Posts filed under ‘Board Game Articles’
Luck in Board Games: How Much Should There Be?
“Luck is what happens when preparation meets opportunity.”
–Seneca
“I’m a great believer in luck, and I find the harder I work, the more I have of it.”
–Thomas Jefferson
Most board games contain a combination of skill and luck, and this is no accident. Without some element of skill, some ability for players to influence the outcome of the game, there would be no need for players at all. The children’s game, Candyland, works exactly the same regardless of who is playing, because the players are irrelevant: They have absolutely no volition or ability to affect the game.
Without some luck, however, many games would lose a lot of their replayability. Even a small element of randomness can change a game from something where there is a single best strategy all the time, into a dynamic game where players must constantly adapt their strategies to the random circumstances of each particular play session.
Naturally, each person has their own sweet spot for combinations of luck and skill in a game. Some gamers dislike luck and randomness because they feel it dilutes the pure match of minds that a luckless strategy game offers. Other gamers don’t like thinking about infinite complex strategies, and enjoy games that offer something random and fun every time. Personally, I tend to feel that the longer a game is, the less randomness I want it to have.
There’s no right answer. The real question to ask is, how much luck do *you* want? Here are some games that span the full luck axis:
No Luck
Generally speaking, abstract strategy games have no luck. This makes them ideal for people who hate the idea of random chance affecting their game, and like to play the same game many times in order to master it. Chess is obviously the best example of this, and has players who have played literally thousands of games.
However, in any multi-player game, such as a four-player game of Blokus, there can be a sense of randomness based on what pieces your opponents place. There’s no real luck involved, since everything is pure strategic choice, but the seeming randomness can keep the game feeling new each time.
Slight Luck
Most eurogames have a slight degree of luck and randomness. Ideally, this should be an amount sufficient to force players to adapt their strategies to each instance of the game, but not so much luck that an obviously inferior strategy can result in victory. A great example of this is Puerto Rico, where the single random element is the stock of available plantations. This is only a tiny part of the game, but players must consider it carefully when planning their strategies.
Medium Luck
Medium luck games often seem to be high luck games, until you realize that the luck always seems to favor the same players. Re-read the quotes at the top of the article – they apply especially to medium-luck games. Kingsburg and BattleLore may both have you rolling dice every turn, but it’s the strategic use of these dice, and positioning before rolling these dice, that often carries the day. Yes, a long series of bad rolls can lose the game for even the best player, but more often than not, a superior strategy will lead to victory. In a medium-luck game, smart play often means setting yourself up so that most rolls would still benefit you.
High Luck
Generally speaking, high luck games tend to be fairly quick. Consequently, they make good fillers when people are too mentally tired to play a low-luck game that requires lots of strategic thinking. Fluxx is a good example of a high luck game, where the random draw of a new goal card can swiftly change which player is likely to win, regardless of strategic play up to that point.
Entirely Luck
No games worth playing are entirely luck. A few kids’ games like Life and Candyland fall in this category, but give your kids some credit and try a game that gives them some volition. They’ll learn more, and probably enjoy it more too.
Factors of Gaming
Author: J. Alexander (tankexmortis@gmail.com)
Recently I’ve become aware of a sinister subculture of individuals, each one intelligent, tactically-minded, and bent on global domination.
Okay, I’m a liar. They’re not sinister, for one; and they’re not so much after global domination as global acknowledgement. I’m sure they’d take domination if they could get it, though.
I’m speaking of people who, in this modern age of cell phones, internets, and video games so advanced they have entire economies of their own, still play board games. Yes, board games are still being developed, and they’ve been advancing just the same as any other form of entertainment. These boardgamers laugh at such tripe as Monopoly or Risk; those games are ancient in their eyes. Our eyes, I should say, because I’ve fallen into the world of boardgaming as well, and fallen hard.
It started innocently, with a few luck based card games. Soon, I was standing around the local comic shop, browsing their selection of small-print games. I picked one up. Then, another. I discovered the gigantic online community. I discovered the local game groups, and started attending their meetings. I expanded my collection with the help of online stores like Best Dang Games. Then, I expanded it some more. Then, more. I set up my own game group so I could introduce my friends to the games I found myself accumulating. To put it mildly, I was hooked.
