board game mechanics | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Thu, 03 Sep 2020 14:03:24 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.3 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png board game mechanics | Nerdologists https://nerdologists.com 32 32 Board Game Mechanics – Real Time https://nerdologists.com/2020/09/board-game-mechanics-real-time-2/ https://nerdologists.com/2020/09/board-game-mechanics-real-time-2/#respond Thu, 03 Sep 2020 13:56:26 +0000 http://nerdologists.com/?p=4717 We’re back with another mechanic for a board game, not one that you see all that often, but one that covers what is really quite

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We’re back with another mechanic for a board game, not one that you see all that often, but one that covers what is really quite a breath of board games. If you are looking for fast paced tension, real time games are going to give you that in spades.

As the name of the mechanic suggests, real time games are about doing stuff in real time. That can be moving pieces, rolling dice, solving puzzles, really anything, but you have a time limit that you are working against. Now, it can be that one person needs to do something, then the next, then, the next and you are trying to get it done as quickly as possible while still taking turns. Other times it might be that everyone is doing stuff at once.

Let’s give an example of a game like this, I actually talked about one in my Board Game Mechanics for Variable Player Powers, which you can find here, Magic Maze. In this game you have a group of fantasy heroes who are going shopping at the mall. A silly premise, but each player has a direction that the character can move, north, south, east, west, up some stairs, into new rooms, etc. The game has a timer that is running and you can move to spots which allow you to flip the sand timer, plus you need to move to spots where you can get the items, plus you need to get out as well. This is all done in real time with players moving the pawns, and it’s done cooperatively. The trick is that no one can speak, the only form of communication that you can do is put a pawn in front of someone to let them know you need them to move one of the characters. So it’s very tricky to coordinate because everyone is having to keep track of 4 heroes and where they are moving.

Probably the biggest thing that real time adds to games is tension. There is a clock, a timer, something that is counting down. And it isn’t like in something like Scattergories where you have a limited amount of time to come up with as many answers as possible and then compare the answers, in that, the comparing the answers is really part of the game. In most real time games, when you hit the end, the game is over and you either in or lose. There is no tallying up points, there is no checking to see if you did well enough, and while that can show up in some games that offer some real time, for the most part, it’s pretty obvious how well you did in the game. So it’s a constant pressure to make sure you are getting the right thing.

Image Source: Board Game Geek

For that reason, I think that these games are going to generally be fairly polarizing. Even for myself, real time games are not something I want to pull out all that often because they can be stressful. And it requires people to make split second decisions, and for a lot of people, that can be too much pressure to work on. There are some games that help with that a little bit, but even those, because there is a real time element are going to be more stressful than your average game. These types of games are definitely not ideal games for people with analysis paralysis.

So, if these games sound interesting to you, what are some that work well?

Gateway Game

Fuse – In this game it’s a race against time as you try and defuse as many bombs as possible. The trick to this is that you are trying to roll dice to do that. Each player will take a turn as fast as possible to roll some dice, and then each player takes one and adds it to a bomb they need to defuse. But, there are rules as to what dice are needed to defuse a bomb. One might need to dice that add up to the value of a third die. So you need to pick numbers that work for that, or it might be that the numbers need to increase. If you can’t take a die to help defuse a bomb, you have to take one off of your current bombs and put it back into the bag of dice. So you need the luck to work out in your favor. All of this while an app counts down time and everyone is trying to make sure everyone can get a die but also not take too much time discussing.

Medium Weight

Captain Sonar – This one is interesting because it’s actually one that has less tension, which is odd considering you are on two teams of subs who are trying to figure out where the other is and sink them. Each player has a different role on the submarine. One person is the Captain who is giving orders, telling players what direction to move, conferring with the First Officer who is readying systems like mines and torpedoes, the Radar Technician who is listening to the other teams Captain and trying to figure out by mapping their path where the other team is, and working with the Engineer to keep systems up that the Officer will want to use. Now, that seems like there is a lot going on, and there is, it’s a fairly lengthy game to teach, but what each role does is quite simple. The reason that this game is less stressful is that while it is real time, there is no complete this before time runs out. It’s just tracking down the other ship, that means as the Captain I can announce which direction we’re moving as quickly or slowly as I’d want. This is definitely a different feel than a lot of other real time games.

