Monday, April 1, 2024

The Long Game - How Play can Boost Adult Health

 We’re always chasing our tails, running after time, hoping to get it all done within an acceptable timeframe. In the process, we stress ourselves out, and some of us may start to feel older than our chronological age. Add kids, family and work obligations to the mix and you have yourself a powder keg all primed and ready for the ultimate blow-up. If this describes you to any degree, then you would really benefit from what I have to say next.

Stress significantly impacts our overall well-being. It’s not merely a mental phenomenon. When stress becomes overwhelming, our sleep suffers, and the quality of rest we manage to get is disrupted. Additionally, handling even minor day-to-day challenges becomes more difficult. We may find ourselves becoming irritable and snapping at well-wishers. Stress acts as an unhealthy toxin, altering our thought processes and actively hastening the ageing process.

In practical terms, when we encounter situations that trigger the “fight or flight” response, our bodies release several hormones such as Adrenaline, Norepinephrine, and Cortisol, into our bloodstream. While Adrenaline acts swiftly, Cortisol comes into play when we continually focus on stressors. Excessive Cortisol negatively affects our immune system, raises blood pressure and blood sugar levels, and contributes to obesity. Therefore, it’s crucial to actively manage stress regularly. Specifically, if we recognise that a particular stressor won’t recur significantly or significantly impact our lives, we should learn to let it go and carry on with our daily routines.

While we encounter various stressors, both real and imagined, there exist methods purportedly designed to alleviate them. However, many of these approaches feel forced, overly intricate, and distinctly unfamiliar. An effective stress reliever should be something that comes naturally to us, resonating with our emotional and cognitive essence. To discover what truly works, let’s reflect on a time when stressors, in all their manifestations, were largely unknown: our childhood.



As kids we start off in life with fresh eyes, the world is indeed a marvellous and new place. We reach out to observe patterns, sounds, shapes, and substances. We taste, feel, smell, hear and touch objects to come to terms with our surroundings. We would not yet know what stress is because nothing within our primal nature asks us to shoulder the gravitas of being mortal or responsible adults. We simply “are” and in that state of grace, we reach out playing with all the world has to offer. The key term here is play.

In the early stages of life, “play” is an individual pursuit, a simple exploration filled with surprises and wonder. Here, the term “solitary” isn’t meant negatively; rather, it represents a crucial phase in a child’s personal development. Each action unfolds organically, guided by simple and elementary rules. Play serves as a pathway to understanding, encouraging discovery, and nurturing the young mind. Have you ever observed toddlers gleefully grabbing objects and depositing them into a box or container, only to empty the receptacle and start anew? That seemingly repetitive act is, in fact, a game for the child. As the child grows, interactions extend beyond themselves. The urge to communicate becomes irresistible, and this newfound ability to connect becomes an integral part of their playful engagement with the world.

Likewise, have you ever observed how young pre-schoolers interact with their peers on a playground? Although they may be complete strangers, they readily engage in uncomplicated play—running together around the playground, exploring jungle gyms, or participating in other games. Their innocence renders them completely unaware of race, colour, creed, or social status, eliminating any potential stressors. For them, the joy lies in the simple act of communication and play, often culminating in communal, exuberant laughter that emanates from the depths of their youthful selves.

This is what we need to recapture as adults, this sense of peace, a state of bliss we might have forgotten all about as we progress through our lives. True, we cannot undo our responsibilities or forget our concerns, but we can strive to bring ourselves time and time again into a state of grace. The means to achieve this needs to be rooted in what constitutes our very basic nature. That same nature which we expressed without inhibitions as kids.


At a very basic level, we all need to fulfil our need to communicate meaningfully, to interact with like-minded people within a friendly environment or context. In addition, our nature leads us to pursue challenges that are within our grasp or capabilities and then to share our accomplishments with those we care about. We want our “eureka” moments to be part of a greater goal that in turn makes us feel we are contributing towards a larger goal or objective. These things, these moments bring peace and fulfilment. For these reasons, any activity understood to help us manage our stress needs to be affiliated with or at least promote these very basic needs.


Playing board games within a friendly environment can help reduce stress, improve our mood, and promote social connections. These social and emotional benefits contribute substantially towards promoting mental health at all ages, but they can be especially beneficial for older adults who may be at risk for isolation and loneliness. When board games are approached in a structured manner, they can offer a clean space that does away with negative stressors.

So far, I have labelled all stress-inducing circumstances as being negative, but we must understand that not all stress is indeed harmful or to be avoided. Certain stressors help us maintain a healthy tension such as those motivators that push us towards a desirable goal or outcome. There are other factors that we need to consider when trying to determine the optimal level of stress required to reach a goal. This is because the perception of stress-inducing circumstances will vary from person to person. Some persons can shoulder a substantial amount of stress and not suffer any physical or mental duress, whereas others would immediately fold as soon as the first few stressors take effect. Regardless we need to appreciate that a good, moderate or manageable amount of stress can help us evolve and grow as individuals. 