So what is it that’s so appealing about board games in a digital age? It’s hard to pin down. There’s the fantasy factor – the same thing that makes Dungeons and Dragons still sell after all these years is part of what makes dungeon-crawling games, like Descent fun. Raiding dungeons for loot and fighting terrifying monsters is escapism at its finest.
There’s also the brain factor. A lot of these games are intellectually stimulating in the extreme. Ask one of the hundreds of people who have dedicated their lives to mastering the ancient Japanese game of Go – there’s a unique joy to exercising and stretching one’s brain in new and exciting ways. Board games offer that in spades.
There’s the social factor. Board games are intrinsically social – sure, you could play against yourself, but you’d always rather have a real opponent. Someone to judge yourself against, someone to congratulate you when you do well, someone to tease you when you do poorly, and someone for you to do the same. For many people, this is the most important factor.
So what is it for me? It’s a mixture of these factors, as I suspect it is for everyone. While everyone enjoys different games for different reasons, we all play, and we all have fun. And that’s the most important factor.
What Genre Gamer Are You?
You may like action movies, or romances, or documentaries, or comedies, but very few people would say that they don’t enjoy movies at all. Games are the same way; some people enjoy big Ameri-war games with lots of dice rolling like Risk, while others may prefer a party game like Apples to Apples, but most people will enjoy at least one or two genres of game, and often more.
So the question is: What do you like?
I Like Strategy!
Many players come to a board game looking to exercise their minds. If you want to out-plan, out-think, and outwit your opponents with a superior strategy, you’re not alone. While children’s board games tend to have a lot of luck, many of the world’s most popular adult board games minimize randomness and focus on strategic planning and decision-making. If you like strategy, you might be a(n):
Abstract Gamer
Perhaps the purest form of strategic board game, abstract games tend to have little or no theme. They also tend to have little or no luck, which means that they end up as a pure contest of mental powers between you and your opponents. Generally speaking, there are pieces, a board, and you move them around following the rules until you win. Classic games like Chess fall into this category, but newcomers may be hard-pressed to enjoy a game of Chess against someone who has played hundreds of times. There are many newer abstract strategy games such as Blokus which can accommodate 2-4 players, and allow for players to explore the game together.
Euro-Gamer
More complex and themed strategic board games have become more popular in the past few decades, with a huge influx in Euro-style games spawned by the success of Settlers of Catan. Although Settlers itself uses dice, most Euro-style games do not. They tend to have a very small amount of randomness, but like Settlers, offer a wide variety of choices every turn, often with a final goal of accumulating victory points in various ways. Most Euro-games also have multiple mechanics in play at once, such as resource management, worker placement, bidding, tech trees, or role selection. The combination of innovative rules often leads to a wide array of possible strategies and multiple paths to victory, allowing each player to follow her own approach and still have a decent shot at winning. The two top-ranked board games in the world on BoardGameGeek currently both fall into this category: Agricola and Puerto Rico. Both are shining examples of what make this genre great.
I Like Fighting!
Fighting in real life may not be so fun, but in the realm of fantasy, many people find it entertaining. For the same reason that action movies always have combat and young boys often pretend to be in a heroic fight, many players come to their games looking to have their characters go out and win some battles. If this describes you, you might be a(n):
War Gamer
War games are just what they sound like: Two or more players commanding opposing armies attempting to defeat each other, generally by killing enemy soldiers. If this sounds violent, remember that Chess could be described the same way. War games tend to feature a large map, large numbers of army units that move around on this map, and you roll dice to determine successful attacks. A few of the hardcore “war games” are incredibly detailed affairs, with lots of miniatures, 3-D terrain, and measuring lines of sight. But many war games (also known as “Ameri-games”) are much more accessible. Most people are familiar with Risk or Axis and Allies, but newer war games like BattleLore offer a deeper strategy.
Adventure Gamer
Adventure games often play like a fantasy epic. If you don’t mind spending a few hours on a single game, adventure games let you become the hero of your own little story. You’ll likely be exploring a large map, upgrading your character, acquiring items, completing quests, and participating in a grand adventure. Arkham Horror , World of Warcraft, or Descent are popular examples of the genre, with many rules and pieces, but many die-hard fans as well.