Image Source: CGE

Heavy Weight

Galaxy Trucker – Now this almost falls into the Scattergories category of “real time” games. The reason I say that is because about half the game isn’t in real time. Instead you are dealing with complications that are coming your way. This can be pirates or asteroids, or picking up supplies for your ship. But where it is real time is the building of the ship. You are fighting with your opponents over tiles that are all face down to start. So you are frantically trying to get the ship put together with enough engines, cannons, crew, cargo room, and power so that can make the best run possible and have as little of your ship blow up as possible. The issue is you need to connect the pieces right. If there’s a two prong connector keeping it together, it better connect to a two prong and more things like that. And some parts just deadend, so it might be a nice cargo area, but do you want it if you can’t protect it with space cannons or shields? I’m not sure how much more complex this is than Captain Sonar, but there are more decisions that need to be made in this game about building your ship and more things to keep track of when doing that.

I will say that out of all of the games I’ve mentioned, Magic Maze, Fuse, Captain Sonar, and Galaxy Trucker, I’m fans of two of them, the other two I’d play but they’re just okay. Magic Maze and Fuse have a much higher stress level and I like playing board games to relax so stressful board games won’t cause me to freeze up, but they aren’t high on my list. With Captain Sonar, it is real time but it’s not as rushed feeling. And with Galaxy Trucker, the game is goofy, you poorly put together space truck will fall apart some and that’s fine, because it’s supposed to, you’re just hoping it’s better than everyone else’s. One final real time type of game I want to mention are Unlock and Exit, both of those score you against how long it took you to solve them. These are good gateway style real time games, I just didn’t mention them because I just talked about them with Escape Room games.

Do you like the tension of real time games or are they too stressful? What are some of your favorites?

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Board Game Mechanics: Variable Player Powers https://nerdologists.com/2020/08/board-game-mechanics-variable-player-powers/ https://nerdologists.com/2020/08/board-game-mechanics-variable-player-powers/#respond Mon, 10 Aug 2020 14:11:20 +0000 http://nerdologists.com/?p=4637 This is one of my favorite mechanics in games, it adds a lot of variety to games and to the strategy of games. However, it

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This is one of my favorite mechanics in games, it adds a lot of variety to games and to the strategy of games. However, it can be one of the trickier, though there are trickier mechanics, to teach in a game.

The idea of variable player power is that each player can do something different in the game. Now, that might mean that you’re the only player who can do something, or you can do something better than anyone else. And this isn’t because of the skill that the player possesses themselves, it is instead something that the game grants the player the ability to do.

A kind of silly but obvious example of this is in the game Magic Maze. In that game you are trying to, without verbal communication, move a group of heroes through a mall so that they can pick up what they need and then get out before time runs out. In this game each player has a certain power, you might be able to move the heroes down while I can move them up, someone else can move them left, right, and so on and so forth. While all the powers do basically the same thing, move the heroes, each of them moves it in a unique way. And now I wouldn’t really consider this a great example of how variable player powers can be used in a game, it is obvious, because you are doing something different than anyone else, in fact, you are only doing things different than everyone else.

Image Source: Board Game Geek

In most variable player power games, your power isn’t the only thing that you can do. Most of the time there will be a set of common actions that you can take, but you’ll have some added thing that you can do in the game. Pandemic is a good example of this. In Pandemic everyone has the same abilities, you can travel, treat a disease, trade a card, or cure a disease. However, if you are the Dispatcher, you can move other character pawns, not just your own. If you are the Medic, you can treat a disease better. And the same goes for the likes of the Researcher and Scientist and all the other characters. They can all do the basic actions the game, but they can improve upon a basic action or add in a whole action or affect that is specific to them.

