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Race for the Galaxy Strategy – Power Consume Strategies

In boardgames, race for the galaxy, strategy advice on September 9th, 2009 at 1:16 pm

Originally, my plan was to write a single longish article with a few pointers each for specific types of Consume strategy. As these things are wont to do however, it grew. Before long, I realized it would be better to do a separate, easily digestible article for each type of Consume strategy. I’m starting this series-within-a-series here with power Consume strategies.

Note that I am not writing with Rebel vs. Imperium in mind yet. I am rapidly racking up experience, but I’m not ready to write with any authority about it yet.


Key cards: Tourist World, Alien Toy Shop, Galactic Trendsetters, commodity worlds

A power Consume strategy tries to outpace other players by playing efficient Consume powers that score more than one VP per good. The point is to save tempi, building a powerful Consume engine more quickly than normal. When it works right, you finish the game by exhausting the VP pool before your opponents can hit their stride.

Read the rest of this entry »

Race for the Galaxy Strategy — Consume Strategies

In boardgames, race for the galaxy, strategy advice on July 30th, 2009 at 3:21 pm

Consume strategies are a tough nut for new Race for the Galaxy players to crack. They require a lot of moving parts – a handful of production worlds and the right mix of Consume powers to make them score efficiently. It’s easier to see how plans like throwing down a big military and then settling your brains out or leveraging discounts work, even if they are not always as efficient. Tom Lehmann has even said in public forums that he designed the Race for the Galaxy base set with a significant bias toward Consume strategies in order to nudge new players toward playing them effectively.

In this article, I want to present some general advice on how to get the most from Consume strategies. I will follow up in my next article with an overview of the major varieties of Consume strategy, with specific tips for playing each variety well. Finally, in a third article, I will present a few tips for fighting against Consume strategies. Read the rest of this entry »

Race for the Galaxy Strategy – the Second Tier

In boardgames, race for the galaxy, strategy advice on May 12th, 2009 at 3:34 pm

Having taken a look at cards that change the game when they are played, I want to turn my attention now to cards that are undeniably powerful, but lack the extra oomph characteristic of a game changer. Their appearance may mark a transition between phases of the game, but only when it is the capstone of a power combination, or the last piece of a strategic puzzle. Often they cause little change in the tempo of the game when they are played. They save a player a tempo or three over the course of a game, but they do not drive you to the end of the game the same way Tourist World and Improved Logistics do.

Read the rest of this entry »

Race for the Galaxy Strategy – Game Changers

In boardgames, race for the galaxy, strategy advice on March 24th, 2009 at 10:00 am

Race for the Galaxy cards are not created equal. Some are workmanlike cards that form the heart and soul of the game, but do not garner great accolades. Some only fill niches that are necessary to tie some strategies together, but are often of little use. A couple are actually rather terrible, looking to sucker players into wasting valuable tableau space on them.

Game changers are the cards that announce that a player is ready to get down to business. When they are played in the first half of the game, the pace of the game picks up. Maneuvering for a card here and a build there stops, and the real business of winning the game begins. They mark a player’s intended strategy because they allow a player to pursue that strategy with a real saving of tempo, often by drawing cards while pursuing their main strategy, but it can take other forms as well. Players typically make the transition from the opening to buildup or from buildup to drive by playing a game changer.
Read the rest of this entry »

A New Piece of Race for the Galaxy Terminology

In boardgames, race for the galaxy on March 19th, 2009 at 2:10 pm

Just a heads up that, going forward, I’ll be using a bit of Race for the Galaxy jargon that I’ve invented for the sake of brevity.

In my strategy articles, I’ll be using “commodity worlds” to refer to worlds that let you draw a card when you produce a good on them. This includes bot production and windfall worlds. It’s not perfect, thematically, but it’ll do.

So

  • Comet Zone
  • Galactic Studios
  • Gem World
  • Lost Species Ark World
  • Mining World

are production commodity worlds and

  • Replicant Runaway Robots
  • Rebel Sympathizers

are commodty windfall worlds (or windfall commodity worlds).

Expect the first post discussing Game Changers tomorrow or Monday.

Race for the Galaxy Strategy – Stages of a Game

In boardgames, race for the galaxy, strategy advice on March 2nd, 2009 at 11:00 am

There is a natural arc to a game of Race for the Galaxy that can be broken down into stages of the game. This article gives an overview of the different stages of a game, what you should be aiming to do during each stage, and how to recognize the transition from one stage to the next. Understanding what you need to focus on in each phase of the game, and knowing when that has changed, will help you to make more efficient plays than your opponents, and help you sift through the array of options that you always have available throughout the game.
Read the rest of this entry »

Race for the Galaxy Strategy – Card Flow and Discounts

In boardgames, race for the galaxy, strategy advice on February 25th, 2009 at 11:00 am

Cards in hand are the lifeblood of any RftG strategy. They serve not only as the developments and worlds that you put into play, they also serve as the primary currency of the game. Typically, the more cards you draw during a game, the better, and failing to establish a steady flow of cards to your hand throughout the game will force a long, uphill battle on you. Of course you can also attack the problem from the other end by reducing how many cards you need in order to pay for your worlds and developments. Price discounts and military strength will not free you from the need to draw new cards, but they will decrease it.

