Set-up | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Wed, 08 Mar 2023 12:59:30 +0000 en-US hourly 1 https://wordpress.org/?v=7.0.1 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Set-up | Nerdologists https://nerdologists.com 32 32 So You Want To Play A Campaign Game https://nerdologists.com/2023/03/so-you-want-to-play-a-campaign-game/ https://nerdologists.com/2023/03/so-you-want-to-play-a-campaign-game/#comments Wed, 08 Mar 2023 12:57:47 +0000 https://nerdologists.com/?p=7847 So You Want To Play a Campaign Game? How do you pick which one is going to be best for you, your taste and your group.

The post So You Want To Play A Campaign Game first appeared on Nerdologists.]]>
Yes, you’ve started doing the research and you want to play your first campaign game. But it turns out there are a lot of them out there. So I want to look at less which game you pick, but how you go about picking a game. Some of the things will be obvious, others you might need to dig a bit more to find out the answer for, but doing so will help you track down the campaign game that is right for you.

What You To Pay Attention To When Picking a Campaign Game

This list isn’t in a particular order. Each of these things can matter, and a lot of them matter less than you’d think. I’ll explain as I go, but all of them are things to consider when picking out a campaign game.

Ideal Player Count

We’ll start with the player count. I think that this can often be an overlooked part of the game. The reason for that is that some games play at four. And then if you play with less, you have dumbed down versions of characters available. This might be a well implemented system, or it could be clunky. The main reason to find that ideal player count is that you don’t want to play four handed solo, unless you want to play four handed solo. Some campaigns will give you true solo, others will require you to play two or four handed.

Theme

This one is probably already in your consideration. Theme often is the first thing you can kind of tell from the box. But it is worth digging into further. Sometimes a game will be lighter or darker in theme than the cover looks. The easiest way is to use examples. Sword & Sorcery has a somewhat dark looking cover, for the most part that is a lighter and simpler story. Tainted Grail has a dark cover, that is a dark game. Know what sort of theme you are getting into.

Set-up and Tear Down

Now we’re onto one that is harder to find. How easy is the game to set-up and tear own. The simplest way to know is if there are inserts for the game. Now, some games just get inserts to get everything into one box. But if there are third party inserts to make the game easier to table, it’s probably heavy to get the table.

Now, this isn’t always an issue. I have a co-worker who has room at the end of a table to keep a game set-up. That speeds it up a ton. Or I own a gaming table so that means I keep a campaign set-up on the bottom player and put on the topper to play other games. But those are specific situations. If you can’t do that, then this is a bigger question.

Tutorial System

Next up is one that will depend on you again. But I appreciate that more games are coming with tutorial systems to get you up and playing the game. Sleeping Gods walks you through a few turns, Tainted Grail has a tutorial and same with ISS Vanguard and Jaws of the Lion teaches you Gloomhaven in five scenarios.

Is this needed, not always, but it depends on the complexity of the game. And campaign games are often more complex. That means that tutorials really do help get the game to the table. When you learn the game by playing the game it sticks better. And when you use the rule book only as a reference, it reduces the barrier to entry.

ISS Vanguard
Image Source: Awaken Realms

Game Length

To go with set-up and tear down, the question is, how long does a game take to play. In Gloomhaven, for example, it took about an hour or so per scenario when we knew what we were doing. We would get two done in an night and be done prior to 10 PM. Others it’s whole night, generally at a relaxed pace, from 7:30-7:45 until 11:30 for the game.

So know how long you have, this one is subjective again because you might have kids and need to check on them or have a babysitter so until 11:30 might not work as well as 10 PM. Know your situation when picking a game. And factor in that set-up and tear down time because if it’s a two hour session and thirty minutes to set-up and thirty to tear down, you really have a three hour session.

Campaign Length

This is different than the game length, and maybe what you thought I was going to talk about when I said game length. But this is how long is the overall campaign? Is it 12-24 sessions like Pandemic Legacy, or 50+ sessions like Gloomhaven?

This one is again one that will depend on your needs. There is no hard and fast rule, really with any of these, only things to think about and figure out what matters to you. But if you can’t commit to a very long game, don’t do so. Gloomhaven might be too long, but does Jaws of the Lion work for you as a shorter smaller box version? Know what sort of commitment you have from yourself and if playing with others, the group.

Complexity

Finally, and that again doesn’t mean least important, know the complexity of the game. I would recommend using Board Game Geek to get the weight of a game, but know that it is not always the most consistent. Meaning that a war game that is a 3 is probably much heavier than a board game that is a 3, and a campaign game that is a 3 is probably more complex than a regular board game that is a 3.