Why I like this mechanic so much is that it makes each role in the game feel different. And it means that each time you play the game it feels different as well. In the Pandemic example, if I play the Dispatcher, I’m doing actions that are helping us win the game but that are consistently different than those of the Medic. I care about getting people to where they need to be versus healing a disease. So next time when I’m the researcher and my actions are all about getting people the cards they need, I can coordinate and plan with the Dispatcher to get me to where I need to go so that I’m not using the cards I need to help someone else cure a disease. Sure, you can repeat or find a favorite character for playing or team that you like for winning, but some of the fun is trying out new things. And that’s even more interesting, in my opinion, in a competitive game, because generally that means you are changing how you target a win, I’ll talk about on of my favorites with that coming up here.

Gateway Game:

Homebrewers – Now, I’m sure people have a bunch of different games that I could have put here, but this newer game is one that I really like that plays fast. In this game you are brewing and improving your homebrewed beer. You do this by adding ingredients to your beer, this improves your beer so it makes it more likely you’ll play in the Summer Beer Fest and Oktober Fest. Where the player powers come in is that each character can do something unique. One of the homebrewers is better at cleaning their equipment, another is efficient so they get an extra action die in a month. All of things that are done are simple, and at the end, you end up with a lot of crazy sounding beer that might be good or might just be weird. If that theme doesnt work for you, Pandemic is also a great opion.

Image Source: CMON

Medium Weight:

Xenoshyft: Onslaught – Again an area that could have a lot of different games, but I really like this one because it combines two or my favorite mechanics, player powers with deck building. You even get to blow up some bugs in this cooperative game. In Xenoshyft: Onslaught, you are fighting back wave after wave of bugs who are trying to get into your mining base on an alien planet. To do this, you create a line of defense, but what’s fun is that you can help other people with their defenses as well, so it’s very cooperative in nature. The player powers come in with what group of the security defending the base you are. If you are a medic, that means you start with a special card to start in your deck and it means that you get a few special abilities that unlock over the various waves of bugs. It can be a discount when it comes to buying weapons, armor, more troops, medical supplies, and then they start to build from there. It’s a very tough cooperative game, but I like it a lot.

Heavy Weight

Lords of Hellas – Now, this one is my most controversial pick because there are a lot of good ones out there, and some people don’t like Lords of Hellas all that well. I really like it, though, because of the variable player powers and multiple win conditions. In this game you are either trying to control two groups of land areas, a completed statue, defeated three monsters, or control areas with five temples. At the beginning of the game you pick a hero, and that hero has a unique power. This can help you decide what you want to go after in terms of winning the game. It can be as simple as just starting the game with a priestess but that means you can start going down the path of getting temples faster. But it leads you a bit in a way to win, though, when I got the extra priestess and was going for temples, I actually got closer to winning with two areas controlled. But I like the different options that it gave you and there were a ton of different heroes, so you could really tailor it to how you wanted.

Image Source: Awaken Realms

Those are just some of them that I like, there are so many out there, even something like Gloomhaven falls into that category but I skipped dungeon crawler games because while it is a variable power, it feels and plays different, and I’ll talk about dungeon crawler and what that means coming up anyways. What are some of your favorite games with variable player powers? Does it sound interesting to you if you haven’t played a game like that?

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Board Game Mechanics – Deck Building https://nerdologists.com/2020/07/board-game-mechanics-deck-building/ https://nerdologists.com/2020/07/board-game-mechanics-deck-building/#respond Mon, 06 Jul 2020 13:39:39 +0000 http://nerdologists.com/?p=4518 Welcome to a new series of Board Game articles. In this series I’m going to be looking at a number of different mechanics in board

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Welcome to a new series of Board Game articles. In this series I’m going to be looking at a number of different mechanics in board games, starting off with one of my favorites, deck building. I’m going to explain how the mechanic works and then give a few examples of games that are really focused on that and how they use deck building. This is really meant for newer people into board gaming to let them learn about a new type of game and how it works.