Read the rest of this entry »

Race for the Galaxy Strategy – Phase Selection

In race for the galaxy, role-playing games on February 2nd, 2009 at 10:00 am

The act of phase selection (or role selection, a legacy from its Puerto Rico heritage) lies at the heart of Race for the Galaxy, so it should surprise no one that improving your play in this aspect of the game is an important part of winning. Unfortunately, genuine mastery is not possible: there is a healthy dose of art amidst the science. Nevertheless, there are several rules of thumb that can help you find your way. Read the rest of this entry »

Race for the Galaxy Strategy – Some Fundamentals, Part 1

In boardgames, race for the galaxy, strategy advice on January 20th, 2009 at 1:00 pm

Just to get everyone (including me) warmed up, I’m starting off with a few fundamental points. These are concepts that can help you refine your play in most stages of the game, across all strategies, but do not amount to a strategy, or even a direction of play, by themselves. Read the rest of this entry »

Race for the Galaxy Strategy – A Couple Prefatory Notes

In boardgames, miscellany, race for the galaxy, strategy advice on January 20th, 2009 at 12:00 pm

Just a couple of bits of  info about how I’m approaching this series. Read the rest of this entry »

Race for the Galaxy Strategy Update – the Current Shape of My Head

In boardgames, miscellany, race for the galaxy, strategy advice on January 13th, 2009 at 2:38 pm

Click on the picture to see my current mind map full size.

The current shape of my brain concerning RftG strategy

The current shape of my brain concerning RftG strategy

A Question for my Readers

In boardgames, race for the galaxy, strategy advice on January 9th, 2009 at 8:46 pm

Almost every day, a couple people end up reading one of my earlier posts about Race for the Galaxy because they searched for some variation of “Race for the Galaxy strategy”

Since I’ve now played over 300 games of it, I think I could give their topic of choice a decent go, but first I thought I’d poll regular readers to see how much interest there is among you for such a creature.

I would probably do it in bite-sized pieces, possibly single strategic idea, or, at most, a simple strategic theme, in each post, so trying to be exhaustive might take a while, but I’m more likely to get it finished, or at least to get something useful out.

So

Are you interested in these potential articles?

What level of discussion are you looking for if you are interested? Fundamentals? Advanced topics? Coverage of different major strategies? Every possible bit of knowledge I can squeeze out of my brain?

If you aren’t interested, how much would it annoy if if I tackled this topic? Would it bother you less if I mixed in posts on other subjects?

Any other comments or ideas you have related to this are also welcome.

Best of My Boardgame Linkroll

In boardgames on September 15th, 2008 at 8:00 am

A few months ago, I posted a greatest hits from my roleplaying game linkroll, a collection of links that I maintain to interesting writings about RPGs on the web. You can see the last few items in the footer of any page on this blog (do you like the new theme, by the way?).

Now, I want to share with you some of my favourite links form the history of my Boardgame linkroll (also visible in the footer). If you like these, you may want to subscribe to the RSS feed for the linkroll.

Read the rest of this entry »

It’s Official

In boardgames, race for the galaxy on August 7th, 2008 at 2:57 pm

I am a Race for the Galaxy addict.

Well, that or my regular Tim Horton’s opponent is ;)

After catching up on a couple of games I played Tuesday, I have now logged as many plays of RftG this year as I did all games combined last year.

Omnibus

In appraisals, boardgames, role-playing games on August 6th, 2008 at 1:21 pm

Yes, I am still gaming. In fact, I’ve gotten to play a bunch of new (to me, anyway) stuff, including one new RPG. This is an omnibus post of my opinions and comments about them, in no particular order. Read the rest of this entry »

Recent Boardgames

In appraisals, boardgames on May 4th, 2008 at 1:38 am

Over the last few weeks I’ve had the chance to play a few boardgames that are new to me, and this post is a roundup of my thoughts on them.

Parenthetically, I’ll have material for a similar post by the middle of next week. Gil Hova and his lovely wife, Heather, are touring the Maritimes, and they are stopping by for a couple of gaming sessions. They’ve brought a few titles that I want to try out – Thebes, In the Year of the Dragon, and the lesser-known game Industria, first published by Queen several years ago – along with them. I’ll share my impressions of these games soon.

