Resistance | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Tue, 31 Aug 2021 13:37:48 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.2 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Resistance | Nerdologists https://nerdologists.com 32 32 What I Look For In a Social Deduction Game https://nerdologists.com/2021/08/what-i-look-for-in-a-social-deduction-game/ https://nerdologists.com/2021/08/what-i-look-for-in-a-social-deduction-game/#respond Tue, 31 Aug 2021 13:36:25 +0000 https://nerdologists.com/?p=6092 Social Deduction games aren't my favorite, but there are a few that I like. What do I look for in those games?

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We’re going onto a genre or style of games that I don’t really like. I find social deduction games to just be okay because a lot of them aren’t really a game. Before you get too mad, let me explain. A lot of social deduction games are basically mafia or something like that. You start with no information except for who you are and you just make things up to talk about. I want something that has a bit more going on than that in my social deduction games.

What Are Social Deduction Games?

Social Deduction games are games where you generally have two groups. One group is the “bad” group who are trying to complete some objective. Sabotage missions, kill the deputy, whatever it might be. The “good” group is trying to figure out who the “bad” group is and deal with them.

To expound on my issue, most games give you your rolls and then immediately, before anything else happens, you talk about who is good and bad. There is 0 information to go on, and unless someone is bad at lying. So, you spend a few minutes, do something that gives some information and repeat the process. But let’s stop on the negatives, what do I look for is a better question because I do have some I like.

What Do I Look For in a Social Deduction Game

  1. Mechanics
  2. Information
  3. Theme

Mechanics

This might surprise some people to see the order of the list. When I do make these lists, I try and put the more important ones towards the front. And honestly, for social deduction, mechanics for me are very important. I talk about the blind guessing as a negative in the games. And with good mechanics, you don’t need to start out with that. It gives you some interesting things to think about. Some games give you a bunch to start with, and some games give you nothing, but having more than just guessing at the beginning is key for me.

Information

That first one ties into information. I don’t like games that just give you limited information. If in mafia Tony is killed and I know I’m not part of the mafia, that doesn’t help me narrow it down. It just means that Tony wasn’t. I want the information to be meaningful and to build over time. The longer a game or round goes, the more information I should have available to me. Not always making it easier but to at least make more informed decisions. Too many of these games provide double blind information which isn’t that useful.

Theme

Theme really does matter in these games too. Let’s just use an example for this one, spies trying to infiltrate and sabotage an evil corporation, cool theme. Avalon where some people are bad, way less cool. I love Arthurian legend games, Tainted Grail, but The Resistance Avalon is not nearly as good a theme as the regular Resistance has. Mechanics might be the same, but theme makes a difference.

Are All Criteria Equally Important?

For me, theme is probably the least important. If the game has good mechanics and information the theme matters a little bit less. Like I said, I really want more going on than just sitting around a table accusing people. If you give that to me in a package where it makes sense for mafia, monsters, or whatever it might be, I’m probably going to be fine with the theme.

Image Source: Board Game Geek

Let’s Do An Example

So we’re going to go with one that I do like in Deception: Murder in Hong Kong. But let’s see why and how it meets my criteria.

Mechanics

The main mechanic of the game actually is just for one player, the forensic scientist. There has been a murder, as the name would suggest. And one player, the forensic scientist is sending up reports to help the detectives figure out the correct murder weapon and piece of evidence. They, however, are not allowed to speak, they just give out a clue that might be a location from a list of locations or the age of the victim.

Information

The clue giving works because with every new report the players get new information. However, the information isn’t always going to be ideal. The age of the victim, well, if they were killed with a school supply, that might help us. But it also might not be useful. And the forensic scientist doesn’t get to pick out which reports they send up, that is already determined. Plus the murder (and possibly accomplice) will use that information to try and throw all the investigators onto other weapons and evidence as they go. And everyone is doing that as more information comes out.

Theme

Solving a murder is a fun theme. Generally, though, I like that theme in deduction. Here it works well in social deduction because, well, there is an element of deduction worked into this as well. I don’t know that the theme is amazingly tied to the mechanics, but it’s one that sets up a fun scenario.

