I am a keen gamer, though my level of engagement is far less than it was in my youth, when I had fewer responsibilities. My gaming is now a predominantly solitary pursuit, centred on my computer and whatever game I choose to play. Lately, my focus has shifted away from time-consuming genres like multiplayer First-Person Shooters (FPS), MMORPGs, and adventure games, which demand significant time commitments.
Fortunately, the gaming landscape has diversified considerably. While traditional formats remain popular, a new wave of titles has emerged, offering shorter, more manageable sessions. Games such as Balatro and Slay the Spire have become international sensations, capitalising on the popularity of casual mobile gaming. These titles provide a highly customisable experience, allowing players to start and stop at their convenience by simply saving their progress and returning to their other commitments.
However, it is another genre entirely that occupies the majority of my time: digital board games.
Digital board games have been a part of the computing world since its inception. Early examples like computer chess, Go, draughts, and Othello were developed as soon as the technology permitted. The genre's growth was initially limited by graphical capabilities and user interface design. However, the COVID-19 pandemic served as a catalyst for a true explosion in the market. Platforms such as Tabletopia and Board Game Arena emerged, all aiming to create a virtual tabletop environment where players in lockdown could continue to enjoy their favourite games together.
Platforms like Tabletopia, however, are essentially virtual reality adaptations of board games; they provide the pieces and boards but lack integrated artificial intelligence or automated upkeep. Players are required to manage the game state and refer to the rulebooks themselves. While this approach has its own appeal, I never fully embraced it. In my view, if one is using a computer to play a medium to heavy euro game, it should handle the more laborious aspects including in-game upkeep in between turns.
Fortunately, many game designers share this perspective, leading to the creation of a wide range of AI powered, rules enabled, board game adaptations, from the exceptional to the mediocre. I will provide a list of my preferred adaptations at the end of this article for those who are interested.
There are numerous reasons why a board gamer like myself might opt for digital versions. Foremost among them is the convenience factor. If I find myself awake in the middle of the night and wish to play a round of Wingspan or Ticket to Ride, I can simply launch the application on my laptop and begin playing instantly. Furthermore, I can adjust the difficulty of the computer AI to match my mood and skill level.
The presence of a computer AI opponent is a significant advantage. The AI plays efficiently and without delay, meaning that game sessions typically last a fraction of the time they would in a physical setting. The only limiting factor is the player's own decision-making time, which is, in my opinion, a brilliant feature.
Another significant benefit of playing digital board games against AI opponents is the flexibility they afford. In most cases, if an urgent matter arises, one can simply save the game, close the application, and resume the session at a later time, exactly where it was left off, without inconveniencing anyone.
Furthermore, these titles handle the implementation of the rules with precision. In an AI-driven digital board game, the rules are embedded within the system. The application automatically manages the setup, distributes the correct number of cards or tokens, enforces hand limits, and prevents invalid moves. This removes the often tedious task of constantly consulting the rulebook and eliminates any uncertainty regarding the legitimacy of a player's action.
However, most of these titles are also very accommodating to multiplayer sessions. Should one wish to play against a human opponent, the option remains available. Many of these systems feature built-in multiplayer support, connecting players from across the globe. While this does alter the experience, particularly in terms of game duration, it still provides the benefit of automated in-game upkeep and rule enforcement.
The downside of engaging in multiplayer games is, however, the human element. Players, being human, may occasionally quit a game prematurely or be forced to leave due to unforeseen real-world obligations. This can be highly frustrating, as one may be fully engrossed in a game only to have their opponent suddenly vanish. While game developers have incorporated various mechanisms to mitigate the effects of game abandonment, a degree of frustration is still to be expected.
Despite these digital advantages, I personally tend to favour the analogue version of a board game. I believe that nothing can truly replace the social aspect of sharing a game with friends or other enthusiasts. Nevertheless, the reality of life is that finding time for physical board gaming becomes increasingly difficult with age and the accumulation of personal commitments.
Thus far, I have explored the advantages of digital board gaming, highlighting the aspects that make it a compelling option for individuals like myself. However, identifying the better titles, those that successfully translate the board game experience to a digital platform, can be challenging. Some adaptations are masterfully executed, feeling like a faithful and enjoyable recreation of the physical game. The majority, however, tend to exhibit one or more of the following flaws.
Excessive Alterations to the User Interface (UI)
This refers to instances where the UI has undergone substantial changes, leading to a significant reduction in the clarity of on-screen elements and how users are expected to interact with them. The digital adaptation of The Castles of Burgundy serves as a clear example.
At some point during the design phase, the decision was made to base the UI around a circular map, shifting many of the board game elements to the periphery. A somewhat elaborate animation raises one's playing area out of a central circular pit, including all the tiles claimed up to that point.
Around the edge, one finds selectable options such as swapping one die for two workers, the available stock items yet to be sold, and the area for black tiles, from which one can purchase a tile for one silver. However, it is never entirely clear what options are available. One has to look very closely, and it is easy to miss crucial details. When the next player’s turn begins, one’s map sinks back into the central pit, and the next player’s map rises for their turn.
