hate Drafting: So, clearly tied into the one above. Normally when you are drafting, you want to draft cards that are best for you. But in games like Sushi Go! Party and Seven Wonders, you will have an idea of what the other players want or need, so you might draft a card that doesn’t really help you, but it stops other players. Generally, this isn’t a great strategy for the person doing it, unless all the cards are equally as bad for them, but sometimes you do it to stop a large number of points just to keep yourself in the game.

The another genre that was popular and still is going strong

Image Source: Wikipedia

Deck Building: It’s a genre that has cooled off a little bit, probably more so because there are fewer games coming out in the genre that are new, and more expansions instead for older games. In these games, you have a base deck, or some resources to start buying cards, that builds up your hand and your deck. So by the end of each game, the players deck is personalized to them. The biggest game in this genre is Dominion. It has a pasted on theme of medieval times and is really about quickly drawing cards, getting money, and buying victory points. There have been a lot of games since Dominion got the genre to take off that have come out like Marvel Legendary, Xenoshyft, Hogwarts Battle, Clank!, and many more. This also can include games like Arkham Horror LCG and Magic the Gathering. They take it a slightly different way in that you are building your deck before the game is played, but the deck can still be customized to what you want.

Abstract Game: These tend to be the logic based and puzzle based games. A game like Quoridor or Blokus fall into the abstract game. It’s about thinking through and figuring out the puzzle for your given game situation. They also tend to have little theme on them, or if there is theme, it’s pasted on and there is disconnect between the theme of the game and the mechanics of the game. Dominion is a solid example of a game that could be an abstract game without any theme and it would still function just as well, but the theme makes it a more visually appealing game.

That takes us to one of the last overarching genres

Ameri-trash/thrash: It’s really Ameri-trash, but Ameri-thrash is more fun to say. These games are all about theme, whereas a lot of Euro games, their big genre counterpart, focus in on a lot of minute details and figuring out logically how to win, Ameri-trash have more luck involved. They also tend to be a lot more steeped in theme and have theme tying into the mechanics of the board game. Games like Gloomhaven or Near and Far are two prime examples. Ameri-trash games also have more randomness in their games. While Gloomhaven doesn’t have too much randomness, for Near and Far, you are rolling a die quite often to find out if you can complete a skill challenge or win a fight. You see the randomness more so in dungeon crawl sorts of games, such as Star Wars: Imperial Assault.

Gloomhaven takes us into another genre of game as well

Image Source: Cephalofair Games

Cooperative or Coop: These games are as they sound, you are all playing together on the same team and playing against the game to see if you can beat it or not. There’s no special mechanical piece that is tied into this, beyond that you are all on the game team. The game that caused this genre to take off was Pandemic which has come out with a ton of version and variations on the base game. Gloomhaven and Star Wars: Imperial Assault are also games that fit this genre, but Imperial Assault only does because of an app, before it fit into another genre.

One versus All: This is the other genre. Classic RPG’s fall into this as well as dungeon crawl board games. In these games one player is playing the bad guys, or the antagonists, and everyone else is playing cooperatively against them. In an RPG, that is going to be the game or the dungeon master and it’s a similar situation in dungeon crawl games.  So Star Wars: Imperial Assasult, can be played as a dungeon crawl where one person plays the imperial characters and the other players play the heroes against the bad guys. The app changes that so that no one has to miss out on the story. There are also other games that don’t fit into either the RPG or dungeon crawl genres, like Not Alone where one person controls a monster that is trying to track down all the red shirts from a crashed alien ship.

I probably should define this category next

Dungeon Crawl: I’ve mentioned it a few times, so you probably have some idea what this is, so I’ll talk about it fast. This is a game where you are going through a scenario or going up against bad guys moving through a game board, exploring new areas, and trying to complete some objective(s). Games like Gloomhaven, Descent, and Star Wars: Imperial Assault fall into this genre. You might be thinking that you don’t remember any dungeons or many in Star Wars, but that’s more of a genre given name now that a specific.

Back to more coop games for a second

Semi-Cooperative Games (Hidden Traitor): This is a genre that is closely related to cooperative games and probably wouldn’t be as strong if it wasn’t for cooperative games. In these games you are basically playing a cooperative game where all the players have the same objective. That is, all of them but one (or more depending on the game). Those players are trying to sabotage the mission for the players or have their own objective. However, they are trying to not be found out. Games like Dead of Winter, Shadows over Camelot, and Battlestar Galactica are the biggest in the genre that really needs to get more games.

Social Deduction: This is the category that seems to be stealing a lot of the hidden traitor games. In these games, you have players who are in secret roles and you are trying to figure out who the werewolves, fascists, cannibals, or whatever the games theme says the bad guys are. It is similar in some ways to a hidden traitor game but there is one huge difference. These games are built around trying to draw out that information and all the mechanics are around that deduction piece. So games like One Night Ultimate Werewolf, The Resistance (Avalon), Donner Dinner Party, and Secret Hitler are all examples of this, but the best one, in my opinion, is Deception: Murder in Hong Kong as there is more game to it than games like One Night Ultimate Werewolf or The Resistance.

That brings me to one final trio of definitions. There are so  many more things that I could write about, and I might do a part two, but this will be enough for now.

Light Weight: Probably an area that I could have described games sooner, but games are generally put into three different categories of weight, though the last one you never really hear the weight added to it. A light weight game is going to be a game with fewer rules and fewer options in the game. There can still be more strategy to the game, but it’s simple to sit down and play that game. weight in game can refer to strategy, complexity of the rules, and length of set-up/number of fiddly bits, but generally mainly the first two. Games like Splendor and Ticket to Ride are light weight games to me. While they are a bit more complex than the standard of Monopoly, they don’t offer that much strategy and complexity. Interestingly enough, a strategy abstract game like Quoridor also falls into this category even though it has a lot of strategy and thinking too it, because the rules and game play are very simple.

Medium Weight: Medium weight games are, shockingly, a step up from light weight games. They are going to offer more complexity in their interactions. You have to think through more of what you are going to do, and you can plan out multiple turns, but are more apt to have to adjust on the fly. They still aren’t getting into the area where they are too mathy or too much strategy where you are having to plan out a lot of turns in advance. Five Tribes is a great example of this where you have a number of decisions and options that you can do, and someone can take your move from you but also might not. Century Road: Golem Edition, is another game that is a bit on the lighter side of medium weight games, but builds up good strategy in the game and gives you quite a number of options.

Heavy: Heavy games are steeped in strategy and complexity of the game. A game like Gloomhaven falls into their category. There are a lot of rules to keep track of, there are a lot of little fiddly bits, there’s a lot of set-up, and there’s a lot of strategy. A lot of larger Euro games also fall into this category because you have to figure out what is going to be your best possible turn to get the most possible points from the game. I do want to point out that these games don’t always have to be the hardest games to play, once you know how to play t hem but they can often be more difficult to learn and have strategy that you need to know to be able to play the game well.

There are a lot of definitions, are there some terms that I’ve missed (or haven’t gotten to yet), that you are curious about?


Share questions, ideas for articles, or comments with us!

Email us at nerdologists@gmail.com
Follow us on Twitter at @NerdologistCast
Message me directly on Twitter at @TheScando
Visit us on Facebook here

Picking Out the Perfect Game (Part 2)

Picking Out the Perfect Game (Part 2)

So here’s the second part of Picking Out the Perfect Game — the first part was a whole lot more about finding places to try games, and finding ways to learn games. This installment is about the introspective side of picking out a board game. […]