I Like Hanging Out!
Not everyone wants to spend a whole evening playing board games. You might view them as a fun way to kill time before the movie, or just an excuse to spend time with your friends. And that’s a fine use for board games! You might be a:
Light Gamer
Light games are great when you want a game to fill the time before your evening’s next big event. Light games should have simple rules, and be playable in less than a half-hour. Some old games like Yahtzee would qualify as a light game. But light games don’t have to mean no strategy; there are plenty of highly-strategic light games that are still simple and fast, such as Lost Cities. If you like light games, look for the estimated play-time.
Party Gamer
Who wins? Who cares! In party games, the point of the game is just to enjoy hanging out with your friends. Charades is probably the most classic party game, and requires no special equipment. If you’re looking for more entertaining games to get your guests laughing without overly heavy competition, you may want party games like Apples to Apples.
Board Game Night – How Competitive Are You?
One of the main factors in selecting a board game that is appropriate for the people you’re playing with is gauging your group’s competitiveness. Let’s face it; a mismatch in the competitive department can prove disastrous in a group. No matter how much fun Aggressive Al might be having winning big in Settlers of Catan (or even Monopoly for that matter), if Al mercilessly annihilates Peaceable Pam in the process, feelings can be hurt and the evening can be ruined for everyone. (This can be a particularly difficult problem if Al happens to be married to Pam!)
So, what are some practical ideas for choosing games that will be appropriate for a group with an unknown or mixed level of competitiveness? Well, if you’re the game night organizer, you can do much to ease your group into fun games without starting off with a proverbial “knife fight.” Here’s a guide to some games, based on their Competitive Factor.
Take it Easy
With a group of strangers or one of unknown competitiveness, the safest approach is to start off with a game in which it really doesn’t matter who wins, in other words, so-called Party Games that derive their fun from the playing itself. Party Games are generally filled with laughter, and are great ice breakers. Games to consider in this category include Apples to Apples, a classic game of matching descriptions with persons, places or things or Fluxx, where the rules are always changing.
Moving Up
If your group survives the first category with belly laughs instead of angry invectives, you’re probably safe to venture into some games with more strategy, but minimal direct confrontation. Many of these games fall into the “Lighter Eurogame” category. Carcassonne and its many expansions fit this category well, and are relatively easy to explain to new gamers. In Alhambra, you’ll feel more like you’re building your own fortress instead of attacking your opponents, and San Juan and Zooloretto are great alternatives that aren’t directly confrontational, but will still scratch that competitive itch.
Bring it On
For many groups, the lighter Eurogames will hit the sweet spot, for they offer more in the way of strategy than the pure laughter of party games, but won’t likely degenerate into cutthroat competition. However, if your group desires more direct confrontation, many of the heavier Eurogames provide it. The Settlers of Catan is on the lighter side of these more competitive games, but some real nastiness can be done with the Robber option and road blocking, so be careful if you have a “Peaceable Pam” in your group. For those who want more complexity, with opportunities for confrontation, it’s hard to beat Puerto Rico and Power Grid, but none of these should be a first choice with an unknown group of gamers.
Can’t We All Just Get Along?
Finally, you might want to try a game that is intentionally the opposite of a competitive game, one of the so-called Cooperative Games. In Cooperative Games, the players don’t compete against one another, but against the game itself. Either everyone wins or everyone loses. This might be an excellent choice for a group that likes a cerebral challenge, but is essentially noncompetitive, or a group that has had a bad competitive experience and needs a serious change of pace. Arkham Horror, and Battlestar Galactica can rightly be called semi-cooperative in nature (you may have a secret traitor in your midst!), while Pandemic is a purely cooperative masterpiece.
In truth, most of us probably have a bit of a competitive streak and board games can be an enjoyable way to express it. But if you take care to match your choice of games with your group’s personality, you’re much more likely to get ’em coming back for more instead of indelibly etching a bad experience in their memories.
Board Game Expansions – A Breath of Fresh Air
Author – Piper Kilpatrick
I have had several of my friends ask me why they should spend money on expansions that are produced for various board and card games. They suggest that if games required expansions then they weren’t that good to begin with. They also complain that expansions are just excuses for the publishers of the game to charge us more money for the same game.