Maybe what I like is social deduction games that have a bit of deduction to them as well. But this one is really somewhat social as you try and read who might be lying. If people are directing away from a person what that might mean. So the social aspect around the table is important.

Will This Work For You?

Probably not. Why, because most people who really like social deduction games don’t care that the game aspect might be lacking slightly. They are there for the banter around the table. I don’t mind the banter around the table, Deception: Murder in Hong Kong has some amazing banter. I just want the banter to mean something. So, if you are like me where you don’t like most social deduction games, maybe checkout Deception: Murder in Hong Kong or Grimm Masquerade. But for a lot of gamers, things like The Resistance and Werewolf, and One Night Ultimate Vampire are going to be great games.

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Board Game Design Diary – Skills, Weapons, and More https://nerdologists.com/2020/11/board-game-design-diary-skills-weapons-and-more/ https://nerdologists.com/2020/11/board-game-design-diary-skills-weapons-and-more/#respond Fri, 06 Nov 2020 15:14:51 +0000 http://nerdologists.com/?p=4915 I already have talked about skills a little bit about how they aren’t something that you’ll level up and get a new one of. However,

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I already have talked about skills a little bit about how they aren’t something that you’ll level up and get a new one of. However, skills will increase with your level so that a skill at level 1 will be as good at level 20, at level 30, or higher and you won’t be too quick to throw away an old skill. So let’s talk about them more and about other things your characters will have.

The Premise

The Characters

The Bosses

The Guilds

The Levels

The Boards

Cards vs Dice

Character Leveling

Skills, Weapons and More

Skills

Skills will be quicker to run through because I have talked about them some before in the Character Leveling part like I said. But there are some important things to note about skills.

First, skills are going to be tied to a base stat, so strength, agility, vitality, allure, and guile. When a player buys a skill, gets one in battle or as a reward for a quest, they’ll be picking which stats pile they want to draw from. Now, it might seem obvious that you’d go with your highest or best stat for a skill, but it’ll depend on the keywords that you are looking for some as well. This is to make it so that you won’t always want a strength stat if you are strength fighter. I’m also thinking that it’ll make sense to limit how many skills you can have a type based off of your stat level. So if you are getting multiple skills early, maybe for every five points you can hold a skill, so if you only have 10 in agility, you won’t be able to use a third strength skill.

So, how would skills scale? That’s something I’m still working on. But for combat, it’s going to be some sort of bonus based off of the level of the character. It might be a plus based off of the level, like half your level rounded down sort of thing so it scales up every other level. Or it might allow you to add in additional modifier card draws, increasing the chance of comboing and the amount of damage that they are putting out. So say there’s a level cap at 50, same number as levels and bosses in the game. It might be no added bonus for the first ten levels in terms of scaling, but then every ten after that you add in a modifier card, or every 10 you get something new plus the one before it. Hopefully it is something that wouldn’t become overwhelming, so I want it to be laid out in a very understandable way on the skill card.

The other question would be around why you’d want a skill that comes from allure or guile. Those doesn’t seem like they are as combat focused stats. And while it might not be a skill that adds a fixed amount of additional damage or something like that, both allure and guile can be used to distract and confuse the enemy. And I want it to be that those skills do things like that, it might give a bonus pull from a modifier deck to another player, or it could be that you can place a status effect onto a boss by using a non-traditional combat skill. Those skills are also going to be helpful outside of combat. A skill in cooking could distract an enemy, think of it as pulling some tasty treat for the bad out of your inventory. Or it could be that you use it for recruiting members for your guild and you’ll get more because you have better in game food. I want all skills, even if it just gives some static non-changing bonus, to have uses in and outside of combat, some will just be better in one area than another.