Deck Building

Most people are familiar with games that use decks of cards, from the kids game Candyland to something like Uno or Skip-bo to party games like Cards Against Humanity. All of these games use a communal deck of cards that players draw from to get their hand or to take an action and then they play those cards. It’s a very straight forward concept and you have a deck of cards that is consistent that you’ll be drawing the cards from and you’ll get whatever you get from that pool of cards.

Image Source: Board Game Geek

A deck building game builds upon this idea of the deck of cards, but instead of having 108 cards in the Uno deck that everyone shares, instead you have your own deck of 10 or 12 or some number of cards. And when you start the game everyone’s decks are the same. But as the game goes on, you purchase more cards from a pool of cards that are face up to add to your deck. So when you have to reshuffle, now your deck is different than another persons deck.

A simple example of this is Ascension. In Ascension, you start with a deck of 10 cards, eight that give you points to purchase more cards, and two that let you fight monsters. The cards that you buy, some of them allow you to draw more cards when you play them, or get more points for purchasing more cards, or they’ll help you fight monsters. So by the time you shuffle again, you will have two or more different cards than the person you’re playing against, so the hand you’ll draw will be different from a hand of cards that they can draw. The further you get into the game and the more cards that you add to your deck, the more different your deck of cards will be from another players and the more different your strategy will be from another player. The deck building aspect of the game allows players to create a deck that matches how they want to play the game.

All deck building games give you a way to acquire more cards. In Ascension you purchase them, so a card that costs more will mean that you need more points to purchase it, so you might not be able to right away. This tends to be a core mechanic as well of a lot of deck building games is that they build up to you doing bigger and bigger things, but we’ll talk about what that mechanic is known as in a future article.

Image Source: Board Game Geek

There are two main types of deck building games. The static market game or the changing market game. Ascension is an example of a changing market game. You have six cards to make your purchase from or to fight if they are monsters. When you purchase a card or defeat a monster, a new card is flipped down into the market form a draw pile and you don’t know what that card is going to be. So a card you want one turn might not be there the following turn, or might not be there at all again in a game. In a static market game you have a certain number of piles of cards, all the cards in those piles are identical so when you buy the top one, you know what the one underneath it is going to be. This allows you, from the start of the game, to determine a long term strategy throughout the game and to really dictate what your deck is going to be capable of doing. Dominion is an example of a static market deck building game. Now, it comes down to preference as to which one you like better. With the static deck it is going to more heavily favor the more experienced player or the player with better long term planning skills, because at the start of the game you can sit down, look at the static market and make your plan. If a changing market, you might come in with a plan but then need to adjust it on the fly, but it’ll keep the game more balanced between more and less experienced players. Neither is really a bad thing, it just comes down to personal preference.

Let’s talk about some deck building games that you might want to checkout if this sounds interesting.

Gateway/Intro To Deck Building Game

Ascension – For me, Ascension is the ideal deck building game, the changing market place means that a more experienced player doesn’t have a massive advantage and while there are some better strategies, it all depends on how the market comes out. It also works well because you are just doing two things with your cards, mainly, you are either buying with the purchasing power on the cards or you are fighting a monster with a fighting power on a the cards. A few cards do a few more things, like draw more cards from your deck but they are generally simple. The theme isn’t really there, but in most pure deck building games, which Ascension is, the theme will be missing or barely there anyways.

