A friend of mine dropped off a new board game with me tonight. He bought it, but he doesn’t have time to work through the rules and figure out how to play so that he can teach the rest of us, so he’s leaving that to me.
I don’t mind. I like board games. And card games. They’re a fun diversion when you want to game, but you can’t get the whole group together for an RPG, or you don’t want to devote the energy to an RPG, or you have non-RPG-players in the group, or you just want something different.
It got me thinking about board and card games that I like, and why I like them. Here are three of my favourites:
This is probably the most popular game in my collection. It has a great mix of strategy, random surprises, and truly fiendish challenges. It also gets played less than it’s popularity would seem to indicate; it’s a long game, it takes a long time to set up, and it takes a long time to put away.
Especially the way we play, with all three supplements.
It also looks rather intimidating to newcomers. Having said that, it’s really a pretty simple game, once you get the basics down. The turn sequence is easy to pick up on, and the rest is just reading the cards and rolling the dice. We played a couple of weeks ago, with a player who was completely new to the game, and she picked it up pretty fast.
Co-operation rules in this game – if you don’t work together, you lose. Talking to each other, parceling out tasks, and carrying them out is central to victory.
It also does a nice job of capturing some of the feel of the source material, with horrific monsters, impending doom, rampant insanity, and the advent of an Elder God to worry about.
It’s not perfect, though. The aforementioned set-up and pack-up time (I’ve got it down to about 20 minutes each, which is not bad for over a thousand different pieces) is a barrier: I don’t set up for less than two other players, because it’s just too much work. Play time is also a factor; I’ve finished a game in under an hour, but that was really a fluke. Generally, I figure on about 5-6 hours for a complete game. That’s long. And in the last game, we found a nasty little quirk with one of the characters that makes her pretty much invulnerable as she spirals down in madness and maimings.
One thing we found was very useful for speeding play was to have one person, who is also playing a character, act as a sort of referee and timekeeper, calling the different phases and keeping everyone on task.
Still, every time we play, everyone has a blast. It’s worth the effort and time, but not every day.
This is another fun game from Fantasy Flight. And every game we play, my friend Clint and I are amazed once again at the complex, delicate balance of the thing. It works best with five players: four hunters and one Dracula, and it really comes down to a question of strategy and skill between the two sides.
I’ve run the game as a demo at stores and conventions, and I’ve seen how easy it is to set Dracula up for a loss just by placing him in a sub-optimal starting position. But even the optimal starting positions don’t make his victory a lock. Using his powers, choosing his route, timing his attacks, placing his traps, all these things are vital to his success.
On the other side of the table, the hunters have their own strengths. Each has his or her own special ability which, when used wisely and creatively, can really turn the game around.
Dracula’s hidden movement system is beautiful, and is one of the interesting balance items. So is the order of player turns, the arrangement of event cards, the mix of cities and their locations on the board, and the mix of encounters Dracula can play with. In fact, everything about the game contributes to the game balance in interesting ways. From a design perspective, the game is beautiful.
It also generally plays in under two hours, and sets up and tears down in a total of about twelve minutes, which makes it good for a spur of the moment game.
The one thing that seems a little out of place in the game is that there are a couple of event cards that come up randomly that give a big, big boost to one side or the other. Now, the balance between the two sides with these cards is fairly equal, but it seems like a real blow when Dracula gets to relocate for free, breaking his trail on you, or the hunters get to reveal Dracula’s current location.
The only other downside is the combat system is a little convoluted and arcane. Until you play through it a couple of times, it doesn’t make much sense. Once you’ve got it down, though, it’s slick and interesting.
Still, a fun game.
If you don’t know this game, I’ve really gotta ask you what you’re doing reading a blog primarily devoted to gaming.
Illuminati’s been around for decades, and is one of those nasty little games that just grabs you and hooks you. Play is generally quick, schemes abound, and backstabbing is pretty much required. Everyone loves it, everyone gets into it, and everyone gangs up on me.
And still, I love it.
When you throw in the expansion sets, the game gets pretty strange, but that’s what you want with this game. Finding out that the Boy Sprouts are a front for the Colombian Cocaine Growers, who are controlled by the UFOs just makes too much sense some times.
What’s great about the game? All the groups, the mechanics to let you mess with other players, the good-natured betrayals, the quick changes of fortune, and the mass of deals struck and rejected.
What’s not so great about the game? Well, some of the cards are kind of dated now. And everyone gangs up on me.
But I’m not bitter.
Anyway, it’s a great game. You should be playing it.
And there you have it. I’m going to talk about a few more games I like next time. Check back.