Weapons

Weapons are going to be a bit more simple, they are going to give you a base damage value, if you add in a stat, and if you add in a modifier pull. Yes, there will be math in the game, but I want to keep it pretty simple. I don’t want it to be a situation where half damage means that you have to add everything up, divide it by two, round down because they resisted damage and then because you were attacking from the back while someone else attacked from the front you get to multiple by 1.5 to get your actual damage. Nope, I want your weapon to do X damage + X stat + X modifier – X resistance – X defense. It’s all basic math, addition and subtraction, nothing fancier than that. Weapons will not scale up, however, that doesn’t meant hat you won’t maybe stumble across a weapon early on that you’ll use all game. The weapons won’t have nearly as much variety in how wide a range of base damage they do, the skills are going to be more important.

Armor

I want to keep Armor simple as well. I’m not going to do an armor class like a Dungeons and Dragons would do to see if something hits. If the boss monster or a monster in a field swings at you they are doing X amount of damage + X modifier – X defense – X resistance. And your armor is going to give you defense. Now if you have a shield the “X defense” can be broken down into X armor + X shield for your total defense.

Items

These are going to be the small items like a health potion or something that will give you resistance to a damage type. It could also just be a trinket or a bauble or a quest item, but those will go in your limited inventory space.

Augments

Augments are something that I have hinted at before but not really talked about much. I didn’t have a term for them until now. I wanted to create combinations for skills. So by that I mean that if you have a skill that is called “Parry Stab Stab” you’d be able to attach and augment to it that would go with it all the time once it’s attached that would turn it into “Fire Parry Stab Stab”. So your weapon would be on fire and deal fire damage for that attack. But you could augment “Arrows of Death” with fire as well. Or “Smoldering Gaze” with fire. And it’d always do something so you can really make whatever skill you want to be augmented in whatever way you want.

With that said, skills aren’t the only thing that can be augmented. A weapon would be given the status of fire, and now it is always going to deal fire damage in addition to it’s other damage. The downside is that once you’ve given it fire, you can’t take it off. And there’ll be some augments or skills that go on the player as well, versus as on the weapon. An example of this I’m going to rip straight from Sword Art Online. The main character Kirito unlocks an unique skill called Dual Wielding, aka, he can fight with two weapons. Something like that would be a specific quest given augment that could go on a player versus going on a weapon or something like that. It would be an always on ability. Something like that is going to be on certain types of quests, which it might not be obvious that it is on a quest when you start it, it might ask you to draw an augment until you find a character one and add it to the quest or make it an optional item on the quest, like, you can gain access to this if you beat the quest or complete it with this much overkill on the final check.

Money

Final thing to talk about is currency, basically, you’ll get money and you can spend it. The guild, by sending out members to do stuff on the levels will also get your money and spend money for you. So it won’t be like you have no flow of income, but most of your money is going to come from beating quests, fighting monsters, and beating the boss.

What do you think of augments. I think everything else is actually pretty straight forward, with skills being a bit out there, but fairly easy to grasp, but augments are something different. Does that customization sound interesting?

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Bar Games – What Board Games Work Well at a Bar/Brewery? https://nerdologists.com/2019/06/bar-games-what-board-games-work-well-at-a-bar-brewery/ https://nerdologists.com/2019/06/bar-games-what-board-games-work-well-at-a-bar-brewery/#respond Wed, 05 Jun 2019 13:12:13 +0000 http://nerdologists.com/?p=3203 Sometimes you want to go out for a drink, and you can substitute a coffee shop for a bar, but you want to play board

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Sometimes you want to go out for a drink, and you can substitute a coffee shop for a bar, but you want to play board games as well. What board games work well in a brewery, bar, or coffee shop?

The criteria that I’m looking at is the size of the game, the complexity of the game (though that matters less), and the components of the game. To a less extent I’m going to consider the length of the game. Sometimes you just want to play a quick game.

Image Source: Board Game Geek

Cribbage – Might not be the game that you expect, but it’s a fun game and one that a number of people are familiar with. I think that helps get it to the table because people will at least recognize it. It also has the small footprint because you have the board, but beyond that, you are just using a deck of playing cards, so those are easy to replace if you spill a drink on them.

Skull – Now, with this game just don’t confuse them with your coaster, but in this game you have five cardboard discs and you are playing them face down, eventually someone is going to say how many they can flip over without hitting a skull. It’s a simple push your luck game and bluffing game, but it works well and while the discs are coaster size, that is it for the game, so each person just needs a little room in front of them.