In the meantime, here’s five opinions to chew on. Read the rest of this entry »

Welcome Desperate BGGers

In boardgames, gaming society on April 11th, 2008 at 12:52 pm

I see Melissa was nice enough to post a link here to the “BGG down” Google group.

Welcome new readers :)

All of my extant writings on this blog on boardgames.

If you like what you read, please subscribe to my RSS feed.

Don’t panic. The Gathering only lasts until Sunday :)

Two-Player Race for the Galaxy

In appraisals, boardgames, race for the galaxy on March 26th, 2008 at 11:19 pm

Contrary to my original expectations, I have been playing a lot of two-player Race for the Galaxy (using the advanced rules, where each player selects two roles every round, of course), starting a couple of weeks ago. In fact, I have average about three-quarters of a game per day in that time.

What i didn’t foresee is that RftG is an excellent coffee shop game. I have packed everything into a couple of top-load card holders, like those used by CCG players, and I can easily carry them in the pockets of my winter jacket – or even by hand – without too much trouble. I now go down to Tim Horton’s 2-3 times a week with another member of my game group to knock out a few plays. I hesitate to call two-player better than multiplayer, but it is significantly different, and maybe more addictive.

Read the rest of this entry »

Defending Puerto Rico, Deriding Caylus

In appraisals, boardgames, mechanics on March 3rd, 2008 at 12:46 am

After a prolonged hiatus, Jonathan Degann has just put up a new article on The Journal of Boardgame Design. Jonathan is among the best writers of boardgame criticism that I know of, so a new essay by him is always something to look forward to.

My joy at his new piece, “What is this board game about?” sank a bit when I thought it was going to preempt the first post of my series Elements of Elegance (yes, really, it is coming). It turns out that its focus is different enough from what I want to talk about, though, that I will only have to reference Jonathan. My article will be more than a link to “What is this board game about?” with a note saying “read this.”

Even after this relief, reading his new piece what not the same unalloyed pleasure it usually is. The main thesis is interesting, although I would differ in a few particulars. As always, Jonathan refers to particular games in his analysis, though, and I disagree strongly with the point he is trying to make with two of his examples. I think he gives short shrift to Puerto Rico, and I think he gives Caylus far too much credit.

Read the rest of this entry »

Card Shuffler Question

In boardgames on February 26th, 2008 at 12:42 pm

Yesterday, I bought a battery-operated card shuffler. The thing is a wonder, but before I use it on anything other than a normal deck of cards, I would like to know how these rigs are for wear and tear.

Does anyone know whether these things are better than or worse than hand-shuffling for causing wear on cards?

My Race for the Galaxy Comments

In appraisals, boardgames, race for the galaxy on January 28th, 2008 at 4:29 am

I finally got around, after eight plays, to posting a rating comment for Race for the Galaxy over on Boardgamegeek. They’re pretty long, and there are points in them that are ripe for debate, so I decided to post a copy here, as well.

[EDIT: I somehow managed to post an earlier draft of my comments, not their final version. I have now updated this post with my current comment.] Read the rest of this entry »

[grin]

In boardgames, miscellany on January 17th, 2008 at 5:22 pm

I just happened to take a look at the all-time views data for my review of the card game Ninety-Nine.

As of this writing, it has been viewed 99 times.

That is all.

[/grin]

The Haul

In boardgames, first thoughts on December 28th, 2007 at 7:05 pm

Another Christmas has come and gone, and three new board and card games were left in my stocking. None have hit the table yet, but I figured it was worth a post to present my pre-play thoughts.

Read the rest of this entry »

My Perfect Geeky Christmas List

In boardgames, miscellany, role-playing games on December 24th, 2007 at 1:37 pm

A nice idea that I’ve stolen from The Chatty DM

  • 4th Edition D&D is as good as it looks like from the previews I’ve seen so far (and they fix the geeky names for spells, monsters and feats)
  • A chance to play my copy of Die Mächer (which I bought over a year ago) with four other eager newbies in a location devoid of disturbances and distractions.
  • A copy of Agricola
  • A chance to play some story games with some regularity
  • Gamers—especially those prone to posting frequently to forums—start understanding that people who dislike their favourite games, and vice versa, are not evil or stupid
  • The gumption to finally finish my series on Interrogating Your NPCs and Elegance, to say nothing of posting more regularly overall
  • All of my gaming friends, face-to-face and online, have a great year of gaming

Merry Christmas everyone!

Lines of Action

In boardgames, reviews on November 12th, 2007 at 3:07 am

I first discovered Lines of Action several years ago, when I read Sid Sackson’s book A Gamut of Games. I was immediately intrigued by it, and, although I was not an active boardgamer at the time, it lurked in the back of my mind as something I would like to try.After I signed up for Boardgamegeek, I thought to check it out. I discovered that it was well-rated, but not widely known. I made a mental note to play it when I got a chance, but that meant indoctrinating some friends into boardgaming first.