Board games offer various cognitive benefits to those who play them with some regularity. In fact, board games have been found to help improve memory, concentration, problem-solving skills, and strategic thinking. These cognitive skills are important for everyone regardless of age, but they become especially important as we grow older. Studies have likewise shown that playing board games can help to reduce the risk of developing dementia and Alzheimer's. If you have time, have a look at his paper (https://jamanetwork.com/journals/jamanetworkopen/fullarticle/2807256).

Ultimately board games can offer players a fun and engaging activity that can help sustain mental agility over time.  Unfortunately, some intelligent adults may be hesitant to indulge in board games because they perceive them as being childish or boring. This could not be further from the truth, especially nowadays that we have ample access to games of varying degrees of complexity and subject matter.

While I don’t intend to criticise those who dismiss games, I find fault with a society that perpetuates such views. Our brains are inherently wired to thrive when exposed to novel stimuli. The more mental stimulation we receive, the greater the network of connections our brains develop over time. As we age, we increasingly rely on this intricate web of interconnectivity. At a neural level, this network must be cultivated and sustained through continuous exposure to fresh stimuli.

Think of it like a sapling receiving a steady drip feed. To see that sapling grow into a robust, towering tree, you must maintain that nourishing drip consistently over time. Close off the supply, and the sapling may wither or if luck favours, merely remain stunted.

Admittedly board games or card games are not the only way to stem the tide of Alzheimer's, but they do offer significant help. Aerobic activity is equally important as it facilitates the flow of oxygen to the brain so if you can get it, do. A simple 30-minute, brisk walk three times a week can do miracles towards flushing toxins out of your system.

On a personal level, I must admit that learning a new board game is a welcome challenge. In my experience, even a medium-difficulty, entry-level game can still be a fantastic experience. I currently have close to 100 games in my collection and yet there are a handful of them that I play repeatedly. I learnt their rules and their nuances and it's therefore relatively easy to bring them to the table. The advantage of bringing them to the table is that I don't need to wrestle with the rules and focus squarely on playing a good game. Yet nothing beats reading through and understanding how a new game plays out. A new game offers a deeper level of engagement including the need to memorise new mechanisms.

Even if I watch a playthrough video and study the rules, I will still make mistakes when I play a game for the first time. It is helpful to play with experienced players who can help me learn the game and identify my mistakes. I have come to appreciate the importance of having a good gamer at the table.



Board games are more than just a fun way to pass the time. They can also teach us valuable life lessons, such as how to deal with losses and celebrate wins, how to think critically and act strategically, and how to interact with others in new and interesting ways. Additionally, board games can help us get to know our fellow players better and build stronger relationships.

In other words, board games can help us grow as individuals and improve our social skills. They can also teach us how to overcome challenges and achieve our goals.

Here are some tips for getting the most out of board gaming for stress management and mental health: - 

  1. Choose games that offer you a challenge.
  2. Set aside time each week or perhaps monthly to play board games.
  3. Play in a relaxed and comfortable setting, don’t rush things.
  4. Make sure to take breaks if you start to feel stressed during play.
  5. Focus on having fun and connecting with the people you are playing with.

Board gaming is a great way to improve your mental health and well-being. If you are looking for a fun and rewarding activity to do with friends and family, I encourage you to give it a try.

 

Friday, March 1, 2024

Dealing with defeat in board and card games

My eight-year-old and I were playing Star Realms, a card game where you must reduce the other player’s Authority points, which are like life points, to zero. I was doing well and had greatly lowered his points, but he didn’t like that. He got irate and didn’t listen when I told him I was playing by the rules. He cried so much that I stopped the game.

I don’t hold it against him that he got emotional. Losing can be hard, even for grown-ups. I’ve seen adults get angry, rude, or accuse others of cheating when they lose. Some of them try to spoil the fun for everyone or say the game is unfair. They are not good at losing gracefully.


Losing is part of playing any game, no matter what game it is, how good you are, how good your opponent is, or where you play. Sometimes you lose because you make bad choices, and sometimes you lose even when you make good choices. The key is not to let your emotions take over when you lose but to think about it objectively and logically. That way, you can learn from your mistakes and improve. It’s not easy to control your emotions, because they are part of being human. But I would like to think that we are also smart humans who can reason things out, reflect, and evaluate matters logically.

Yet, before we proceed with devising reasons for certain behaviours linked to defeat, let’s start by understanding what we expect to gain from playing board games. We can reasonably assume that we primarily play them for fun and for socialising. Board games can also teach, but that’s not our focus here. We expect that the other players at the table, like us, enjoy board games and perhaps want to learn more about them. We also look forward to interacting with other like-minded persons at the gaming table in a spirit of camaraderie. These are the things which we can plausibly assume players will expect when they join a game.

The following discussion leans towards games that contain an element of luck or randomness within them. While what will be said can be applied to games of perfect information, like Chess or Go, we will be focusing on games that cannot be fully controlled but whose variance can only be managed within reason.