I take the time to suggest to these people that they are incorrect on both accounts.
Remove Strategic Advantages
Firstly, there have been games when played so many times by so many people have exposed certain types of strategy or certain rules that allow for a specific advantage that is not obvious to the casual player who has only played a few times, but is exposed by high level players that have played many times. Expansions solve this issue cheaply by addressing an issue with the games design while at the same time providing a new way of approaching the game in general. Thus both the casual player and the advanced player are both given a benefit. The casual gamer simply has a new way to play while the advanced player is provided an entirely new system to learn.
Breathe New Life Into A Favorite
This is not the reason expansions are produced for the vast majority of games however. Most games are given an expansion as they grow in popularity. Games that have been around for a while and have become favorites with many players and can begin to feel stale. Players generally play most of the time with the same people, so the game frequently begins to feel the same each time it is played. An expansion provides the players a way to breathe fresh life into the game for a small financial demand rather than requiring the players to purchase a totally new game for a new gaming experience.
New Experience – Similar Rules
An expansion also allows the players to gain a new gaming experience without having to take the time to learn a totally new set of rules. Expansions by and large are simply tweaks to the base rule set of the game, thus allowing for players to spend more time playing and less time reading.
Lastly, most expansions are not developed at the initial production of the basic game. Usually collectable games are the only ones where expansions are developed at the same time the base game is.
Expansions are meant to provide gamers with a new gaming experience for an established game. This allows the gamer a cheap way to breathe new life into a game that might be gathering some dust.
For example, my wife and I have played Carcassonne for three years now. The game continues to bring great excitement every time we play it not only because the game is well designed and is the type of game that provides a different experience each time it’s played, but because many expansions have been produced for the game that allow us to change the way the game feels very quickly with very minimal financial requirement. Several expansions retail for just a few dollars, but when added to the game, it changes our strategy completely. If either of us fails to adapt to the new requirements the expansion places on the game then that person is guaranteed a loss. Each expansion only required three to five minutes of rule learning, but added months to the games enjoyment because we were able to bring a game back to the table that had begun to feel the same each time we played because we each have a style of play that comes out when we play.
Cheap and Inexpensive Entertainment is GOOD!
Expansions provide gamers a cheap way to breathe new life into games that are just collecting dust, and in this time of economic upheaval a cheap way to bring joy to your home is always a good thing!
What is your favorite core and expansion set? Let everyone know, so they invest wisely!
Here’s some of the bigger expandable games: Carcassonne, Catan, Zombies!!!, Munchkin, Killer Bunnies, and others….
Orlando-based D&D Co-Creator Dies at 61
Originally printed on Twincities.com
Dave Arneson — who in 1974 co-created Dungeons & Dragons, the best-known and best-selling role-playing game of all time — molded fantasy in such a way that many lament him as the “unsung hero” of the gaming industry.
After a falling-out with late DD co-creator Gary Gygax and the company that published their work, Arneson went on to other careers: co-founding two other companies, moving to teaching — and finally, after being diagnosed with cancer, returning to St. Paul, where he died Tuesday at the age of 61.
The creative process began in the early 1970s on a ping-pong table in the basement of his parents’ Highland Park home. There, a core group of 10 or so high-school and college-age kids developed their own mental playground, taking board games and first altering the rules, then creating their own.
Arneson was the first to introduce the group to a fantasy setting, telling his friends to imagine that he had disappeared on a flight from Norway to the United States, returning from a family visit. The friends play-acted a scenario where they flew out to search for him. They found a cave in Iceland, entered — and on the other side was the land where Dungeons & Dragons was born.
The group was promptly attacked by a group of trolls.
“We quickly decided that we should retire those (real life-based) characters and start new ones because the game was awful deadly,” said Ross Maker, of St. Paul, one of the gamers in the group.
Another member of the group, Dave Wesely, of St. Paul, remembers returning from the military to find his old friends fiddling with dice in a basement.
“I’m an Army lieutenant and leader of men, and not a college student and I’m trying to take myself seriously. Here they’re playing with elves and dwarves and such … I’m thinking I’m never going to tell anybody I was in this game.”
Arneson’s daughter, Malia Weinhagen, remembered venturing down to the basement on many occasions, drawn by the pretty dice.