Fast forward a year or so, and I had a couple of friends that I played my nascent Eurogame collection with. One night, I stayed late at a gaming session with one other player, and I decided to spring LoA on him. We both enjoyed it quite a bit, but we didn’t play it again for about a year and a half. I wanted to, but it was never a convenient choice.A couple of weeks ago I decided to go out of my way to play LoA again, and this time it caught. I played 15 games of it over the course of two days, and I am even more fond of the game than ever. Read the rest of this entry »

Notre Dame—No Sale

In appraisals, boardgames on October 29th, 2007 at 12:33 am

Notre Dame has been available on Brettspielwelt for a few months now, and I have played it quite a bit. Misleading pre-release reports compared it to Puerto Rico and Princes of Florence, but, after a game or two, the difference was obvious; ND sits in the same weight category as slightly lighter fare such as Torres, Blue Moon City and Ninety-Nine.

The only strikingly original idea in Notre Dame is the rat track—the rest hearkens back to Caylus, Fairy Tale and Pillars of the Earth. Stefan Feld did a good job of tweaking the borrowed mechanics, though, and they work well together—it does not feel derivative to me. There are some annoying pointy bits hanging off of what could have been a nice clean design, though. The Inn and the Park do not follow the same pattern of progression as the other buildings, breaking the rather nice symmetry. The Inn also feels like a last-second-before-publication patch to fix a broken building. This is one of the factors that makes the luck of which action cards you draw together, and which get passed to you by your opponents, a significant factor in how well you do. It is possible to get screwed rather badly by factors that are out of your control. Finally, learning the personality cards takes long enough that it bugged me.

Despite my misgivings, though, I would call Notre Dame a fun, well-constructed game. I rate it an 8 on BGG, and I doubt it will drop from there. I own or want almost every game that I rate 8 or higher, as well as a few that I rate lower, but I’m not going to buy Notre Dame. Read the rest of this entry »

The Best 100 Hobby Games Meme

In boardgames, role-playing games on August 30th, 2007 at 8:13 am

I usually avoid so-called “memes” like the plague, but this one is cooler than average. Thanks to Jeff Lower, authour of the forthcoming roleplaying game Giants, for turning me on to it.

To celebrate (and promote) Green Ronin’s Hobby Games: The Best 100 book, lots of people have been playing the Best 100 meme game, where the 100 best hobby games (as listed in the abovementioned book, just released and available at a game store near you) are rolled out and the blogger’s personal experience with them is detailed.

Boldface if “I own this game.”
Italics is “I have played this game.”
An asterisk (*) indicates I have only played it online.
Italic and Bold are “I both own and have played this game.”