The reason for this is that people who rate those games, the war or campaign games, are used to that type of game. The difference between a campaign game and a regular game will be less though. I recommend using that number in comparing within the style of game. Figure out how complex you want to go for the game.

And know that a campaign game is likely going to be more complex. Something like Legacy of Dragonholt is pretty simple because it’s basically choose your own adventure. But that is an outlier when you look up campaign games. Most are going to be a bit more complex, just decide how complex you want to go. And know if there is a tutorial because that can help make it simpler to learn.

So What Game Do You Pick?

That’s such a good question. And while I gave you a lot of things to look into, that won’t always make it easier to pick. There are a ton of campaign games to look at out there. And some of them might be for you, others might not work out for various reasons.

I think the last piece of advice or two pieces are less around about the game, and more about researching. So with my list it is looking at the specifics of a game. Here is about your picking or starting that digging in process.

Firstly, narrow your scope. All of them might look great. But ask yourself some basic questions, how many do I play with and filter the results to match your player count. What theme do I want? Filter your results even further. Get it down to 3-5 that look really good and dig into those.

Secondly, while Board Game Geek and Nerdologists.com will give you some advice, it is words, generally. Or video reviews on Board Game Geek, and that doesn’t show you the game as much. So I recommend tracking down game plays. Malts and Meeples and Meet Me At The Table are two I recommend for actual game plays.

Hopefully this will help with picking a campaign game. There are a ton of them out there and I’ve played a number. So if you are curious about one, leave a comment or question one of the ways below. I tend to respond quickest to Facebook or Twitter.

Send an Email
Message me on Twitter at @TheScando
Visit us on Facebook here
Support us on Patreon here

The post So You Want To Play A Campaign Game first appeared on Nerdologists.]]>
https://nerdologists.com/2023/03/so-you-want-to-play-a-campaign-game/feed/ 1
Teaching Board Games https://nerdologists.com/2020/05/teaching-board-games-2/ https://nerdologists.com/2020/05/teaching-board-games-2/#comments Wed, 06 May 2020 13:15:33 +0000 http://nerdologists.com/?p=4351 There are a lot of videos and thoughts on how to teach a board game well as it can be a hard thing to do.

The post Teaching Board Games first appeared on Nerdologists.]]>
There are a lot of videos and thoughts on how to teach a board game well as it can be a hard thing to do. Especially for bigger games, it can take a long time or it can be a lot of information dumped on someone at once to fully understand what’s happening in the game. But you want to run a board game night and you’re the person with all of the games, how do you teach a game well?

First, teach games often. As long as you’re paying attention to what you’re doing and you’re trying to improve upon it, you will get better. The adage practice makes perfect is true, the more you teach games, the better you get at it. You’ll know which things to highlight and which things to skip and bring up in the game.

Second, don’t read from the rule book. If you need it to help you remember, that’s fine, but try to read as little word for word from the rule book. Rule books are not always well written and not always are they meant to teach rules directly from. Fantasy Flight does a good job with a rule book of what you need to know to start playing and then a rules reference that you can dig into for more information, but most rules have all that information in them.

Three, highlight only the important things. I’m going to, after this point, write out how I go try to go through teaching a board game, but this one is pretty easy. There are going to be things that are exceptions to the rule, and unless that exception is important to a strategy, you can gloss over it, for a first game, try and teach the big points and the objectives clearly, smaller details can be filled in as time goes on.

Image Credit: Game Base

So, what does this look like in practice? When I teach games, I generally try and go about it this way.

  1. Theme/story of the game
  2. Win condition
  3. How a Turn Works
  4. Actions You can Do On A Turn
  5. Exceptions/Special Rules
  6. Any Rules that Depend on Set-up

1 – Why do I start off with theme?

“In Welcome To… you can build your perfect stepford neighborhood.”

That’s basically the pitch that I always use for Welcome To… It works well because it gives people an idea of the white picket fence neighborhood, and even if they don’t know precisely what The Stepford Wives was about, it gives them a vague idea. This line or quick paragraph is how you sell a game and the mood for the game.

2 – Next comes explaining how you win the game, whether it’s cooperative or not and whether I go into every detail or not at this point in time, I explain how you win the game. In Welcome To… I basically as saying that you are trying to build the best most marketable neighborhood to get points by building pools, parks, fencing off neighborhoods and more. Or in Pandemic, the goal is to clear all the diseases before you run out of player cards, disease cubes or have too many outbreaks.

The win condition is just important to talk about up front because it again helps inform the type of game that you’re getting into. If it’s a big point salad sort of game versus a combat focused game. I think that Scythe is a good example of why you do this, Scythe looks like it should be a big area control, dudes on a map, alternate timelines, but it’s a Euro game. So setting that up through talking about how you win is important for expectation setting.

3 – The turn, I’m talking about the big structure of it here. In Welcome To… that is basically that there are going to be three pairs of card options to choose from and you’ll do what the pair you chose to use tells you to do. In Pandemic it’s trickier, you have your turn, you have the drawing of player cards, the infection step and discard step. Now it lays that out nice and clearly on the player aides, but there are still more steps. And it might not just be the turn proper, it could be the round. Sagrada is an example of where a turn is just taking and placing a die, but you need to explain how the draft works in terms of order. We’re not talking about the fine details yet, we’re just looking at the bigger picture.

Image Source: Shut Up and Sit Down

4 – The actions step is where we get into the details and the longest part of teaching the game. The theme/pitch of the game, and win conditions should be fast, the turn or round information should pretty fast, but this is where it slows down a little bit. Go through all the different actions that people can take, that means explaining the backside of the cards in Welcome To…, walking through the actions in Pandemic, or how to place the dice and how to use special abilities in Sagrada.

With the actions, however, we’re still just going to teach the basic actions. If there’s going to be an exception to one, call out that there will be and come back to it during the exceptions section of your teach. These are going to be the things that everyone is able to do on every turn across the board. This is made much harder by asymmetrical games, but those are unfortunately always going to be a beast to teach.

5 – In the exceptions step, we’re looking to teach the important exceptions in a situation. For Pandemic, that might how the medic cures versus how everyone else does. How the Dispatcher moves people versus the rest of the game. We’re talking about the exceptions or special rules that are big. This is also the point in time where you have already talked that there are special actions in Sagrada, now you can go over what they do.

There are going to be some exceptions that you aren’t going to teach. These are going to be the positive exceptions, not the negative ones. They are going to be the ones that you teach when they happen in the game. So we’re talking about the ones where you get a bonus or get to do something special because of a situation in the game, and as the teacher you’re looking to teach those in the moment in the game instead of getting it bogged down now. However, if it’s a really bad consequence to an exception or special rule, teach that before the moment so it doesn’t feel like a “gotcha” or trap.

6 – Finally, set-up the game, now, for something like Pandemic, you can do this while you go. For something like Welcome To… or Sagrada, probably wait. This is going to allow you to do a few things, in both of them, now you’re teaching the specific scoring for that game. What extra things do you want to consider when drafting or placing dice in Sagrada. What are the three building permits that you’re working to complete in Welcome To…? Now, all the set-up shouldn’t happen now and for some games, Lords of Hellas, for example, you’ll want to have most of the game set-up before people get there. We’re just talking about finishing off those final touches for getting ready to play in that case, so you can explain the specific things for the start of your game.

Now, I know that sounds like a lot. But besides teaching the actions, the main meat of the game, you aren’t going to be spending a ton of time on the other parts. Exceptions and special rules, especially if the game has a long teach in the action part, should go by quickly. Same with set-up, if it’s a big game, Lords of Hellas or even something like Blood Rage, do set-up while you teach. That’s going to give people a really obvious visual example.

That is one thing that I didn’t talk about much, when you are teaching, we are showing as well. When you talk about a phase in a turn or a round, demonstrate it, if you can. When you explain an action, demonstrate it on the board if you can. These are contrived examples, but seeing while hearing is going to help people’s retention of the information and have less questions further down the line. Also, putting things in people’s hands can be helpful as well. If you’ve explained a deck and it needs to be shuffled and placed, hand it off to someone else to shuffle and place it. This might seem like it distracts, but it mainly gives that player a feeling of ownership of helping getting the game up and running smoothly.

With all of this said, finally, remember, you’ll probably never teach a game perfectly for everyone at the table. We’re just trying to present the information as easily or as usefully as possible for the greatest number of people. There are people who need to muddle their way through two turns before they get a game no matter if you’re the best teacher in the world. There are going to be people who think after hearing how the rounds go that they know how to play the game and will checkout at that point no matter what. As the teacher, it’s not about being able to teach it so that everyone is 100% engaged all the time, but to teach it so that most of the people at the table understand most of the game and then you go from there and play and teach in the game.

What tips or tricks have you found for teaching games? Are there anythings that have made teaching some games easier than others?

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

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

The post Teaching Board Games first appeared on Nerdologists.]]>
https://nerdologists.com/2020/05/teaching-board-games-2/feed/ 1