“Any house I ever lived in with him always had a basement devoted to gaming. I thought everyone grew up with dragons and fairies. It was quite a shock in elementary school when I found out I was not the norm,” she said.
That first campaign, known as Blackmoor, was one of Dungeons & Dragons’ first fantasy settings. There would be dozens more — and dozens of games like it.
While Gygax is often seen as DD’s rules guru, focusing on such things as tables and dice, Arneson is often credited with creating the “role playing” elements of the game.
“Dice and maps and figures and complicated rule books are a crutch. The game doesn’t need them — but the market does,” Arneson said in 1992.
In an era when dozens of gaming companies were starting and failing, the two teamed up under the auspices of Lake Geneva, Wis.-based Tactical Studies Rules Inc., and after a rocky start, started a product in 1974 that would soon become world-renowned.
“We had no advertising or anything like that,” Arneson said in 1992. “We sold 500 sets in three months, invested the earnings to make 1,000 more, sold them, invested the earnings to make 5,000 more. And so on.”
But a few years later, Arneson was ousted from the company, which had taken on additional investors.
It was a painful time, many note, for Arneson — who sued the company over royalties. They settled out of court.
Gygax and Arneson’s split remains a topic of heated debate in gaming circles.
“We never reconciled,” Arneson told the Pioneer Press when Gygax died last year. “We were polite, but things never came together that way.”
“We had fun,” he added. “A lot of fun.”
In 1978, Arneson joined three partners to establish 4D Interactive Systems, a St. Paul company originally created to design games.
But when the company turned largely to programming — first for games, and then, to make additional money, for medical devices — Arneson left for more creative endeavors. He started his own fantasy company, Adventure Games, fueled by funds from the lawsuit.
The company folded a few years later, and Arneson moved around, finally settling on teaching in the late 1990s. He ended up at Full Sail University in a suburb of Orlando, Fla., teaching a class on game design. In June, diagnosed with cancer, he returned to St. Paul.
War Games – Using War Gaming as an Education Tool
Author: Piper Kilpatrick
Some might suggest that using board games for teaching is a waste of time. I would suggest that if you asked most of these people what they thought of high school history class they would say it was pretty boring. They would completely miss a wonderful teaching opportunity provided by all kinds of board games that are available. War games provide an easy way to interact with history and learn many powerful lessons about not only history, but themselves and their peers.
I would argue that introducing kids to the history of warfare through the use of war games can provide a successful way to provide not only an educational experience regarding a specific conflict in history, but also provide the children a way to learn about many aspects of why the conflict was resolved the way it was. While accomplishing both of these the game can actually stimulate the child to engage with the event itself by attempting to “manipulate” history by seeing what could have possibly occurred with a different strategy.
When a war game is used the event can be described historically with a visual aid in the form of the game itself. Teachers can show children exactly what occurred during the battle by using the board and its pieces to describe the battle. This provides the children a way to see exactly why things occurred the way they did.
But more importantly, if the children are allowed to get their hands dirty by taking the game and actually playing it they cease to be passive recipients of information and begin to be active in their learning. They must learn why artillery is used. They must take into account movement and range. They see why “flanking” was used and why cavalry is so important through much of history.
Once the children begin to grasp the basics of military strategy they will begin to see why decisions were made and why battles occurred and why victory was achieved or defeat could not be avoided. Thus later lessons in military actions will become that much clearer for the children since they already have the basic understanding of military workings in the field.
All of these benefits show how clearly board gaming can be beneficial in the classroom setting. Once basic war games are utilized, games involving markets can be used to show the basics of economy or diplomacy.
Many war games include aspects of all three to maximize the fields of learning that the child must utilize. By introducing more and more aspects to the games the children begin to learn about all kinds of different fields without even realizing they are doing so.
Lastly, not only can the children learn from the simple rules of the game, but also they can take lessons away from their own victories and defeats.
In victory they can not only glean how history could have been different, but also they learn simple life lessons about how to treat others who are close to them and suffer defeat.
In defeat, the students see how history was shaped by decisions that were avoided, but also they learn how to lose graciously.