Medium Weight Deck Building Game

Clank! – Now, regular Clank! isn’t my favorite way to play Clank!. I like Clank! In! Space! better, but there’s just a little bit more going on than a medium weight deck building game. Clank! again has a variable market and monsters to fight, but you’ve added in some additional elements. It does more of one thing you see in Ascension, which is creating combos based off of who you’ve gotten, and it adds in more than just purchase and fight. You now have the ability to move and you are pushing your luck. Also, good cards might have negative consequences as well. It adds a bit more complexity and a bit more strategy to the game, even with a changing market place.

Heavy/Complex Deck Building Game

Aeon’s End: War Eternal – I had a few options to pick here, but I went with Aeon’s End: War Eternal. A lot of deck building games add to their complexity not so much the deck building aspect, but from additional pieces to the game play. Aeon’s End: War Eternal (or any of the Aeon’s End Games) are good examples of this. The deck building uses a static market, but you are presented with more choices. You have to cast spells at monsters, but to do that you have to purchase more spells, but with your money you also need to open breaches to cast those spells. Plus, all of the Aeon’s End games add in something else interesting, not only is there a lot of strategy to what you get from the market, you also don’t shuffle your deck, you just discard cards, so if you can plan it out correctly you can stack the deck in a particular order to get a lot of well balanced hands or maybe a hand with a lot of purchasing power in order to get a very strong spell. There’s just more to think about, though this game is cooperative so a more experienced player can help and teach a new player to the game.

Now, there are a lot of deck building games out there to choose from and some that fall into the category that I’d qualify as more deck construction games that work off of some of the same principles as a deck building game. Have you tried a deck building game before? Do they sound fun to you?

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Board Game Mechanics: Real Time https://nerdologists.com/2019/10/board-game-mechanics-real-time/ https://nerdologists.com/2019/10/board-game-mechanics-real-time/#respond Wed, 09 Oct 2019 12:44:43 +0000 http://nerdologists.com/?p=3656 Let’s get under the hood of some board games again and talk about board game mechanics. These are the things that make the board game

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Let’s get under the hood of some board games again and talk about board game mechanics. These are the things that make the board game go. This time we’re talking about Real Time games.

Real Time games have been around for a little while, but there have been more of them coming out recently. In a Real Time game, you and everyone else at the table are taking your actions under the pressure of the clock or something along those lines, so you are moving as fast as you can. Some real time games have you work together all at the same time, while others are still going to use turn order to determine when you go, and some are actively pitting you against each other as fast as possible.

What Real Time is great for in games is ratcheting up the stress level. Now, instead of being able to plan and think about your turn, you are hoping to get it done fast enough that time doesn’t run out on you, you are able to sink the enemy sub before they find you, or you can make it to the check point to get more time. Some games can give you that tension by giving you difficult decisions to make, this one creates a similar tension by whatever constraint you are under. And often creates more of it than the difficult decisions, but you have all the time you need, do. I know for some people that it can create too much pressure for them, and so they won’t play them, which I feel like is a fair decision. So, know your crowd before you pull them out.

One area that Real Time games can be quite good, however, is dealing with analysis paralysis players. They need to make a decision immediately, so even if they want to figure it out, they can’t. If you are dealing with an issue with AP players, and they are up for it, a real time game would be a good way to cut down on that play in a game. Now, they also might be some of the people who get too stressed out by it though. You’ll have to see with their personalities, but they might not like the pressure keeping them from playing their optimal strategy. I know one AP player who wouldn’t ever play a real time game, but I also know a couple who own and play them just fine. Games that have an element of real time, which I’ll mention some below, those might be a better fit than a purely real time game as well.

What are some games that use this mechanic?

Image Source: Board Game Geek

One of my favorites that uses this is Captain Sonar. Now, in Captain Sonar, you and an opposing team face off against each other in a real time battle to sink the enemy sub. Each Captain is shouting out orders and their crew are responding. The sonar operator is trying to plot the enemies route so that the team can locate where they are, get close enough, and fire torpedoes upon them. All of this while getting the torpedoes online and keeping the systems in working order. This game is a lot of fun, and, while the concept seems stressful, I feel like it’s less stressful than some. The fact that there is no timer means that if you want to move very fast and keep the pace frenetic, you can, otherwise, you can let the other team move more than you do, but either way, it’s a fun game of cat and mouse with both of you trying to chase down the other.