It is never 100% clear when a round is complete; one must be aware of the original rules, extrapolate from what is shown on the screen, and hope not to miss something crucial.
Lack of Transparency in the Ruleset
Then there are digital board games where the rules are obscured by the UI itself, hindering players' ability to understand why certain actions may be deemed invalid or simply not permitted. The digital adaptation of Root comes to mind here. While the graphics are every bit as charming as the physical game, playing this game digitally can be difficult. Root is an intrinsically challenging game to learn from the outset. It is highly asymmetric, with each of the four factions playing in a completely different manner, with unique victory conditions and strategies. Grasping even the most basic strategies when faced with a particular faction is a learning process in itself.
Given this complexity, it is vital that the UI acts as a crutch for a player to lean on while learning the game. Unfortunately, this digital adaptation does not seem to prioritise in-game assistance. While there are tutorials (which I highly recommend everyone completes at least once), when one is actually playing, no tips are offered regarding a faction's capabilities or how they should be handled. For instance, when playing with the "cats" as opposed to the "forest folk." One is left staring at the screen, trying to figure out the next move, unless one decides to download a PDF of the physical board game rules in the hope of gaining some insight.
Inadequate Handling of Gameplay Errors
At times, one will encounter what can only be described as minor bugs that detract from the experience. I am referring here to errors during play that are not sufficiently addressed by the in-game help system, leaving users without proper guidance or resolution. This could be a UI bug that was not properly addressed, an issue with formatting, or a button that is not correctly highlighted, when it should be, to indicate its availability. Such errors can be very disruptive. Thankfully, there are instances where the developers realise the misstep and fix it. Nonetheless, unless properly addressed, such bugs can be game-breaking.
Unsuitable Game AI for Novice Players
Some games feature an unnecessarily aggressive AI. We have all played video games with varying degrees of AI complexity. Some games have manageable beginner-level AIs that ease players into the game, while others are merciless, making even the first steps feel like a life-threatening ordeal. This also occurs with digital board game adaptations, where the artificial intelligence is overly aggressive and not calibrated for beginners. I have observed this in a number of modern video games, such as Spice Wars and Tempest Rising, where the difficulty seems to be substantially ramped up even during the initial levels.
The same sometimes happens with digital board games. While there should be a mechanism for players to gradually increase the difficulty, it should not be a decision made by the system on behalf of the player. A prime example is the digital adaptation of Spirit Island.
Spirit Island is another game that is inherently complex, in my opinion. Much like Root, the complexity stems primarily from the asymmetric factions but also from the Slow/Fast action mechanism, which frankly puts me off every time I decide to play. However, the issues with the digital version are varied. There is definitely a problem with the UI and the opacity of the ruleset, which is completely lost within the interface. There is also the matter of an unsuitable game AI for novice players. While in-game help might improve the user experience, having the option to dial down the AI even further would be beneficial, at least until players learn how to handle the rules and their digital interpretation.
Yet, it is not all doom and gloom. As I mentioned before, there are many good and excellent digital adaptations that I feel confident in recommending. I will list a few of them below for your consideration.
One of the first digital board games I ever played was an adaptation of the beautifully crafted, abstract strategy game, Tsuro. While the game itself is relatively simple, its digital adaptation could have easily fallen into the usual design traps. It is a game that cannot be significantly altered or abstracted. It also relies heavily on the quality of its AI for beginners, and its UI needs to be both simple and intuitive, with help always readily available. The designers delivered on all fronts. They created an elegant digital adaptation that even simulates the unboxing of the game, the unfolding of the board, and the placement of player markers. Selecting and rotating a tile to play is intuitive, and the animations are spot on without being overbearing. Each time one's player piece navigates a loop for instance, there are satisfying sound effects. Overall, a splendid adaptation that ticks all the right boxes.
Another successful digital adaptation is that of Ascension, a deck-building card game that has remained popular over the years. The game revolves around building and optimising one's deck by culling weaker cards, purchasing new cards from a common marketplace, fighting monsters, and earning honour tokens. Here again, the developers handled the potential pitfalls of an overwhelming UI and overzealous AI with remarkable skill. The UI is replete with just the right amount of visual cues and reminders to ensure a seamless gameplay experience. One is always aware of which cards can be played or if there is an untapped resource among one's active "constructs". The "end turn" button remains red until all points have been used, at which point it turns green. Honour points are always visible, and tracking an opponent’s score is both easy and intuitive. This serves as another exemplary model for how a board game should be converted to a digital format.
Raiders of the North Sea is, perhaps, my favourite digital adaptation to date, and for good reason. The conversion was handled with tact and an eye for simplicity and elegance. Every action undertaken feels logical. One can clearly see which cards are in hand and which are part of the ship's crew. Keeping track of available resources is straightforward and legible. Icons are used in place of words wherever possible, and their function is never in doubt. The raids themselves are a remarkable display of digital design. During a raid sequence for instance, you get to see your Viking longship reach its destination along the coast, watch as sword icons cross on screen to signify a raid, and hear scene appropriate sound effects, including a battle horn to announce combat and another when a crew member is lost in combat. Points earned are updated clearly, and players always feel in control. All crucial areas of the board are treated with respect, faithfully reflecting the physical board game. Everything comes together perfectly, like pieces in a well-produced jigsaw puzzle.
Then, there is the digital adaptation of Wingspan. The physical board game and its expansions are steeped in beautiful, nature-themed artwork. The designers of the digital version went to great lengths to avoid interfering with this art, instead focusing on streamlining the UI for the best possible experience. They achieved this by ensuring that every element on the screen is clear and unambiguous. There are some minor quirks that could be improved though. Some "mouse-over" actions are a bit temperamental, especially towards the top right of the screen. It can also be somewhat complicated to keep track of items stored on the cards, such as eggs or other birds stacked beneath them. Nevertheless, the pros of this exceptional game far outweigh the cons.
Cascadia is another nature-themed board game that was successfully converted to digital, benefiting from its excellent original design. I have played this game on various platforms mobile, tablet, and PC, and I am consistently impressed by how seamless the experience feels across all of them. While the game does suffer visually from the diminutive format restrictions of mobile devices, this is not a major issue. Turn-taking is smooth, one always knows when it is their turn, and the correlation between the digital implementation and the physical game's rules is perfectly clear. Furthermore, in-game rule aids are very easy to access and do not disrupt the flow of the game. This is particularly important for beginners who may need to refer to them until the rules become second nature.
Marc André's Splendor is the next digital adaptation I feel confident in recommending. It offers smooth gameplay and a sleek, faithful adaptation of the card game. The digital version was released in 2015, just a year after the physical board game. While several notable editions of the physical game have since been released, including the Cities of Splendor expansion and the two-player Splendor Duel, its digital counterpart has not fully kept pace. Admittedly, some of the Cities of Splendor modules have been implemented as add-ons, but neither "The Orient" add-on nor Splendor Duel has made it to the digital platform, at least not yet. Regardless, the game itself is a pleasure to play, bringing all the strategic goodness of the physical edition to various platforms, including mobile and PC.
Euro games can be a little difficult to adapt into digital versions. The reason for this is straightforward. Their boards are generally intricately layered with action spaces that support diverse objectives and point-scoring opportunities. Lords of Waterdeep is no exception. This game has a substantial number of components, including quest and intrigue cards, location cards, meeples, and adventurer token cubes. With expansions, one must also account for corruption tokens and an additional mini-board that increases the number of available locations.
The digital adaptation was first released on iOS in 2013 and subsequently on PC in 2017. The Scoundrels of Waterdeep add-on or DLC was released on Steam alongside the PC version in 2017. The digital app is visually very similar to the physical copy, though some minor tweaks were made to make the handling of site tokens easier on screen. The overall effect is pleasing, and while there is a lot to absorb when first learning the app, it remains intuitive. I have played countless games against the game's AI, and even in this instance, I feel that the difficulty scaling is well-executed and never feels overwhelming.
Another popular board game that received a recent, updated digital adaptation is Ticket to Ride. The original game by Alan R. Moon was published in 2004 and is widely regarded as one of the first "gateway games" into modern tabletop gaming. The first digital adaptation, released in 2008, was considered a faithful recreation of the physical board game. The visuals were solid, and players could easily track which tickets they were fulfilling as the corresponding routes lit up on the main map. Thanks to the automated upkeep between turns, playtime is drastically reduced to just one's own thinking time. If one opts for multiplayer, the other players' thinking time must be considered, but the game has built-in mechanisms to mitigate excessive delays, ensuring the game flows reasonably well. Another newer version, released on the Steam platform, introduced updated graphics and additional animations, but at heart, it remains the same game. While I personally love this digital adaptation, I must note that with some of the later DLCs, there is a minor issue with the in-built assistance provided to players. As anyone who has played a Ticket To Ride expansion will tell you, later country maps introduced new mechanics to offer fresh experiences. For instance, in the Europe map, there are ferries, train stations, and tunnels that require different resources and actions to activate. Unless one has played the physical game, understanding how to use these new elements can be a little difficult during the learning phase. That said, experienced players may not consider this a hindrance at all.
The turn toward digital board games reflects a functional preference, rooted in their inherent accessibility. The ability to play at any time, in any location, without the need to coordinate with other players is a significant draw. While the COVID-19 pandemic certainly accelerated the demand for solo gaming experiences, digital board games successfully met this need with a multitude of high-quality offerings.
However, one cannot underestimate the impact that a busy social and professional life has on a person's ability to participate in physical board gaming. While I maintain that nothing can truly measure up to the social experience of playing a physical board game with real people, digital board games offer a compelling alternative. They provide a means to engage in play when other options are not available, or simply to practise strategies and gain valuable experience. The digital tabletop now sits comfortably alongside the physical one, giving modern gamers more choice and flexibility. If you have experiences or ideas to share on the topic, come and join the conversation in the Facebook group. I would love to hear from you.




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