Love Letter – I’d be tempted to sleeve this game as there are only a few cards in the game, and that will keep it in better shape longer, but this simple deduction game works well as the rules for the cards are on the card. Plus there are player aids. With this game you are just playing down cards trying to knock out your opponents so that your love letter gets to the princess. There are other variations on the game as well, such as Batman Love Letter if that’s more up your alley. This game has almost no footprint.

Image Source: Board Game Geek

Welcome To… – This could probably be a number of roll and write or flip and write games. I just happen to have this one. Yes, you are writing on fairly thin pieces of paper, if you wanted to make it more hearty, you could laminate them, but because it’s just a sheet you use for a single game, if it gets damp, it isn’t that big a deal as long as it doesn’t get soaked. Welcome To… does have a few cards in it as well, but you could use the box lid to protect them by setting the cards in there. It’s also a relaxed game so that you can take your time playing it, and like Skull can do a high player count, in fact, this is the going to be the highest player count game.

Zombie Dice – All you’re doing is rolling dice, keeping track of brains you’ve gotten, and hoping to roll a few more brains. But if you roll enough shotgun blasts, you can’t bank your brains, so you have to decide when to push your luck. It just has dice, and those are going to be fine around liquid. I could have put something like Farkle here as well, but in Zombie Dice you’re just keeping track of the brains that you’ve collected, so you don’t need a score sheet.

Just One Game Box
Image Source: Board Game Geek

Just One – This party style game does have cards, but you just use 13 of them (I believe), and you end up with them standing in a holder most of the time. Besides that, people are just writing clues on little white boards. It’s a fast game, it’s a simple game to teach, and it’s one that basically everyone will enjoy. It’s also good because you have time for conversation while playing it. I’m tempted to recommend Stipulations, but that one you need to be able to hear each other.

The Resistance – Final one is a social deduction game, The Resistance has you going on missions to bring down the corporations. This game doesn’t need a moderator, and you have a tiny little board in the middle plus a few cards. You just decide who goes on a mission and then if the mission succeeds. You’re seeing if enough missions will be failed before enough successes happen. It’s not complex, but that makes it easy to teach on the fly.

What other board games would work well at a brewery? Kristen and I have played some big games there, but that depends on you getting a large enough table. There are games like Dice Throne that would work well, because they don’t need too much room, but they are bigger than I was trying to list, but if you try, you can play something like Dead of Winter or KrosMaster there.

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The Evolution of Unique Characters in Games https://nerdologists.com/2019/01/the-evolution-of-unique-characters-in-games/ https://nerdologists.com/2019/01/the-evolution-of-unique-characters-in-games/#respond Tue, 15 Jan 2019 14:42:26 +0000 http://nerdologists.com/?p=2739 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

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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?

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TableTopTakes: Deception: Murder in Hong Kong https://nerdologists.com/2017/05/tabletoptakes-deception-murder-in-hong-kong/ https://nerdologists.com/2017/05/tabletoptakes-deception-murder-in-hong-kong/#respond Fri, 05 May 2017 16:18:43 +0000 http://nerdologists.com/?p=1603 So, first let me say, I’m not all that big a fan of most social deduction games. Games like Ultimate Vampire or Avalon, I feel

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So, first let me say, I’m not all that big a fan of most social deduction games. Games like Ultimate Vampire or Avalon, I feel like are pretty predictable in how they go, and while I do enjoy something like The Resistance, it’s a pretty straight forward game. However, Deception: Murder in Hong Kong was awesome.

Image Source: Board Game Geek

The biggest reason it was awesome, in my opinion, is because of the forensic scientist. First off, we had a good one running our game, but the ability to give clues and having to give clues, that is very interesting. How it works is that someone is a murderer and you have an accomplice and a witness. Each person has some clues and murder weapons in front of them and whomever is the murderer, during the closed eyes phase like all these games have, picks on of their clues and weapons, and that is what the forensic scientist has to go off of. The accomplice knows who the murder is and what they’ve picked, and the witness knows who the murderer is, but not the accomplice. Then once all that information has been disclosed, the investigation starts. This is done through clue cards that the forensic scientist has. These cards have stuff like: Where the murder was committed at, what did the victim look like, what time of day did the murder take place? And then a number of options for the forensic scientist to pick, and then each player has done guess per game as to what the clue and weapon are.