Bruce C. Shelley on Acquire*
Nicole Lindroos on Amber Diceless
Ian Livingstone on Amun-Re*
Stewart Wieck on Ars Magica
Thomas M. Reid on Axis & Allies
Tracy Hickman on Battle Cry
Philip Reed on BattleTech
Justin Achilli on Blood Bowl
Mike Selinker on Bohnanza*
Tom Dalgliesh on Britannia
Greg Stolze on Button Men
Monte Cook on Call of Cthulhu
Steven E. Schend on Carcassonne
Jeff Tidball on Car Wars
Bill Bridges on Champions
Stan! on Circus Maximus
Tom Jolly on Citadels*
Steven Savile on Civilization
Bruno Faidutti on Cosmic Encounter
Andrew Looney on Cosmic Wimpout
Skip Williams on Dawn Patrol
Alan R. Moon on Descent
Larry Harris on Diplomacy
Richard Garfield on Dungeons & Dragons
William W. Connors on Dynasty League Baseball
Christian T. Petersen on El Grande
Alessio Cavatore on Empires in Arms
Timothy Brown on Empires of the Middle Ages
Allen Varney on The Extraordinary Adventures of Baron Munchausen
Phil Yates on Fire and Fury
William Jones on Flames of War
Rick Loomis on Fluxx
John Kovalic on Formula Dé
Anthony J. Gallela on The Fury of Dracula
Jesse Scoble on A Game of Thrones
Lou Zocchi on Gettysburg
James Wallis on Ghostbusters
James M. Ward on The Great Khan Game
Gav Thorpe on Hammer of the Scots
Uli Blennemann on Here I Stand
S. Craig Taylor, Jr. on A House Divided
Scott Haring on Illuminati
Dana Lombardy on Johnny Reb
Darren Watts on Junta
Greg Stafford on Kingmaker
Lester Smith on Kremlin
Wolfgang Baur on Legend of the Five Rings CCG
Marc W. Miller on Lensman
Ted S. Raicer on London’s Burning
Teeuwynn Woodruff on Lord of the Rings (boardgame)
Mike Breault on Machiavelli
Jordan Weisman on Magic: The Gathering
Steve Kenson on Marvel Super Heroes (Jeff Grubb version)
Gary Gygax on Metamorphosis Alpha
Greg Costikyan on My Life with Master
John D. Rateliff on Mythos
Chris “Gerry” Klug on Napoleon’s Last Battles
John Scott Tynes on Naval War
Erick Wujcik on Ogre
Marc Gascoigne on Once Upon a Time
Mike Bennighof on PanzerBlitz
Steve Jackson on Paranoia
Shannon Appelcline on Pendragon
JD Wiker on Pirate’s Cove
Richard H. Berg on Plague!
Martin Wallace on Power Grid*
Tom Wham on Puerto Rico
Joseph Miranda on Renaissance of Infantry
James Ernest on RoboRally
Paul Jaquays on RuneQuest
Richard Dansky on The Settlers of Catan*
Ken St. Andre on Shadowfist
Steven S. Long on Shadowrun
Peter Corless on Shadows over Camelot
Dale Donovan on Silent Death: The Next Millennium
Matt Forbeck on Space Hulk
Ray Winninger on Squad Leader
Lewis Pulsipher on Stalingrad
Bruce Nesmith on Star Fleet Battles
Steve Winter on The Sword and the Flame
Jeff Grubb on Tales of the Arabian Nights
Shane Lacy Hensley on Talisman
Douglas Niles on Terrible Swift Sword
Ed Greenwood on Thurn and Taxis*
Mike Fitzgerald on Ticket to Ride
Thomas Lehmann on Tigris & Euphrates
Warren Spector on Tikal*
David “Zeb” Cook on Toon
Mike Pondsmith on Traveller
Zev Shlasinger on Twilight Struggle
Kenneth Hite on Unknown Armies
Sandy Petersen on Up Front
R. Hyrum Savage on Vampire: The Eternal Struggle
George Vasilakos on Vampire: The Masquerade
Kevin Wilson on Vinci*
R.A. Salvatore on War and Peace
Jack Emmert on Warhammer 40,000
Chris Pramas on The Warlock of Firetop Mountain
Steve Jackson on The Warlord
John Wick on Wiz-War

Play-by-Forum Werewolf

In appraisals, boardgames on June 18th, 2007 at 12:40 am

My third play of a forum-based game of Werewolf is winding its way toward a conclusion (this is the public domain party game also known by many other names — notably Mafia — not one of the roleplaying games of that name published by White Wolf). I have a few thoughts that I’d like to share about this style of play.

Read the rest of this entry »

The Importance of Being Elegant — The Upside of Elegance

In boardgames, elegance, game design on April 30th, 2007 at 12:03 pm

While I did a bit to ameliorate the most common complaints about elegant games last time, they still have some clear drawbacks. Without some positives to tip the scales, we might as well tell game designers, “Forget about elegance, it’s just a way of showing off. You’d be better off focusing on other qualities when you design.” Fortunately, I can think of several aspects of elegance that, together, rise to the occasion.

Just as I did not discuss every argument against elegance in the last part, this is not an exhaustive list of the benefits of elegance. In addition to being a futile effort, trying to compile a complete list of the advantages of elegance, with even cursory analysis, would be far more than anyone would want to read. Instead, I will focus on what I feel are the most significant advantages elegance has to offer.

Read the rest of this entry »

The Importance of Being Elegant — The Case For the Prosecution

In boardgames, elegance, game design on April 22nd, 2007 at 9:23 pm

In order to critique games — and, if absolutely necessary, gamers — intelligently, you must understand the strengths and weaknesses of the major aesthetic priorities. Developing a grasp of why different priorities makes games fun, which priorities play well together and which ones do not, what the limits of their advantages and disadvantages are, and how the problems they can cause have been overcome in the past are all important to developing a thorough understanding of games and how they are designed.

Here and in the final part of this series I shall try to develop such an understanding of elegance, starting with the problems that emphasizing elegance can cause. I won’t pretend that I discuss every complaint about elegant game design here, though. This article would become (even more) unwieldy if I did, and I feel that some of the common complaints are straw men that anyone can see through. In addition, I am not aware of a comprehensive Encyclopedia of Complaints About Elegant Games that I can use as a reference. I’ve used the Alex Rockwell piece that is quoted in the introduction to this essay as my primary source for serious complaints. There are certainly serious issues with elegance that I have forgotten about.

It should also be obvious that I have a strong bias in favour of elegant designs. Because of this, I doubt that I have done complete justice to the arguments against elegance. I have tried my best to be fair, but I have probably not been as eloquent or as forceful as I should be when presenting the case against elegance.

Read the rest of this entry »

The Importance of Being Elegant — Concerning Aesthetic Content in Games

In boardgames, elegance, game design on April 17th, 2007 at 4:26 pm

[This is the second part of my essay on the role of elegance in game design. The first part, introducing the topic, can be found here. Parts 3 and 4 will be coming soon.]

Before getting into the advantages and disadvantages of elegant game design, it is important to understand the role that elegance plays in game design. It is not an objective measure of success or failure in game design, and it is not a goal that a designer sets for himself. Instead, elegance is one of a wide array of aesthetic qualities that a designer can choose to emphasize or ignore. The priority a designer gives to elegance, and every other aesthetic quality, has a huge influence on which players enjoy a game. Elegance only affects a game’s quality indirectly, though.

Advanced Squad Leader is an excellent example of a high quality game whose designers did not give much emphasis to elegance. At the time of this writing, ASL is ranked among the top 50 board games of all time on Boardgamegeek. It has also sold thousands of copies, has been in print for most of the last 25 years, and has spawned dozens of expansions and spin-off products. It is also one of the most inelegant games ever published. Even by wargame standards, its rules are almost (repeat almost) ludicrously detailed. Nevertheless, it has to be accepted as one of the best boardgames of all time. If elegance were an objective measure of quality, ASL would have disappeared shortly after publication.

The list of aesthetic values that a game design can possess is enormous, and each value has both fans and detractors. Every game design features a unique mix of them, and determining this mix is one of the most significant decisions a game designer makes, even when he is not aware that he is making it. Deciding involves trade offs, though, and no game can be all things to all players. How should a designer make this decision? What does this mean for the art of game design? How does this necessity affect the role of elegance — or any other aesthetic quality — in game design?

Read the rest of this entry »

The Importance of Being Elegant — Introduction

In boardgames, elegance, game design on April 16th, 2007 at 1:29 pm

[Presented here for your amusement, at long last, is my second essay on elegance in game design The Importance of Being Elegant. Well, actually, this is just the introduction to it. The whole thing is much too long to read comfortably in a single blog post, so I have broken it into four parts, and I will post it over the course of the next couple weeks.
I thought that I would start you off easy ;)

The entire essay consists of

  1. Introduction
  2. Concerning Aesthetic Content in Games
  3. The Case for the Prosecution
  4. The Upside of Elegance]

Read the rest of this entry »

Designers, This is the Key

In boardgames, game design, role-playing games on April 3rd, 2007 at 3:33 am

The best summary of what design is about that i have ever seen.

Yes, it applies to game design. Board and roleplaying.

Courtesy Jeff Tidball.

An Honour For My Play

In boardgames, miscellany on January 23rd, 2007 at 2:07 pm

Gone Gaming Award Runner-Up: Best Industry ArticleThe Cliche is that it’s an honour just to be nominated, and it really it. Nevertheless winning something is really nice too.

Gone Gaming named An Introduction to Elegance the second runner-up in the category Best Industry Article, behind the always great Chris Farrell’s Here I Stand and Big Decks and the underappreciated (and sadly inactive) Mario Lanza’s Fill in the Blank, about the geeky, but perrenial, topic of box inserts.

I am very proud, and honoured. Considering my failure so far to follow up as promised, I have to say that Introduction to Elegance must have been better than I thought to be considered worthy of consideration, let alone in actual contention. It was, to my thinking, the ugly step sister of the series, necessary to clear up a few points before moving on.

More motivation to get my nose back to the grindstone :)

Thank you to the Gone Gaming crew for honouring me so. I encourage my readers to check out all of the winners and runners-up.

My New and Improved Boardgamer Cluster

In boardgames on January 14th, 2007 at 3:53 pm

Matthew Gray has updated his boardgamer clusters. Worse yet, he’s added wonderfully geeky spider plots! There’s even a new analysis tool that produces numerical and graphic analysis for individual games, or for gamers based on their top 10 games.

Read the rest of this entry »

All Hail Mighty Ra!

In boardgames on January 3rd, 2007 at 3:48 pm

I got a copy of the Überplay Ra for Christmas, and it has become my game group’s new obsession. It’s been played five of the last seven nights (not game nights, actual nights — vacation time for the holidays and unusual schedules are syncing up just right), including two nights I wasn’t free — they borrowed it so they could play without me!

I had played a lot of Ra already on BSW, so I knew that it was very good, and I expected it to go over well, but this is the hottest reaction to a game ever from my group.

A few observations
Read the rest of this entry »

It Really is an Honour

In boardgames on January 2nd, 2007 at 9:53 pm

BGIA Nominee crestAn Introduction to Elegance has been nominated for a 2006 Gone Gaming Board Game Internet Award for Best Industry Article.