The interactions of the students in the classroom can be monitored and manipulated to help students learn not only the lessons of the game itself and its lessons about history, but also many lessons regarding personal interactions between peers in a controlled environment that the instructor can manage successfully if prepared to do so.
Thus a “simple game” can become a very powerful teaching tool in the hands of someone who is willing to take the time to introduce his/her pupils to it and engage with them in history both learning from it and from each other.
Good war game for use in learning:
When Good Gaming Goes Bad – Lessons Learned
Since about January, we have had guest writers for our articles and they have been doing a wonderful job! Thanks guys! However, something happened at Friday Night Game Night that caused me to pause and wonder “What Happened? We had eager players and a great game…yet it crumbled.”
Given that Best Dang Games is about the gaming experience, we thought it would be appropriate to share our really bad game session with you, to help you know when it is time to bail on a game and just try again another time.
How NOT to Play Arkham Horror
We had played a few rounds of two-player versions, and a solo play or two. Everyone wanted to give it a go, so we decided to try it. We had a eight players (three had played it at least once) – one of which was a young teenager.
Given that I had the most experience with the game (that’s not saying a whole lot), I decided not to play and act as “game master”. My role was to oversee the game and make sure everyone understood the rules.
Lessons Learned
Lesson #1 – The “game master” is a good idea for big games like Arkham. This person needs to have done this a few times and understand the game. This person needs to be able to control a crowd and handle questions effectively. Understand, not only were we new to Arkham, but it was my first time as a “game master”.
Lesson #2 – You need a few players that have played Arkham Horror when you try it out with new players. There is a lot of information for new players to grasp – because it is more like a role playing game, rather than a strategy game. They had to understand their cards, the character’s abilities, the monster’s abilities, the locations on the board, and on and on. This leads to about an hour up front of answering questions and repeating things several times.
Lesson #3 – Table-talk is good…but too much table-talk is BAD! When you have a co-operative game, part of the nature of the game is table-talk and to work out how the team will beat the game (and the traitor – if that is part of the game). However, larger groups having lots of choices create an “analysis paralysis” situation. Sometimes people get mired down in making the right decision that they don’t make any decision. They start analyzing every move they can make. You start seeing the other players roll their eyes or get up for drinks and snacks. These are your clues. If you are in a game that starts showing these signs, speak up and start a house rule stating only 1 minute or so per person – or they skip their turn.
Lesson #4 – Know when to “Cut and Run”. Many times, games go bad. It just happens…and it is alright. Sometimes it is better to quit while you are in a good spot, rather than drag the game all the way through the mud. There seems to be an unwritten rule that says “Finish the game, no matter what!” This is sometimes not the best policy. We ran Arkham Horror from about 8:00 until 12:30 or so. At 11:30, we lost our first player – he wanted to leave and was not having fun anymore. Instead of calling it then, everyone wanted to keep going out of pride.
Lesson #5 – Be careful who you play with. Sometimes, the age level of the people at the table is VERY important. We had a pre-teen with us and she is typically fine to play with. However, because there were so many things to think about and decide, she kept repeating the questions after we answered it several times. There was a constant “Oh, I have another question” being spoken over the other players. This really disrupted the flow of the discussions. “What was the monster limit?” “Can I close that gate?” “If I go there, can I do X?” “How many spaces can I move again?” or whatever.
Lesson #6 – There are some cool variations you can do with Arkham as a “game master”. The players never got to read their cards (unless it was a special skill of theirs and they had to pick the one they wanted). This created a sense of adventure, and they players never knew what was coming. This was a hit and I would do it again, whenever possible. Also, when I placed gates down, they were flipped so you could not see where the gate went. This created a level of mystery and decisions for the players to ponder as they made decisions about what to do.
Lesson #7 – When you play a long game with a “full boat” of people, it just takes a long time to play. Arkham Horror is one of those big Fantasy Flight games. It typically takes a few hours to play. Add eight new players and it WILL take longer. Expect it and plan for it. Notify everyone playing that this is going to happen. Otherwise, you will be having a lt of people looking at their watches and wondering if the game will ever end.
Needless to say, we were not playing a bad game. The event turned into a bad event due to the situation that developed. Had I been a better GM, I probably would have handled it better. We chalk it up to a learning event and we do it all again some other time.