Fuse is a much smaller real time game. In it you’re trying to defuse bombs. Sounds stressful, and it is as there is a timer that counts down and plays tense music. As a group you roll dice, and then you can discuss and each of you picks one of the dice to defuse one of the bombs in front of you. However, if you can’t use a die, everyone has to toss back a die of the same color or the same number. But, once you’ve defused a bomb, you put the dice back, grab another one and start defusing that one. This game is very stressful and short. I’ve had a good time playing it, and when I have played it, we’ve played multiple times. For a game that is stressful, that’s a good sign that they designed the game well. There are also levels of difficulty, basically how many bombs you have to defuse, so the stress level can be lowered if you want, though, it’ll still be stressful.

Image Source: Asmodee

One that uses it only in part of the game is Galaxy Trucker. In this game, you are building up a lousy looking truck from scrap and watching it get destroyed as it flies to pick up items and then drop them off over three rounds. What works well in this game, though, is the fact that you build your spaceship in a real time element. The first person to get their ship to where they want it to be then causes everyone else to feel a time crunch and rush to finish building their ship the best that they can. Then, you get a few seconds to relax before your ships start getting bombarded by asteroids, aliens, and whatever else might be out there. Then you go and do that again, two more times. Now, I might be messing up the rules slightly, it’s been a while since I played it, but the main idea is there. Galaxy Trucker does a good job with the real time as you hunt for that perfect piece to put into your ship, but doesn’t make itself too stressful because the game isn’t too serious.

Games like Unlock and Exit are also real time as your score is based off of how well you raced against the clock. In these games, you are basically in an escape room, but it’s a board game, or a card game. You look at these cards, use items together, and try and find a way out of the situation that you’re stuck in. I personally like Unlock better because it’s reusable, in Exit you might destroy everything. And I like that Unlock has an app that counts down, versus Exit where the pressure is just trying to get it done in as little time as possible, but it’s just counting up. The pressure is definitely there more so with Unlock as you can watch the clock count down. I also like Unlocks solution to check if you got it right better than Exit. But both options are a lot of fun.

There are a lot more real time games out there as well. Magic Maze is a difficult cooperative one, but unless you’re playing with a somewhat dedicated group, you’re not going to get the full depth of that game. Plus a large number of party games use a real time mechanic as well. A game like Scattergories, Catch Phrase, and many others have that timer limiting how long you can think about things or how long you get to guess. Though, with some of the other games like Magic Maze and Fuse, when that time runs out, it determines if you win or lose, which is something you don’t get from those party games.

I’ll be curious to see what interesting ways real time can be used in board games. It definitely has been used well a number of times, but there seems to be more design space out there for new games to come out that are challenging and real time. And I know that there are a number I’m interested in, that I haven’t gotten to play yet. What are your favorite real time games? Or as they too stressful?

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Top 5: Other Mechanisms https://nerdologists.com/2019/02/top-5-other-mechanisms/ https://nerdologists.com/2019/02/top-5-other-mechanisms/#respond Wed, 13 Feb 2019 14:38:56 +0000 http://nerdologists.com/?p=2811 Auction: Pretty straight forward concept in gaming, there’s some part of the game that you have to bid on to get. It could be something

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Auction: Pretty straight forward concept in gaming, there’s some part of the game that you have to bid on to get. It could be something like turn order, which is my choice, or it could be the majority of the game where you are trying to bid on certain items to collect sets so you have points at the end of the game.

Image Source: Days of Wonder

Five Tribes
This game is a lot of fun because it has a mancala aspect to it and a full salad’s worth of points (point salad is a term meaning that you can score victory points in a ton of different ways). However, Five Tribes uses auctioning to determine turn order. It’s interesting, because sometimes you’ll want to bid high because there is a very good move, but other times there isn’t, but you end up having to spend a little money just because of how the previous turn order went.