I am humbled and honoured.

This is the second year in a row that I have been honoured with a nomination for a BGIA. Last year I was lucky enough to win for Best Strategy Article for my Princes of Florence series From the Library to the Laboratory over on Boardgamegeek.

I doubt that an Introduction to Elegance will win, since it is a rather tough field. If I had actually managed to get the follow up articles done, perhaps I might have earned a second nomination for article series. Alas.

Good luck to all of the people nominated in all of the categories. While I am not familiar with all of the nominee, I am sure that all are deserving of being recognized.

Ninety-Nine

In boardgames, reviews on November 12th, 2006 at 9:41 pm

Ninety-Nine, is a trick-taking card game designed by David Parlett, with rules freely available on his website. Parlett is best known for designing Hare & Tortoise (Hase & Igel in the German editions), the first boardgame to win the Spiel des Jahres award. His first love is card games, though. He has written several books about them, and Ninety-Nine is just one of over a dozen games that use a deck of standard playing cards which Parlett has shared with the public on his website.

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My Boardgamer Cluster

In boardgames on November 8th, 2006 at 6:05 pm

I found this (based on this GeekList)thanks to Ryan Walberg. My results:

Best cluster match quality: 1.47590361445783
100 Knizia-fans (12 42 555 118 88 9216 7854 171 527)
92 Heavy-Eurogamer (42 555 12 9216 118 171 88 7854)
85 Core-Eurogamer (42 555 12 9216 118 88 171 7854)
31 Family-Eurogamer (42 12 118 555 171 9216 88)
28 Mass-market-gamers (171 7854 527 88)
23 Eclectic-Eurogamers (171 42 12 555)
23 Classic-Gamers (171 42 118)
16 Miniatures-Gamers (171 42)
15 Dripping-with-theme-gamers (42 555)
5 Wargamers ()

I’m a little surprised I’m so highly rated as a Core-Eurogamer, and I would say I’m a bit more of a wargamer than this indicates, although there’s no way for the app to know this.

Otherwise it seems pretty much spot on.

Forthcoming Hotness — Essen Edition (plus some RPGs)

In boardgames, role-playing games on October 20th, 2006 at 1:15 am

Yep, honest to goodness content is back :) Thanks for sticking with My Play during the slow period.

Essen is upon us once again, and boardgamers are engaged in their annual overstimulated frenzy. Either they are wandering a huge German convention centre in search of the Next Big Thing, or waiting at home, glued to the internet, waiting to hear from the lucky ones that have made the pilgrimage, and interpreting the entrails of their first impressions.

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Link Love

In boardgames, role-playing games on September 21st, 2006 at 5:56 pm

Two interesting links for you to enjoy.

The first, Actual Play.com (via ChrisTalbot.com) is a new site devoted entirely to actual play posts (truth in adverstising and all that) about role-playing sessions. The pickings are rather meager at the moment, but if it becomes popular and adds a couple more features (quality search capabilities for one) it could turn into an extremely valuable resource.

Secondly, MetalJim, over on d21, mixes commentary on wargaming with commentary on politics with a discussion of how to simulate the current conflict in Iraq.

Do Mega-Conventions Hurt Game Quality?

In boardgames, game design, role-playing games on August 29th, 2006 at 10:45 pm

Publishers have taken to heart the lesson that buzz sells. If this had no effect beyond achieving greater sales, I would say “kudos” to the publishers. Instead, I am writing this article.

The problem is that many—dare I say most?—publishers take a rather simplistic view to the generation of buzz. The thinking to be something like “The bigger the event, the bigger the buzz.” This leads, inevitably, to the idea that the product should debut at the largest possible event, probably GenCon or Essen.

The effects that this has on the gaming industry are myriad, and many of them deserve some thoughtful consideration. For now there is only one I want to pay attention to, though. Many games get rushed to completion in order to be ready “on time” for release at a large event, rather than staying in development until it is as ready as its publisher can make it.

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Colossal Arena Addenda

In appraisals, boardgames, elegance, mechanics on August 28th, 2006 at 1:15 pm

After I went to bed last night, I realized that I forgot about a couple of points that I wanted to make about Colossal Arena from my last post.

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Fantasy Flight + Reiner Knizia = Two New Purchases

In boardgames, first thoughts on August 28th, 2006 at 12:17 am

I did a tour of the Metro Halifax Region’s FLGSes yesterday with two of my best friends (and gaming buddies). Over the course of six stops, I made two purchases, both Fantasy Flight releases of Reiner Knizia designs, one a classic and one brand spanking new. I also got in a couple of plays of the classic. Here are my early impressions.