Image Source: Shut up and Sit Down

What I really liked with the forensic scientist is that not all of the information cards are useful. If someone died in a operating room because the murder picked surgery, what time of day it is, is pretty irrelevant. But, the forensic scientist can’t just skip over a card, they have a certain number of cards that they have to give. So as the investigators on this case, you have to try and figure out which clues really matter the most as well as thinking about what murder weapon and/or clue could go with the information that we’ve just gotten from the forensic scientist. That seems like it would make it really difficult, but the forensic scientist (who isn’t allowed to speak except for in game stuff so no commentating) has more of these information cards than they can have out at one time, this is determined by some fun looking bullets, so they have to play, eventually, all information cards. That means that they can replace some of the cards. If there was the time of day question for surgery, maybe they swap it out for another tile so that we aren’t focusing in on the time of day.

Image Source: The Board Game Family

The other interesting thing about the forensic scientist is that whomever is running that part of the game, they do have to listen to what everyone is saying. Maybe the murder is trying to get people to look at another player, so they want to try and keep someone from guessing what that other player has. Maybe a clue that they thought would be really helpful has led the players down the wrong path. They get to still play the game, even though they aren’t guessing, by trying to direct what the investigators are talking about and possibly having to adjust on the fly if, for example, the players are onto the right murder weapon, but not for the reason that the forensic scientist would have thought.

This game plays quickly, it’s very interactive, and while you are going to eventually accuse someone of murder with a certain murder weapon and clue, everyone is involved in the game to some level. I’ve gotten to play as both the investigator and the witness, and both were a ton of fun. As the murderer or accomplice you are trying to steer people away from the murder, but as the witness you’re trying to steer people towards the murderer, but not in such a way that it’s obvious. It’s a really fun balance as compared to other games, like Avalon, that have a similar mechanic such as Merlin, this one seems to work much much better as you are able to hide your witness-ness in the conversation much easier.

Overall, for a social deduction game, I’d really recommend this game. I plays fast, it plays a large number, and I hope to play it again soon. The theme, while it is solving a grisly murder isn’t dark, and the murder weapon and clue cards aren’t dark. I think this is a good game for a party as well because it has a very interactive aspect to it, but isn’t just silly, and because it is so interactive, even if you aren’t talking at a point in time, you are still involved in the game.

Overall Grade: A

Casual Grade: A

Gamer Grade: A


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Board Game Essentials https://nerdologists.com/2017/03/board-game-essentials/ https://nerdologists.com/2017/03/board-game-essentials/#respond Sat, 11 Mar 2017 04:48:45 +0000 http://nerdologists.com/?p=1510 Moving away from the world of Role Playing Games for a little bit, I wanted to talk about what the “essentials” are to have in

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Moving away from the world of Role Playing Games for a little bit, I wanted to talk about what the “essentials” are to have in your board game closet, on your board game shelf, or stacked in a corner somewhere. This list is meant to give you an idea of some good games to have around that people will enjoy and to introduce you to a different type of gaming. I’m not putting extremely complex games on this list and I’m not going to put extremely niche games on this list, these are games that if you want to build up your collection, it’s a good spot to start.

10: King of Tokyo

Why? Because this game introduces you to a fun, quick pseudo-euro style game that is all about die rolling. The rules are simple and it is very fast to pick up and gives you a lot of different ways to try and win the game. Plus, the theme, you get to play the movie monsters (or their knock-off cousins) who are trying to destroy Tokyo. Even a non-board gamer is going to enjoy that theme.