Thankfully, our players are understanding. But if you are playing with non-gamers, or new gamers, be careful that you don’t sour the experience for them.
Bonus Lesson
One other lesson we learned from a different game night worth mentioning as a bonus lesson involves alcohol and gaming. They really don’t mix well – unless you are playing party games. But, strategy games and new games require a good amount of attention. This does not happen if everyone has been to happy hour and brings more beer to the game party. The game will take second-fiddle to the social aspect of the party. The game is supposed to enhance the social environment, not be overshadowed by it. Also, don’t even think about drinking and then attempting to learn a new game – we tried this with Munchkin Quest. It was very hard to concentrate on the game and comprehend some of the weird Munchkin rules.
I hope our screw-ups and lessons learned help you develop a better game night experience for your friends – and don’t let our experience scare you away from Arkham…let the Great Old Ones do that.
Hosting a Gaming Night with Non-Gamers
Author: Seth Brown – The Rising Pun
Board games are fun. You know this; that’s why you play them.
But many of your friends probably don’t know this. It isn’t their fault, it’s just how they were raised.
Most people who think of board games think of childhood games like Candyland or Life, or abstract games like Chess. And when you get together for a little party, most of them wouldn’t necessarily suggest board games as the evening’s activity. That’s where you come in.
Set Up an Evening
Tell a few friends that you’d like to have them over for gaming and dinner. Even if they’re not sure they like gaming, they’ll probably want to come over for the dinner, and you’ll be able to convince them to play. Don’t invite too many people at once; 3-5 people is a good number.
“Board Games? Aren’t Those for Kids?”
Explain to your friends that board games have improved a whole lot since their childhood. Just like video games, computers, and cars have evolved tremendously in the past few decades, board games have come a long way as well.
It’s worth making the point to your friends that the difference between today’s video games and Pong is similar to the difference between today’s board games and Candyland. Innovation has made games a lot more complex, and a lot more fun.
“But will it be too complicated for me?”
Assure your friends that you’ll start off with easy games that they’ll have no trouble getting the hang of. And then follow up on it; don’t promise them easy games and then drag out a complex war game. You’ll want to make sure that any games you play on your first gaming night will be easy to teach to a group of non-gamers.
Remember, a game moves at the speed of the slowest player, so set the difficulty level of your games accordingly.
Choosing The Right Games
Game selection is absolutely essential when planning a game night with non-gamers. If someone has never played board games as an adult before, and his first experience is a bad one, he’s not likely to want to play again.
When sharing games with non-gamers, you’ve got to have something that’s likely to make them appreciate the hobby, or at the very least, not scare them away.
Avoid long games. Someone who hasn’t gamed before probably won’t want to commit an entire evening to a single game, even if they understand the rules perfectly and aren’t losing. Throwing three non-gamers into a complicated four-hour game where they feel at a loss is likely to make them stay non-gamers.
Games with quick explanations are essential. Non-gamers don’t want to learn a whole book of new rules on their first night out, so stick to games with simple rules and fast play times. Most importantly, keep the personalities of your friends in mind. If your friends enjoy things that are silly and random, they might have a great time playing Fluxx. If they hate randomness and can’t stand not controlling their own destiny, they might be better off with Blokus.
On The Gaming Night
You should plan to eat dinner first if you’re cooking, otherwise you’ll have a lot of hungry people sitting around the gaming table ignoring the game while you keep running to the kitchen. Unless your friends are very, very neat, do not play a game over dinner. You’re much better off cleaning up first, clearing the table, and then setting up for some gaming.
You may want to start with a party game, like Charades or Apples to Apples. These are mostly non-competitive and unlikely to intimidate anyone. This will draw in some people, and cause others to hunger for games with a bit more meat.
That’s when you can bring out a game like Fluxx or Blokus. Try a few different games if possible, but if a friend likes a game enough to want a rematch, go for it. You may want to sit out for a game. If you have more people over than can play the chosen game, be willing to let your friends play the game while you comment on their options during their turn. If there is enough room for you to play in the game as well, don’t play a cut-throat game or attack other players too harshly. You should view your role in the first game as that of a teacher.
With any luck, they’ll want a second game, and then you can kick things into higher gear.
Games mentioned in this post: