Monday, January 8, 2024

Recapturing the whimsical nature of play

Play is man’s earliest attempt at acquiring knowledge. As kids, we learn to playfully navigate our relationships with our surroundings and with others, through constant interactions that help us size up our limitations and our boundaries (in most instances defined by others). The outcome of these tests is then incorporated into our understanding of life. While our playful ways might have driven our adult caretakers crazy, we need to consider that early behaviour as the process leading us to a sort of emergent ruleset. 

It is possible to draw parallels between early childhood play and board game design. In much the same way that we instinctively incorporate new rules of engagement into our early attempts at play, game designers use rulesets to determine the confines within which game interactions will take place. As in life, players need to subscribe to these rules to play a game correctly. Yet correct play is only relative to the rules we subscribe to. For example, in a fantasy setting it may be considered acceptable to attack and destroy an opponent to reach an objective. This obviously makes sense only within the confines of the gaming ruleset.


Yet for any of this to be relevant within the context of our day-to-day experiences, we need to ask what it adds to our experiences in life. For one, play allows us to explore hypothetical scenarios within the safety of what we can consider a mental sandbox. The sandbox encompasses all the elements of a particular situation and if we tackle the situation within that sandbox, no real harm can come to us. Yet, we will still reap the benefits from interacting with that sandbox, we will still learn something. The quality of learning then will only be as good as the ruleset we will be engaging with throughout our experience.

So, if it's all about rules, how do we go about establishing a sufficiently appealing ruleset to warrant repeat play? From my own experience, play is only as satisfying as its payoff, whatever that payoff might be. If we feel a sense of achievement when we complete a game, a sense that it was worth our time, then we will get back to playing it. 

There are various ways to categorise games, but as I see it, there are essentially five game archetypes with all others being subsets of sorts or composites of two or more of the main types. These five types are: -

1. Games of Chance

2. Games of Logic and deduction

3. Games of Perfect Information

4. Games involving Strategy

5. Games involving Dexterity

Upon consideration, one can say that any game you can think about will incorporate one or more of the above. Chess for instance can be thought of as being a combination of 2,3 and 4. Backgammon can be thought of as being a combination of 1,2 and 4. The game Twister on the other hand can be considered a game which combines 1 and 5 mostly. Incorporating one or more elements from the list increases the likelihood that it will increase the level of engagement you can hope to achieve within a game. Some argue that incorporating more than one of the above elements would increase the sense of achievement derived from a game. This is not always the case, there are exceptions. Some very simple game designs have given rise to games that have withstood the test of time because of their simplicity rather than despite it. 

Take for example the game “Shut the box”. This is a very elementary game that utilises just two dice and yet play is quick, exciting and scales up well as player counts increase. It utilises point 1 (games of chance) mostly with only a sliver of point 4 (games involving strategy) which rests mostly on a player’s grasp of statistics and variance. Have a look at the rules, history, and variants of this game by clicking on this Wikipedia® link (https://en.wikipedia.org/wiki/Shut_the_box) 

Together these archetypes are capable of diverse synergies that make the resulting game both intriguing and intensely interesting. Yet, why does not everyone like chess or backgammon with the same intensity? Why do some people prefer some games over others? This is the conundrum that most of us will have to face and attempt to resolve if we wish to fully appreciate the scope and variety of the games that are available on the market today. 

Indeed, the types of games played and their reliance on luck or skill (or a combination of both for that matter), rely on the proclivities and personal skillset of the players themselves. A potential player with a keen sense of logic and strategic thinking is more likely to grasp and appreciate the nuances of Chess or Go, then say, a person who may not be so gifted. There is also no direct line or thread between personal skillsets and the type of games played. Other factors may contribute to the choice or preference of game types. 


It's not just the game types that make a difference when it comes to the popularity or universal appeal of the game, but also the cultural context in which that game was both created as well as played. For instance, if games of pure chance are frowned upon within a specific culture, games that incorporate such an element will not prove popular within that same culture. Likewise, within a warlike culture (think Viking culture that existed in northern Europe, 793-1066 CE), games which reward aggression or simulate war will most likely prove popular. For this reason, cultural context should not be overlooked when one is working on a particular ruleset.

Another aspect that needs to be addressed when creating rulesets is the tactile nature of games. I have noted in other blogs the importance of the tactile component of any board game. The pieces used to interact with a game are an important aspect. If a player enjoys engaging with the game pieces, he or she will most likely want to do so more often. I can still remember how fascinated I felt when I was first introduced to a chess set as a kid. A similar fascination struck me when I held a backgammon set for the first time in my life. I recall feeling particularly interested in the Knight as well as the Rook or Tower pieces. This interest then led me to sit down and try to learn the game. While I never really grew to love the game, I still have a fond memory of the first time I came across it. Contrarily, backgammon stuck with me ever since, it’s a fascinating game that espouses luck and strategy in ways few other games do.

When we think about whimsy, we are effectively thinking about something that engages the imagination, something playful or humorous. So, while the archetypes mentioned earlier can categorise games, they do not add to the whimsy as it were…not on their own. For a game to be whimsical in nature it needs to appeal to the child within, think the modern game “Root” (designed by Cole Wehrle and illustrated by Kyle Ferrin) where players control different factions of woodland animals vying for control over a forest…or the outright hilarious “Exploding Kittens” (designed by Elan Lee and Matthew Inman) where players try to avoid drawing an exploding kitten card. 

Whimsy can be found in different elements within a game, from the theme itself to the gameplay and art employed. When it comes to gameplay think of the game Tsuro (designed by Tom McMurchie) where players place tiles to create a path for their dragon stone to follow, but if their stone runs off the board, they lose the game.  When it comes to art, board games that embrace this sense of whimsy will often adopt bright and colourful artwork, think of the game Talisman 4th Edition  (https://en.wikipedia.org/wiki/Talisman_(board_game)) and the fantastic illustrations on both the board itself as well as the cards used during play. 

As for the archetypes mentioned earlier, people are attracted to whimsical games for any number of reasons. Some may find them a means to connect to their childhood. Through play, players relive those memories and, in some way, try to recapture some of the simple joy and wonder of those early years. Others may find these games inspiring. Whimsical games do, after all, encourage players to think outside the box and to come up with different strategies to win a game. They basically encourage thinking and experimenting with diverse ways to solve a specific challenge. Ultimately some may embrace whimsical games as a welcomed escape from the duress of everyday life. They can also prove to be a great way to connect with friends or family over a shared enjoyable experience at the gaming table.

Yet I feel that this exposition of what I have termed the whimsy in games cannot be complete without addressing another aspect, that of roleplaying games. 

When I speak of roleplaying games, the first thing that will come to the minds of most readers will be Dungeons & Dragons and rightly so. This gaming system, developed by Gary Gygax has withstood the test of time and is currently experiencing an interesting renaissance. Yet this is a gaming system that does not require a gaming board or that many gaming pieces and still it is the embodiment of whimsy. 


The fantastical worlds of the Forgotten Realms ™ envisaged by the D&D system, take players into vast sprawling landscapes where magic is real, encounters with dragons and mythical beasts a common occurrence and where the players themselves can choose to be any of a long list of Faerie folk both good and evil. The whole experience is guided and egged along by one player termed the Dungeon Master, who stands as the gatekeeper of the rules as well as the expert in lore. Everything happens in the mind, worlds are saved, treasure hordes looted, and dragons slain. 

Yet even in this emperor of whimsical experiences, there are lessons to be learned and skills to be honed that extend far beyond the gaming table. Players here learn to work as a team, explore as a team, fight as a team and if needs be, die as a team. Yet everything is experienced within the safe confines of an imaginary world.   A world with its own rules, cultures, customs, and beliefs.

Over time, Dungeons & Dragons players have encountered and explored a variety of real-world social issues through their gameplay. They have experimented with hypothetical scenarios that delve into topics such as racial intolerance, xenophobia, and cooperation between team members of different species. Additionally, they have tackled issues of identity, roles, and expectations. Despite being a game of imagination, “Dungeons & Dragons” has provided a platform for players to explore and learn about real-world issues.



While some may argue that roleplaying games still rely on painted miniatures, maps, and dice to some extent, only the dice are essential. The other two items are merely tools that can enhance the gaming experience. When a game designer creates a theme that captures the imagination of their target audience, the resulting game can become a unique manifestation of whimsy.

As I bring this discourse towards its end, I need to stress that what we have explored here is a deep aspiration towards personal and collective growth. As individuals, we strive to find the means to grow and attain a higher level of understanding, one that might not be possible to achieve through direct experience. On the other hand, through a guided foray into whimsical gameplay, we can aspire to go beyond and learn more about subjects we might not address daily. This learning process then is facilitated not only by the rulesets that comprise the sandboxed environment but also through interactions with other fellow students, and the players we meet at the table. 

It is indeed up to us parents, tutors, and mentors to ensure that the next generation of gamers is encouraged to develop their sense of whimsy through play. To embrace the dialogue that results from interacting with these sandboxed environments. We can do this through several ways, and it doesn’t even have to be direct play, though that helps. The game designers and problem solvers of tomorrow need to be encouraged to express their creativity and to do so constructively. Even a minor, fledgling idea can be fanned into something outstanding given the right environment. This is what we seek to develop through the medium of play and whimsical games. 


Until next time!


Tuesday, December 12, 2023

Board gaming in November 2023

If you’re curious about what board games are currently popular, Boardgame Geek is a great resource to check out. They track thousands of games and have several board gamers clocking their plays on the website. While this may not be indicative of the global market, it certainly offers an intriguing snapshot of what is being played and what isn’t.

For November, BGG claims that 18,567 votes were cast on the games featured on their website, with an average of 371 votes per game listed. What’s remarkable about this list is that there are no new titles from 2023. Instead, the games listed mostly span from those published from 2002 to the most recent ones published in 2022. Perhaps things will change in 2024… only time will tell.

Before we dive into BGG’s top ten games for November 2023, I’d like to highlight a game that’s currently ranked 25th on the list. The game is called Wingspan, designed by Elizabeth Hargrave and is currently one of my favourite titles. It was released in 2020 and features ornithologists trying to free birds into three distinct biomes. Players will have to obtain food and eggs to free birds, which they take from the main deck into one of the three biomes. Each card has its own set of rules and actions, which together allow players to gain victory points both on a round-by-round basis and at the end of the game for a total final score.

Now let’s have a look at the top ten most played games as voted for on BGG for November 2023.

 

Top 10: November 2023


At number 10 we find Star Wars Rebellion, published in 2016. In Star Wars Rebellion, you control the entire galactic empire or the fledgling rebel alliance. You must command starships, account for troop movements, and rally systems to your cause. Each side has different win conditions, and you will need to adjust your play style depending on who you represent. The game features more than 150 plastic miniatures and two game boards that account for 32 of the Star Wars galaxy's most notable star systems. Rebellion is praised for being intensely personal, cinematic, and deeply heroic in scope.



At number 9 we have War of the Ring: Second Edition initially published in 2012. In War of the Ring, one player takes control of the free peoples, while the other controls shadow armies. Initially, the free people nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other good characters before they engage in open conflict. The game is dice-driven, but there are sufficient choices and decision-making opportunities that player actions will tend to mitigate the luck of the draw and favour more acute strategic choices.


At number 8 we have Gloomhaven: Jaws of the Lion, published in 2020. Jaws of the Lion is a compact, smaller version of the monumental Gloomhaven. It still employs the card-based, dice-less mechanism found in the larger game while also introducing the mercenary outfit called the ‘Jaws of the Lion’. The game is strongly RPG in flavour and execution, with a generous helping of skirmishes and near misses. While it’s not extremely difficult to teach (I even taught my 8-year-old to play it), it might prove harder to master. The trick is to always work as a team, and you need at least 4 players to get the best out of this lovely game.


At number 7 we find the impressive and deeply immersive Dune: Imperium, also published in 2020.  This is a competitive game where players take on one of 6 factions eager to take control over the planet Arrakis, also known as Dune. Each faction comes with its own skills and abilities. Diplomacy and renown with specific factions become key towards controlling spice production and ultimately the overall rulership of the lucrative spice trade.

 

At number 6 we have Terraforming Mars, published in 2016. One of the most eclectic games published in that year and which gave rise years later to a smaller format, Terraforming Mars: Ares Expedition. In this game, players compete to establish economic footholds on the Red Planet while at the same time contributing towards terraforming its barren landscape. Great table presence and immersive theme make this a beloved game among aficionados.

 

Ranked at number 5, Twilight Imperium is an oldie but a goodie that still holds its own against the best of the crop. The game was originally published in 1997 and was given a 4th edition in 2017. Deemed a grand and expansive space opera, this game unveils a chaotic universe grappling with the aftermath of the Lazrax empire's centuries-long disintegration. Players take on the mantles of great leaders from rising empires vying for military and political control until one player succeeds in becoming sufficiently dominant to be crowned emperor. This is a beast of a game that can take up to six hours to resolve (without expansions).

 

At number 4 we have the Zoo building simulation, Ark Nova. This game first published in 2021, allows you as a player to plan and design a modern, scientifically managed zoo. All this to own the most successful zoological establishment.  To do so, you will build enclosures, accommodate animals, and support conservation projects all over the world. Theme and artwork as spot on, and while it comes with several components, it is straightforward to teach to consummate board gamers.


Ranked at number 3 we find the big box board game “Gloomhaven”.  This game can be considered the big brother of “Jaws of the Lion” (featured earlier at number 8) and was first published in 2017. This is a tactical combat game where players take on the role of wandering adventurers, banding together to clear out dungeons and mysterious ruins. In the process, players will level up their in-game characters, gain loot, discover new locations, and expand a tale fuelled by their own decisions. Gloomhaven offers a campaign setting that would need to be settled over several long sessions. This is a game made by gamers for gamers, and unless you have a dedicated board gaming group, I would not recommend indulging in this colossal offering.



At number 2 we have Pandemic Legacy: Season 1, published in 2015. The Pandemic franchise is, in my opinion, the gaming system that popularized cooperative games. While cooperative games existed before Z-Man published the game, they came up with a gaming mechanism that made AI-driven board games easier to manage with in-game mechanics that players could quickly learn and execute. It’s fair to say that the Pandemic cooperative gaming system is still one of the most played within its genre. Legacy: Season 1 adds another layer by making decisions taken during the proposed campaign permanent. Each decision taken will affect whatever actions and options will be available during the later stages of the campaign.



Brass Birmingham
has taken the #1 spot for November 2023. With 20 awards under its belt, this game, originally published in 2018, can be considered a heavyweight in the board gaming world. Designed by Mark Wallace, it’s an economic strategy game that tells the story of competing entrepreneurs in Birmingham during the Industrial Revolution. The game has been praised for its deep, strategic gameplay, beautiful thematically consistent artwork, and replayability. The game and player boards are of superb quality, and the poker chips add extra flair to the gameplay.


Notable mentions

Before closing this foray into what board game players were playing this November, I’d like to mention three noteworthy titles that are currently rising fast as gamer favourites.


Dune: Uprising is a standalone spinoff to Dune: Imperium that expands on that game's blend of deckbuilding and worker placement while introducing a new six-player mode that pits two teams against one another in the biggest struggle yet.


Mycelia is a deck-building game designed by Daniel Greiner and published by Ravensburger in 2023. The game is set in a magical forest where players take on the role of creatures, carrying dewdrops to sacred temples amidst their fields, all along trying to be the first to finish their field.

The game has been praised for its easy-to-learn deck-building mechanics, quick pace, and replayability. It has also been updated with new expansions that add more depth to the economic engines each player has to build. It has colourful and whimsical artwork that is thematically consistent with the game’s setting. The game’s easy-to-learn mechanics and fast pace make it a great choice for both beginners and experienced players alike.

 

Heat: Pedal to the Metal is a racing board game that has been designed by Asger Harding Granerud and Daniel Skjold Pedersen and published by Days of Wonder. The game is for 1 to 6 players and takes about 30 to 60 minutes to play. The exceptional card system designed by Asger Granerud and Daniel Pederson comes across as a revision of their previous hit bicycle racing title, Flamme Rouge 2. The game has been praised for its innovative mechanics, fast pace, and replayability.

Thank you for joining me in this special board game review. I hope you found the reviews informative and helpful. The board games that were the hottest and most played in November 2023 included Brass Birmingham, Pandemic Legacy: Season 1, and Gloomhaven.

The board game industry is constantly evolving, and new games are released all the time. Therefore, I will be uploading another edition of this special board games review next year in June. Be sure to come back and join me once again to find out which games are the hottest and most played at that time.

Until then, happy gaming!

 

Summary of Top 10 games (November 2023)

  1. Brass Birmingham
  2. Pandemic Legacy: Season 1
  3. Gloomhaven
  4. Ark Nova
  5. Twilight Imperium
  6. Terraforming Mars
  7. Dune: Imperium
  8. Gloomhaven: Jaws of the Lion
  9. War of the Ring: Second Edition
  10. Star Wars Rebellion


Thursday, November 30, 2023

Board Game Gift Ideas - 2023


Christmas is coming, the goose is getting fat
Please [do] put a penny in the old man's hat
If you haven't got a penny, [then] a ha'penny will do
If you haven't got a ha'penny, [then] God bless you!

 

It’s that time of the year again and I am sure that some of you are already scrambling to buy some presents for your kids and loved ones. As I did the previous year, I would like to put together a list of board games you might want to consider as gift ideas. This year I decided to focus on three categories, the first is the pre-teen 7 to 11 bracket since I happen to have one such kid myself. The second category is “family games” since these are among the first a child experiences growing up. The final recommendations are linked to cooperative games, a gaming genre I particularly enjoy.

In my opinion board games can be a great way to have fun, learn new skills, and bond with family and friends. Kids aged 7 to 11 are ready for more challenging and diverse games that can stimulate their creativity, logic, memory, and social interaction. Here are my selections for possible options you might be willing to try out.

 


7 to 11 Age Group

Ticket to Ride: First Journey: This is a beginner-friendly version of the popular train game Ticket to Ride, where players collect cards and claim routes across a map. Kids will learn about geography, planning, and cooperation while enjoying the colourful and detailed artwork. Ticket to Ride: First Journey is suitable for 2 to 4 players, and each game lasts about 15 to 30 minutes. However, as I often recommend, do set aside an additional 15 to 20 minutes if you will be playing this game for the first time.

 


Boggle: This can now be considered a classic word game where players shake a grid of letter dice and try to find as many words as possible in a limited time. Kids will improve their spelling, vocabulary, and speed while competing with others. Boggle is suitable for 1 or more players, and each game lasts about 3 minutes. This game offers some sensible flexibility due to the short duration and players can agree to play the best of 5 or 10 games depending on the willingness of the players.



Dobble: This is a fast-paced observation and reflex game. Kids match symbols between cards, enhancing visual perception and attention skills. Its simple rules make it suitable for various age groups but works well with pre-teen players. Again, due to its simple structure and short duration, Dobble could be used as a filler game before or after that a larger board game is brought to the table.



Kingdomino: This is a tile-laying game where players build their kingdoms. It's easy to learn, yet strategic, fostering critical thinking and planning skills. Turns are quick and tiles for each player’s tableau of 5X5 squares are drafted following a simple drawing mechanism. It’s fun while being sufficiently linear to draw in young players with ease.



Scrabble Junior: This is a more colourful version of the classic word-building game. As with regular Scrabble, players are invited to make out the best words with whatever tiles they draw. A great way to strengthen spelling, and word recall as well as teach some basic strategic skills. This version could also become a springboard to the full game, often overlooked as a gift idea but with a keen following the world over.



 Family Games

Okay, now let’s look at some great games that work well in a family setting. Normally here we are thinking of games that play well in a mixed-age group, and which don’t put younger kids at a disadvantage. You basically want games that don’t put adults in an awkward situation whereby they would need to impose handicaps or play loosely to aid the younger players.

You can never go wrong with Carcassonne. Carcassonne is a tile-laying game where players strategically place tiles to create a medieval landscape, earning points for roads, cities, monasteries, and farms. This game teaches strategy, spatial reasoning, and resource management. Its simple turn-taking mechanism and brief ruleset make it an ideal easy-to-teach game for young ones within a family setting.


Codenames is a word association game where two teams compete to identify their secret agents by using one-word clues. This game promotes creativity, teamwork, and lateral thinking. At its core, Codenames is a race to decipher the secret identities of undercover agents before the opposing team can.



If code-breaking is not your thing, why not take your family to Tokaido. Tokaido offers a peaceful and scenic journey game where players travel along the East Sea Road, collecting souvenirs, encountering travellers, and enjoying the beauty of Japan. This game emphasises relaxation, planning, and resource management. In Tokaido, players take turns moving their meeples along the route, drawing destination cards, collecting resources, and performing various actions at designated intersections. Each player's turn ends when they have either completed their movement or decided to pass. The next player then has their turn, and the process continues until the game ends after a predetermined number of turns or when a player reaches the destination.



Sushi Go! Party! Is an expanded and more chaotic version of Sushi Go!, with more cards, special abilities, and scoring options. In Sushi Go! Party!, players take turns simultaneously revealing their hand of sushi cards and deciding whether to keep the card for their own score or pass it to the left or right. Once all players have passed their cards, the next round begins with new cards. This process continues until all cards have been played. This game provides more strategic depth and replay value for families.



7 Wonders: Architects is a fast-paced, family-friendly game of card drafting and resource management for 2-7 players. It is a simplified and streamlined version of the original 7 Wonders, making it a great choice for new players or those who want a quicker game experience.

In 7 Wonders: Architects, players take turns drafting cards from a pool of face-up cards, and then using those cards to construct their wonders and score points. Cards can be used to build structures, gather resources, or develop scientific advancements. Players also can trade resources with each other or with the bank.

At the end of the game, players score points for their constructed wonders, scientific advancements, and unspent resources. The player with the most points at the end of the game wins.



Cooperative Games

In this last section, I intend to focus on cooperative board games. In the realm of board games, cooperative games stand as a testament to the power of teamwork and collaboration. Unlike competitive games where players strive for individual triumph, cooperative games emphasize united effort towards a common goal, fostering a sense of camaraderie and shared accomplishment.

Cooperative games serve as exceptional icebreakers for groups of individuals, particularly those with limited interactions or unfamiliarity. By immersing players in a shared objective, these games encourage open communication, strategic thinking, and a willingness to embrace the unique strengths of each team member.



 

Forbidden Desert: Players here embark on an exhilarating adventure in a vast desert landscape where teamwork is the key to survival. In this cooperative game, players unite to unravel the secrets of a buried flying machine, its fragments scattered across the unforgiving dunes. As time relentlessly ticks away, players must collaborate strategically, manage their resources wisely, and overcome treacherous obstacles to piece together the legendary aircraft before the desert reclaims it forever. This engaging game offers an easy-to-learn yet deeply challenging and strategic experience, making it an ideal choice for families and groups of friends seeking a shared adventure.

 


The Crew: The Quest for Planet Nine: A cooperative trick-taking game set in space. Players work together to complete missions and discover the mysterious Planet Nine. It's innovative and fosters communication. One of the key strengths of The Crew lies in its ability to seamlessly blend the familiar elements of trick-taking with cooperative gameplay. Players must work together to achieve common goals, relying on each other's strengths and overcoming communication barriers. Another standout feature of The Crew is its innovative use of hand signals and player roles. These elements introduce a unique layer of communication and deduction, adding to the strategic depth of the game.


Flash Point: Fire Rescue: In this game, players work as a firefighting team to rescue people and pets from a burning building. It emphasises teamwork, decision-making, and spatial awareness. The game's immersive theme, strategic gameplay, and tense atmosphere make it an exhilarating experience for both casual and experienced gamers. The game's mechanics and components effectively capture the essence of firefighting, from the unpredictable behaviour of the fire to the tension of rescuing trapped civilians. Players feel the pressure of time and the weight of their decisions, adding a layer of realism and excitement to the gameplay.

 


Gloomhaven: Jaws of the Lion: A cooperative campaign-style game set in a fantasy world. It's more complex but provides an immersive experience for families looking for a longer gaming adventure. Gloomhaven: Jaws of the Lion is a standalone expansion for the popular dungeon-crawling game Gloomhaven. It is a great introduction to the world of Gloomhaven, with a streamlined ruleset and a shorter campaign. The game is also smaller and more portable than the original Gloomhaven, making it easier to take with you on the go.

 


5-Minute Dungeon: This is a cooperative game where players work together as a team of heroes to defeat a series of dungeons in 5 minutes or less. Players will use cards, symbols, and quick thinking to overcome obstacles and enemies. 5-Minute Dungeon is suitable for 2 to 5 players, and each game lasts about 5 minutes. The game is easy to learn and teach, and it's perfect for a quick game night or family game night.

That concludes my recommendations for board games in all three categories. Some of these suggestions can be found at local stores, though you may need to call ahead to ensure availability. Others are available through online retailers like Amazon or AliExpress.

Before signing off this pre-Christmas blog, I'd also like to extend my warmest wishes for a joyous and peaceful Christmas with your loved ones. May you all find the time to meet up, play a few board games and share a few laughs, because, at the end of the day, life is all about the memories and experiences we share together.


Wednesday, November 29, 2023

Splendor: A 10-year Journey through gemstone-filled prosperity

In the realm of board games, there exists a select group of titles that have transcended mere entertainment to become cultural touchstones, introducing countless individuals to the captivating world of tabletop gaming. Among these gems, Splendor stands out as a shining example, charming players with its intuitive gameplay, cool aesthetic, and strategic depth.

In 2024, Splendor will celebrate its 10th anniversary. These have been 10 productive years for both the game and its original designer, Marc André. With three iterations of the game published, including one expansion, and well over a million copies sold to date, Splendor's future looks promising.

Having played, and presently own, all the games in the Splendor line of games, I can attest to their enduring appeal. Splendor, the original 2014 offering, is a clear example of simple yet engaging game mechanics. The game revolves around acquiring gem tokens, representing precious stones, to purchase development cards, each offering unique benefits. In most cases, development cards offer discounts towards the next card purchase, some of them also offering prestige points. These points are at the very heart of the game since players need to reach 15 prestige points to win the game. For this reason, players strive to collect specific sets of cards, granting them prestige points and ultimately leading to victory.


My wife, while not an avid board gamer, found herself attracted to Splendor's elegant simplicity and the thrill of outsmarting her opponents in the pursuit of the elusive 15 prestige points. The game's accessibility, combined with its strategic depth, has undoubtedly contributed to its widespread popularity, earning it a place among the most beloved gateway Eurogames.

The expansion, Cities of Splendor, introduced new gameplay elements, expanding the game's scope and strategic options. Players could now establish trade routes between cities, earning additional prestige points and unlocking new development cards. My wife, having mastered the base game, embraced the expansion's added complexity, immersing herself in the world of expanding trade networks and gemstone-fuelled races to the finish.



Our son Neil, an enthusiastic gamer at the tender age of eight, simply loves Marvel Splendor. The game's superhero theme immediately resonated with him, and he quickly grasped the core mechanics, albeit with a slight bias towards collecting his favourite heroes rather than focusing on the strategic path to victory. My guess is that he will be giving me a substantial challenge once he realises that there are other, better ways to win. 

The latest addition to the Splendor family, Splendor Duel, takes the game to a more intimate two-player experience. The core mechanics remain almost intact, but the game introduces new elements, such as duelling for gem tokens and acquiring noble favour tokens to gain an edge. The game was co-designed with Bruno Cathala, an established 2-player game designer with some noteworthy games under his belt. 

Splendor Duel introduces some interesting twists to the turns taken as well as the introduction of Favours and Pearls. The game comes with three “favour” scrolls that function as a sort of in-game advantage that can be traded for specific actions. Pearls on the other hand are extremely rare (only two of them) and can affect the outcome of a match. 



At the start of a game, the gem tokens are also randomly arranged on a square board and laid out in a spiral fashion. As can be imagined, during the game tokens will leave the board as they are taken up by either player. However, there is a way for these tokens to return to the board. When players trade in tokens for development cards, they deposit the used chips into a cloth bag. When the board is all but cleared of tokens or perhaps a player wants specific tokens back in hand, he or she can return the tokens to refill the board, but his opponent gets a favour in the process. The player filling the board however gets a chance to be first to pick from the refilled board. 

Favours are also used during the game as a means of equalising seemingly overpowered actions. For instance, if a player picks up both pearls in one action from the board, his opponent gets a favour. If he gathers three gems in one colour from the board, his opponent also gets a favour. Furthermore, a player may optionally use a favour at the beginning of a turn to gather one gem from the board, returning the used favour to the common pool. 

If at any time one player needs to take a favour and none are available in the common pool, then he may take a favour token from the opponent. At no point can a player exceed the three-favour limit.



As in the original Splendor, a player may only have up to 10 tokens in his hands including gold tokens (there are three in this game). As in the original, gold tokens may be taken from the board only as part of a “reserve card” action. Thereafter the player can use that gold coin as a wild token, that is, as any coloured gem. 

A player may also not reserve more than three development cards, this is obviously linked to the number of gold tokens available. Also, if there are no gold tokens available on the board, a player cannot reserve any card. 

In addition to the core mechanisms from Splendor, Splendor Duel introduces several new gameplay elements through the development cards. These cards feature various icons that represent unique actions and abilities.

Crown icons allow players to acquire prestige points from nobles (you need 3 crowns for the first noble and 6 for the second) or contribute to one of the three victory conditions, which require accumulating a specified number of crowns. A short side note on the nobles, players may only acquire up to 2 nobles, that is you don’t get a third noble if you acquire 9 crowns.

Some development cards allow players to pick an additional token from the board upon its acquisition, while others function as wild gems, capable of representing any gem colour during gameplay.

Certain development cards permit players to take a token of their choice from their opponent's stock, while others provide an extra turn immediately after being acquired.

Regarding wild gems, there is an important caveat linked to one of the victory conditions: achieving ten gems of the same colour across development cards. To ensure fair competition, all players must arrange their acquired development cards in orderly colour-coded columns. This means that while wild gems can represent any colour initially, they become permanently fixed to the chosen column once placed.



Splendor Duel presents 3 distinct victory conditions: accumulating 10 crown tokens, or attaining 10 gems of the same colour, or reaching 20 prestige points. Among these, reaching 20 prestige points is challenging but not impossible. Players pursuing this strategy should focus on acquiring prestige points primarily through nobles and high-value cards. Achieving 10 gems of the same colour could be a more frequent route to victory. Crown tokens can be more elusive, but even acquiring 6 crowns can be sufficient if the game situation dictates a shift towards the 20-prestige point victory condition.

Through careful observation of some Splendor Duel playthroughs on the internet, I've identified specific pitfalls to avoid on the path to victory. While replenishing the gem supply may seem like a beneficial strategy, doing so excessively can hinder your progress and grant your opponent an advantage. Similarly, indiscriminately reserving cards can impede your advancement and cost you a minimum of three turns (due to the three-card reserve limit).

Moreover, the additional actions featured on development cards hold significant value beyond the gem acquisition they provide. An extra turn at a crucial moment can propel you forward in pursuit of one of the victory conditions. Conversely, a misstep or failure to anticipate your opponent's countermove could cost you the game.

Splendor Duel demands careful consideration of each decision, transforming every turn into a strategic puzzle that will keep you on the edge of your seat.

Splendor's enduring popularity stems from its ability to cater to a wide range of players, from casual gamers seeking a light and engaging experience to seasoned strategists craving a more intellectually stimulating challenge. The game's elegant design, charming theme, and satisfying gameplay have cemented its place as a modern classic, ensuring its continued appeal for years to come.

As an avid board game hobbyist, I cannot but recommend Splendor to anyone seeking a rewarding gaming experience. Its blend of accessibility, strategic depth, and charming aesthetics has earned it a well-deserved spot among the most beloved board games of our time. Whether you're a seasoned gamer or a curious newcomer, Splendor promises an enriching journey into the world of gemstone-fuelled prosperity and strategic brilliance.


Sunday, November 5, 2023

Artwork and artistry in Digital boardgames

 

Computer technology has had a major impact on our lives and how we grow as individuals in society. In the past, human thoughts and ideas were expressed through physical media such as stone, clay, wood, printed paper, and music. However, this is no longer the case. Computer displays are now everywhere, and we also interact with embedded computers in many of our daily tasks.

If we consider the first two means of conveying art to the masses to be impression on diverse physical media and music, and the third to be television and films, then computers and the internet have become the fourth means of conveying art.




For a while in the early 1980s and 1990s, as computers became more pervasive and omnipresent in our lives, art remained aloof, doing its own thing while the world around it changed.

Computers, and particularly the internet, have also transformed the way we consume information, both for academic and leisure purposes. As an example, I would like to direct your attention to something seemingly trivial, like choosing a new book. In the past, I would be excited to choose a new book to read. I would regularly visit my favourite bookstore in the capital city, browsing through many titles before choosing one that would keep me company for the ensuing weeks. It was a slow and analogue process of sifting, comparing, and choosing, which has since been replaced by cold, rapid digital searches offered by online bookstores.



The older, analogue process of bookselling was limited by the booksellers' personal preferences and the tastes of their customers. Booksellers were influenced by what they saw at book fairs and other events, as well as by what their customers typically bought. In other words, the selection of books in a bookstore was largely up to the bookseller, who was limited by their knowledge and experience. This could lead to a more diverse and eclectic selection of books, but it also meant that customers might not always be able to find what they were looking for.



The digital transformation of traditional media has, in the meantime, reached a critical mass, and art has had to adapt and transform. This is most evident in digital games. Digital game designers have expanded their field of operations from one that was built around the limitations of early computers, to one that embraces 3D visual arts, user interface design, and witty logic puzzles. They have also shifted their focus from marketing input in terms of box and packaging art to more direct in-game design and aesthetics.

This has all been possible thanks to the exponential growth in computing power. With more power available, computers can now render realistic 3D worlds at mind-boggling speeds. 3D rendering engines like Unreal 5 can even convince sceptics that virtual spaces will undoubtedly impact our future consumption of art.

...because this is art.

We may have grown to accept the inclusion of digital creations as part of what we may think of as the art panorama but often, art still hangs on to its roots using the tools and media which have been the mainstay of its trade for millennia. Artists and painters will continue to wrestle with inks and paints on physical canvases, and they will still model familiar media into intriguing expressions of thought and perception. Yet now, these same artists will not shy away from adopting digital canvases and witty interfaces that mimic the old medium of pen, pigment, and ink. They will also create 3-dimensional models of such rich complexity as was impossible in the past.



What modelling used to happen exclusively in the mind or transposed into an “abozzo” for the consumption of a patron of the arts, can now be developed as detailed 3D models and subjected to various virtual ambient settings to assess properties and appearance within a realistic setting. 

As we witness the evolution of digital art, particularly in the arena of computer games, it is intriguing to see where designers choose to focus their efforts. One notable area is the rich ecosystem that has developed around the online, digital distribution of video games. This has led market leaders in the digital gaming sector to rethink how games can generate revenue, while also simplifying distribution and streamlining the dissemination of software patches and upgrades to end users.

 

Similarly, independent developers and game designers, often small outfits, have gained equal access to a vast market through well-established distribution channels such as Steam, GOG, and the Microsoft App Store. This has given them the freedom to publish even the most outlandish games, often at modest prices, making them accessible to any gamer willing to try them out.

While large companies working on "AAA games" still tend to hire a large team of developers, designers, musicians, and marketers, this does not prevent smaller teams from trying their luck with fewer resources and more modest games. This increased competition has led to a surge in the number of game titles available.

There are a lot of digital games out there. As of June 2023, Steam had nearly 30,000 titles available for download, and the number is only increasing. You can find everything from AAA games to indie games to retro games. Most of these games are there because someone felt inspired to make them. They are all, to some degree, the artistic expression of individuals who spent hours working on them. If you don't like a particular game, that's subjective, just like how some people don't like certain modern art styles.



Some of these indie games are strange and exploitative, rehashing successful ideas without adding anything new. The lack of refinement is often noticeable, and the games may contain political messages from fringe or minority groups. In a way, these games become a form of artistic expression for these groups.

Powerful gaming hardware and reliable internet connectivity have made it possible to create digital board games that were unimaginable just twenty years ago. The recent pandemic, which forced people to interact remotely more often, also contributed to the popularity of multiplayer digital board games.

At the same time, the COVID lockdown also led to an increase in the sales of physical board games, as families and groups looked for ways to entertain themselves during lockdowns and quarantines. Those who found it difficult to play physical board games turned to digital board game adaptations.

The pandemic increased demand for both physical and digital board games, which meant more work for manufacturers and artists. This increased competition also made quality art more important, as games with average or poor artwork are less likely to succeed.

Digital adaptations of board and card games have been around for a long time, but the recent growth of the internet has led to more elaborate and immersive digital board games.

One of the first digital adaptations of a modern board game that I played was Star Realms, a card game about two players trying to reduce each other's score from 50 to 0. The graphics, sound effects, and musical score all play a strong part in the game's success.



Another digital board game that I have played extensively is Ascension, a deck-building card game with a fantasy theme. It is less aggressive than Star Realms and some players may not appreciate its low-key approach. However, the digital version of Ascension reduces downtime because the computer AI acts instantly.



Not all digital board games are created equal. Some games, like Lords of Waterdeep and Raiders of the North Sea, have excellent user interfaces and player engagement. Others, like Root and Fox in the Forest, fall short.

Root is a difficult game because it is highly asymmetric, meaning that each faction has different goals and plays differently. The digital adaptation of Root assumes that players will have access to the rulebook before playing, which is a bad assumption. Even if players know the rules, the digital adaptation is still difficult because of the game's asymmetry.



Fox in the Forest is a simple card game with beautiful artwork. The digital adaptation of Fox in the Forest has a user interface that hides the card-based nature of the original game. This makes the game feel less like a card game and more like an abstract game.

Everdell is a whimsical board game where players build villages inhabited by anthropomorphic animals. The digital adaptation of Everdell is excellent, adding to the experience by making the tree come alive and rendering the space where the cards are tabled in a thematic and visually appealing way. Players still get to see cards where they are meant to be and manipulate the various game components, but everything is streamlined, and in-between-turn upkeep is facilitated by the game's AI. Animations add to the quaintness of the experience, and the music and sound effects are excellent.



Digital adaptations of board games can be a mixed bag. Some, like Everdell, offer a good blend of artistry, interface design, and ingenious AI implementations. Others are bland, badly put together, or even misleading.

Digital board games, and video games in general, benefit from strong artistic input. There is still room for artistic expression in this modern context, which in many cases expands the reach and venues of art. Modern artists use 3D modelling, traditional media, motion capture, and other skills to bring their ideas to life. However, artists in this context cannot work in isolation; they must be able to collaborate with programmers and developers to tweak and refine their creations to fit the game's narrative.

When it comes to digital adaptations of board games, the details matter. Great artwork is not enough on its own. The artistic expression must be balanced with good music, programming, and intuitive design decisions. When all these things come together, the game can be considered a success.

The importance of artwork and artistry cannot be overstated in the development of any game, including board game adaptations. While a bad game will not be improved by simply adding great art, great art can turn an average game into something special.