Good Big Group Board Games
I play with a larger group of people, six or more, pretty often. For sure once a month, and sometimes we pull out party games. Or party games are going to be in the mix. While I enjoy some party games, there are a lot of others that just rotate through my collection. They are fun a couple of times and then I move on. This is very common for party games where this is one hook or joke to the game. Once you play it, you know it, and additional experiences aren’t the same. What are some other options for big group board games?
So looking at this topic, I don’t just want to give you a list. I will give a few at the end that I like. But instead, I want to create, like I did for campaign games here, a guide to help you find good big group board games for yourself. What are some qualities to look for?
How To Find Good Big Group Board Games?
All my categories are going to be compared, at least to some extent, against party games. Because what I am looking for is an alternative to party games. Something that can play at six or more, it might only be up to seven, but offers that fun experience and offers that big group experience.
Downtime
So firstly, the game should limit downtime. Downtime is an major enemy in big group games. Or even in a lot of games. If a game plays in the time frame given with two players does it with four or six players. Often times that time frame grows considerably the more you add players. So a good big group board game is going to keep to a minimum.
For party games this is often done by putting you on teams. So half the time you are playing some element of the game. Or another way is when everyone is doing something, writing an answer, picking cards, at the same time. Everyone is engaged. To successfully move from party games, keeping downtime to a minimum is going to be key.
Complexity
Next up is complexity, keep it simple, stupid. Again to compare to party games, they are dead simple. Often times the most complex part is how scoring is done, and that is a detriment to the game. And with moving out of party games into big group games, keep it simple.
There are a few reasons for that. Firstly, it keeps downtime to a minimum. So see above how that is important. If the decision making space is simple enough, turns won’t take a long. Secondly, it makes it easier to teach, and you will teach this game a lot if it’s a good one. Because with a larger group you are more apt to have someone who doesn’t know the game. You might not, but it is more likely. Thirdly, it keeps the stakes of the game lower. And you might want them higher, but we are replacing a party game, so nothing too cut throat or where it feels like a wrong move and you lost the game.
On the flip side, as you try and replace a party game. Do not go too simple. The goal is not to replace a party game with another party game. So the complexity is going to be higher, but just keep in mind that Twilight Imperium and Heroes of Land, Air, and Sea play over six but wouldn’t be a good replacement.
Game Length
This one there is more wiggle room on. But I would argue that is because of a mistake that party games make. They don’t give you a good end point. This is again part of the too complex rules for scoring. If it is too complex, no one knows how or when the game ends, so you just play as long as you want. Often times this is until after the game has worn out it’s welcome.
So there is room in this one, but often times you want that filler length game, that twenty minutes, maybe up to forty. Something that can fit between games as a bit of a breather. And the reason for this is that with a lower complexity the longer a game goes, the less interesting it might be. Now there are ways around it, it might be simple but you do more or have more choices as the game goes on. So that is a smart build. But often times with a more limited decision making space, you want to limit how long the game goes.
Theme
Theme matters here, because a party game generally has an innocuous theme. Now, an easy exception to that is Cards Against Humanity with has a very specific target audience for it’s theme. But most of them give you a friendly theme or no theme at all.
As you move away from big group games just being party games you need to consider the theme. If it’s a bloody heroes killing monsters with dark artwork, that might not work for your group. Keep the theme more generic when you play a big group game. That is going to cast a larger net and catch a bigger group who might want to play.
Decision Making
Finally, and this one I touched on with complexity, but give a good but limited decision making space. And I think this is where a good big group game diverges from a party game. Often times you can, at least in some party games, put in a random card or answer and win just as often or more than if you put in thought to it.
So a good big group games is going to add in some real decision making while keeping the game pretty simple. You don’t want it to feel like you are playing the next big game. But at the same time, you don’t want it to just be another dumb game or a game purely with luck. A good replacement big group game is going to offer a limited window of choices.
What Are Some Examples?
Via Magica
Via Magica, and another below, I qualify as a gamers bingo. Something is drawn and everyone places in this case an animus or spirit on a portal that they are trying to open. Then another is drawn, and you do so again. You try and complete opening portals and first to seven ends the game, then you tally up points.
This one works well because the basic actions of the game are simple. You draw and place. And everyone is doing that at the same time from a single draw of a token. The decision making comes in two areas, firstly where you place on your portals, though that is a bit of a looser decision space. The other way is in what portal you get so you can push for more points or getting bonuses. That is where the game gives you most decision making.
Sushi Go Party
Sushi Go Party is another great options. This one offers, I think, a larger decision making space. But it keeps it limited. You setup a group of sushi and other food from a Japanese restaurant and shuffle those cards together. Then over a series of three rounds you draft cards. And that drafting is all done at the same time making it the speed no matter the player count.
This is definitely one with a few more decision. While the core mechanics stay the same, you need to learn the set of cards you are drafting from. Once you know them, it makes the turns simpler. So the game actually picks up speed as time goes on, because you learn more about the pool you are drafting from and what you want to go for.
Super Mega Lucky Box
This is the other bingo game. And it is much more bingo. As you complete columns or rows on cards you get bonuses that allow you to complete more. And you get points for completing 3 by 3 grids completely. Much like Via Magica, as cards are flipped with numbers for your bingo grid, you fill in a spot. And everyone does so at the same time.
This one I think offers more decision making, though, because of the bonuses, you might really be pushing for a bonus. And it offers more ways or more consistency in manipulating the number. While Via Magica lets you turn some things into wilds, if you get the right cards, Super Mega Lucky Box, always offers a way to do that, assuming you collect the right resource.
The Great Split
Next up we have The Great Split. This one kind of has the feel of drafting but the main mechanic in the game is I split and you choose. That I think makes it different for a bigger group game. Because everyone is picking a combination of things and splitting it into two groups.
I also think that The Great Split is one where it does offer more decision making space. Creating that good split where you’ll get back what you want but you won’t be giving your opponent too much is an interesting conundrum. For that reason, this game might run longer because some players will need more time to create that split. But every player is overlapping on when they create their split.
The game is really about going up on tracks to get the most points possible. And it pulls that off well. You are nudged in a direction by the starting card you get, but then you can really play around with it. And there’s enough variability to keep the game feeling different.
Welcome To…
Finally, and I could have picked a number here, we have Welcome To… It’s like all the rest in that everyone is doing stuff at once. You have a a setup of three pairs of cards and you activate one to work on building out your perfect town. Plus there is more going on with it.
This one has a bit more of a teach than some of them. Mainly because there are a number of moving pieces and how scoring in a lot of different areas works. But the game offers you just the right number of choices, so you always are considering what is going to be the best option for you.
Final Thoughts
There are a lot of good games out there for bigger groups. But getting that one that hits the right combination is big. Because so many when you go below this level that I put out here, tend to not offer anything more than a party game. But going too far in the other direction, now you out of that almost filler type of category. So it is a balancing act.
Now, with all of this said. If you enjoy a good party game, that is great. I have party games in my collection that will stay because I really enjoy them. But sometimes you get tired of always pulling out a party game for a big group. Hopefully this helps find games that work for big groups, but aren’t too much to handle.
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