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GenCon 2006 Podcasts Repository

In boardgames, gaming society, role-playing games on August 19th, 2006 at 5:26 pm

I intend to keep straight ahead linkblogging to a minimum, but, once in a while, something too good not to mention shows up. This is one of those things.

The good folks over at The Dragon’s Landing podcast are maintaining a centralized archive of podcasts that were created live at this year’s Gen Con Indy, called Gen Con Live.

It can’t be 100% complete, but there’s still plenty of podcasty goodness from all corners of the gaming hobby, as well as a little all around geekery.

An Introduction to Elegance

In boardgames, elegance, game design on August 14th, 2006 at 11:32 pm

This article is second runner-up, 2006 Board Game Internet Awards, Best Industry ArticleElegance is not the prerogative of those who have just escaped from adolescence, but of those who have already taken possession of their future.

-Gabrielle “Coco” Channel

Prior to 1995, there was little tradition of elegant design in the North American gaming industry. Hex ‘n’ Counter wargames that had 20+ page rulebooks were still thriving, and, while block wargames had been invented in the mid ’70s, they were still a niche within a niche. Quasi-RPG wargames like Car Wars, Battletech and Star Fleet Battles, which had their heyday in the ’80s before petering out during the first half of the ’90s, were almost an order of magnitude more complicated than the standard hex games.

A few oddballs, like Illuminati and Cosmic Encounter, had digestible rulebooks, but they relied on chaotic wackiness, including a healthy dose of Take That, to provide fun. Most hardcore boardgamers are no longer interested in Take That games (although Cosmic Encounter still has a loyal following), preferring light or heavy strategy games of various stripes. The primary market for that sort of chaotic game is now crossover buyers from the comic book and RPG markets. Judging by the number of Munchkin and Chez Geek sequels that Steve Jackson Games has published, it’s a winning strategy.

Don’t get me started on role-playing games. This was the era of Rolemaster and Palladium and Torg.

There were elegant boardgames around, of course. Aside from two player abstracts, which have been elegant since the beginning, hobby boardgames like Dune, Empire Builder, the 18xx games (which actually date back to the mid-’70s), and the designs of Sid Sackson were all pleasantly compact designs. They were few and far between, though, and except for the Sackson classics like Acquire and Bazaar, these gems also suffer from playing times in excess of 2 hours.

Then Settlers of Catan came to North America, and everything changed. The idea that you could have meaningful choices and a rulebook that is shorter than 10 pages (ironically, the layout of Settlers rulebook obfuscates that) started to spread. Soon, other games followed that offered greater depth of strategy and tactics than Settlers, but still had rulebooks short enough to be understood in a single reading. The German Boardgame Invasion had begun, and elegance— meaningful decisions coupled with compact rules—was along for the ride.

Even though elegance lies at the heart of the German boardgame revolution, in-depth discussions of elegance and boardgame design are hard to find. Even the most basic definition of elegance seems to be assumed. Thi Nguyen nibbles at the edges of a concrete understanding of elegance in this GeekList, but doesn’t quite get there (through no failing of Thi’s—that’s not what he was aiming for). Yehuda Berlinger takes more direct aim at a definition of elegance and a rough way of measuring it in an article he wrote for the group blog Gone Gaming in his article Elegance in Games (which he pointed out to me in comments below after this article was first posted). Based on the comments to that article, though, I think it is fair to say that there is still room for further exploration.

This article is the first part of a series whose aim is to clearly explain what elegant game design is, why it is important, and how it is achieved. I will focus on defining elegant design for the rest of this article, with an eye toward tying the definition to other uses of the word elegant. Other aspects of this subject, including why elegance is important and how elegant designs are created, shall be examined in later parts of this series. Read the rest of this entry »

Forthcoming Hotness

In boardgames, role-playing games on August 6th, 2006 at 6:48 pm

Gamers are addicts. No matter how many ultra-fun games they already have, they want more.

Let me help you get your fix.

Below is a list of forthcoming or very recently released games that are on my radar. Five role-playing games and five boardgames, with brief comments on why I’m interested. RPGs will tend to lean towards indie (but not just Forge-related) stuff because I am more tuned in to the indie buzz machine, and I am more interested in indie games right now due to their simpler and, for me, more interesting mechanics. Read the rest of this entry »

A Gaming History [Abridged]

In boardgames, introduction, role-playing games on August 2nd, 2006 at 1:26 am

Welcome to My Play.

My name is Gerald Cameron, and I have lived in Nova Scotia, Canada, for my entire life. I have been a player of boardgames, starting mostly with the mass-market family variety, for as long as I can remember. My introduction to what I would call hobby games came when I was nine years old (a long time, in other words) when a friend of mine invited me over to try out something his older brother had introduced him to. It was called Dungeons and Dragons.

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