Press Your Luck: Basic idea for these games is that you are seeing how far you can get into the game, trying for more and better points, or to be able to do more damage or something like that. I had a couple of options where it was about combat, King of Tokyo almost made the list this time. Clank! In! Space! is more of a deck building game, but there is an aspect of press your luck as you want to get the treasures that are worth the most. Press your luck is a great way to add tension into a game.

Image Source; Geek Alert

Dead of Winter
That’s my choice, there are a couple press your luck elements to this game, and while it’s a beast of a game to get to the table, it’s one that I like quite well. The first press your luck is one that you absolutely must do, and that’s move. You’re pressing your luck determining how many of your characters you move though, and once you’re out, if you move them the next turn, because you’re rolling a die that just might kill them or at least injure them. There is also press your luck in looking for items. You can make noise, and then at the end of the round, you have to roll dice to see if the noise attracted zombies. Normally you’ll have left, but maybe you just pressed your luck a little bit, and now you’re hoping that the roll isn’t the exact wrong one.

Pick Up And Deliver: Not a genre that I love in games, because they can be a bit straight forward, pick up and deliver is basically what it sounds like. You are looking or going and getting something and taking it to another spot. You’re trying to do that in the most efficient way possible. I prefer the ones where at least part of, if not more of the game is finding the items that need to be delivered.

Forbidden Desert
My choice here is one that is much more about the searching. You’re trying to stay hydrated long enough that you can clear out piles of sand and put back together a crazy ancient flying machine after your own plane crashed in the desert. The game is a strong cooperative game that everyone can think through and that you never have quite enough options to complete everything you want to do. You have to first find the row and column for the item, go get the item, and then once all of them have been collected, bring them all to a central location so that you can build the ship and take off. It’s probably one of the easier pick up and deliver games, but a fun one, and not too easy.

Image Credit: BoardGameGeek

Memory: And now I’m not just going to put down the game memory is used in a lot of games as you try and remember which portal is the active one, what cards were in a hand that is now being looked at by someone else. It is also used in who-done-it games. I don’t know that it’s always used to be the best effect, but I do have an interesting choice for it that I really like.

Hanabi
In Hanabi, you have a hand of cards, but the twist is that you can’t see your hand of cards. Everyone else can see their hand of cards though and you are trying to place cards down in piles of color going from one to five. The trick is that there are more cards with a one on them but only one card with a five on it, so you certainly don’t want to discard those. So you have to give people clues, such as, these cards are blue or these cards are twos, but you have to do that with every blue card or every two that they have in their hand. Then they have to remember which card is which, which they can do by sorting, but you still need to remember what you have. You’re trying to get five of those stacks completed, or as close as possible without making too many mistakes and before you run out of cards.

Image Source: Space Cowboys

Time Tracks: Now, you are probably wondering what a time track game is, some of the games that board game geek has on their list I’d call victory point tracks, but basically it’s where you are playing the game for a specific amount of in game time either to a victory point level or until time runs out.

T.I.M.E. Stories
This game is one of the most straight forward time track games out there, because you are sent into the scenario for a specific amount of time. Every time you move, you use up more of the time. Every time you want to interact with something, you spend more of the time. It would work better if Bob actually told you what you were going to be doing in the past, but he really sucks at his job (Bob is basically your handler for sends you out on missions). But the game is a ton of fun, and you feel the pressure from the time track, because you don’t know how many of the places you need to visit and how many might just be useful to visit, and you can’t do everything because you’re up against the clock.

I’ll do some more actual list, action points and cooperative are the big two that are left for me to make lists off of that I’ve played a lot of those games. Do any of these mechanics really interest you? Do you have a preferred game for one of there mechanics?

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