Image Source: Days of Wonder

9: Five Tribes

Why? This game kind of gives you everything. You get some unique mechanics with the piece movement, you get to build up your own collection of different items, and it requires some strategy as you try and determine how you’re going to get that next person or resource that you need. Five Tribes is also a game that is visually fun to look at. The pieces are nice, the artwork is nice, and it’s very bright and colorful. Finally, even if someone new is playing the game, they can still pick a single strategy and keep trying that to win the game.

8: Seven Wonders

Why? This card drafting game set in ancient times is pretty straight forward. You get to build your wonder of the world. Again, it’s a theme that is very accessible for new players, and it is one of the games that uses a drafting mechanic that is a ton of fun to play. Now, this game can require a bit more strategy than some other games on this list, but it plays quickly, and people tend to want to play it again.

Image Source: BoardGameGeek

7: Smallworld

Why? Smallworld is the area control game for this list. It’s a fun lighthearted game about stomping down the other players as quickly as you can and then getting stomped down yourself. Why this works without hurt feelings is that it is basically impossible to gang up on someone and the game moves quite quickly. It also has very good replay value as each race that you can pick get’s randomly matched up with an ability so some game you might have flying orcs and in other games they might be diplomatic orcs.

6: Carcassone

Why? This is my worker placement game for the list, and it has a very unique component to it. You get to build the game board as you go along. This game moves pretty quickly, there are a limited number of options and the scoring tends to stay pretty close throughout. The game has been around for a long time and it’s stood the test of time for a reason.

5: Resistance/Ultimate Werewolf

Why? Pick one of these games, do you want to be trying to take down a future government, do you want to be trying to find out the secret werewolf? These games are a great hidden agenda game that tends to play quite quickly as you try and determine who a traitor might be or who a werewolf might be. It’s good for a social sort of game that is around bluffing, and there are so many different versions/themes of this game that you can really pick the one that is right for your group or for your friends who you are trying to get to play.

4: Sushi Go Party!

Why? This is another card drafting game, but with this game  you are drafting adorable little anthropomorphized little Japanese sushi. The game plays quite quickly, the rules are easy to understand, and you can have many different combinations to start out your game. It’s also good because it expands out to eight players.

So, the last seven entries I would say are good games, but it’s kind of a take it or leave it with them. I’d highly recommend all of them to someone who is looking to build up your collection of games and someone who is looking to try a bunch of games to figure out what type of game they like, but these last three I really think should be on every board game shelf.

Image Credit: Daily Kos

3: Tsuro

Why? Tsuro is my go to “party” game, I call it a party game because you can have up to 8 players and the game goes very very quickly. Plus, you don’t have to pay that close attention to what is going on until your turn because your option to do things is very limited. However, this isn’t what you’d think of a normal party game because it doesn’t have you guess trivia, say things in a silly voice or draw something when you really can’t draw. Tsuro is a very safe, fun, and fast game to get people who might be shy about playing a “party” game into playing a game.

2: Pandemic

Why? Well, in my last sentence about Tsuro, I talked about how it’s great for getting people into a game who aren’t normal gamers. Tsuro tends to work well as it goes quickly, however, when you are getting to something more serious, Pandemic is a very good game to have. One huge selling point to getting a non-gamer friend or a new-gamer friend to play it is the fact that it is fully cooperative. You are all working together, so you win and lose as a team and someone who might not be as good at strategy can still enjoy the game. The game is also streamlined enough that you are limited in what you can do in this game on your turn, so there is less decision fatigue than a more complicated game. At the same time, this game keeps you on edge and involved the whole time with a great premise for a game and with having so many ways to lose that it makes it seem like it would be hard to ever win. Even though this is a longer game than some of the others on the list, you’ll finish playing and people will want to play again.

1: Ticket to Ride

Why? This of this game as a gateway drug to other games. This game is pretty and pretty simple. You are trying to complete train routes by collection matching colors of train cars that correspond to the colors on the map. This game works well because it isn’t too complex and you get to score points at multiple times. This means that when someone is a long ways ahead in the middle of the game, they might not end up that far ahead. It’s also colorful and pretty to look at. Finally, this is a game that, while you are working against each other, it doesn’t seem all that cutthroat.

What are some games that you think are essential for building out a budding game collection?

Happy Gaming


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