So, what happens then when a player breaks down following a loss. Where does the initial motivation or the fun component go? The issue here I think is an intricate mesh of competing thoughts inside the player’s head. These thoughts could in turn be linked to the character and/or personality of that same player. If a player tends to take everything personally, a loss can come across as a hard emotional blow, likewise if a player tends to be hyper-competitive, he or she may make the life of those around the table a little difficult. This happens more frequently as the single-minded, pursuit of victory equals or exceeds the other motivations that might have led to the initial engagement.



The crucial question lies in how we can avoid succumbing to disruptive emotional or psychological pitfalls. I propose that a sensible understanding of play’s essence, particularly the inherent variability woven into the games we partake in, can guide us towards objectively reviewing outcomes. As we cultivate this perspective, we begin to appreciate the delicate balance between winning and losing without compromising our overall enjoyment. Our aim should shift from grasping at results to focusing on the process itself. In doing so, we gain the ability to step back and analyse the intricacies of play and achievements with a detached yet insightful approach. Only then can we slip subtly into a quasi-effortless learning process that becomes both enriching and rewarding.

From micro-stakes tournaments to the allure of the World Series of Poker (WSOP), my journey through No-Limit Texas Hold'em has been a masterclass in loss management. While poker often carries a negative stigma, modern tournaments, especially the WSOP, have helped me shed light on its strategic depth. Beyond the surface of deception and bluffing, the game hinges on exploiting odds, understanding variance, and mastering the art of reading physical “tells”. Tells can be described as those involuntary physical cues that betray the true strength of an opponent's hand. This intricate blend of mathematical prowess and keen observation elevates poker to a game of skill, where chips become currency and weapons.

For me, the true lesson wasn't in winning, but in how I learned to handle losses. Despite playing at micro-stakes or even "play" money, the emotional swings were very real. The euphoria of a tournament win was countered by the sting of a bad beat or a well-timed bluff that occasionally still went invariably wrong. The mental state following such losses, as poker players know, is referred to as "steaming"; a feeling as intense as a kettle boiling over. When a player enters this dangerous mindset, behaviour becomes erratic which could lead to further losses and more grief.

In the case of poker and in the face of losses, I had the foresight to step away from the game, disengage from the online platform, and pursue other activities. I resisted the temptation to chase my losses, a decision not everyone possesses the strength to make. Yet, mere withdrawal could not fully alleviate the sting of defeat. In the heat of the moment, frustration reigned supreme, prompting me to vow (on a few occasions) to never play poker again. As emotions settled, I engaged in a post-game analysis, meticulously reviewing the hands played, right up to the sequence leading to the crucial moment when everything crumbled. This introspective process fostered learning, enabling me to distinguish between losses rooted in my own miscalculations and those caused by unfavourable variances. This clarity facilitated my emotional recovery, allowing me to regain a newfound appreciation for the game.

My experiences with poker aside, my main motivation for playing remains the pure joy of the experience. Whether it's cards or board games, I always prioritize enjoyment. The moment that element diminishes; I find it best to move on.

Another example worth considering is Marvel Snap, an electronic card game that, while not a traditional board game, still embodies many of the core elements of classic card and board games. It demands deck manipulation skills, a nuanced understanding of card synergies, and an appreciation for the role of randomness in gameplay.

This card game is tailored for its primary platform, smartphones, resulting in fast-paced matches, tight decision-making, and compact decks. With only 12 cards available per match, players must strategically utilise their resources to maximize their impact. Cards are deployed to one of three locations, each with unique rules that influence their behaviour. These locations are unveiled progressively, one per turn, starting from turn 1, adding an element of anticipation and strategic planning. Moreover, each location can accommodate a maximum of four cards per player, emphasizing the importance of careful card placement and resource management. A single misstep could have dire consequences due to this limited capacity.

The game's brilliance lies in its versatility, offering players a multitude of strategies to maximize their points or hinder their opponent's progress. Decks can be constructed to exploit card synergies, enhancing their base value through strategic manoeuvres. Other decks can capitalize on discarding and destroying cards, increasing the value of the remaining ones. Some strategies focus on relocating cards between the three available locations, gradually increasing their worth with each move. And of course, there are disruptor cards that compel opponents to take control of negative-scoring cards or destroy their own cards (or locations) at a cost.

With such a diverse array of strategies, it is no wonder that no single deck can guarantee consistent victory. A flexible deck capable of adapting to different situations will yield higher win rates, but even then, losses are inevitable. To maintain an edge, decks must evolve as new players develop countermeasures. The game's developers also regularly rebalance the cards, nerfing those proving too overpowered or favouring specific card combinations.

Returning to the motivations for playing board games, I must acknowledge that the desire to socialise often takes precedence over other objectives. While winning is undoubtedly enjoyable, it's not the primary goal in every instance. I derive immense satisfaction from observing my friends as they embark on a journey of learning a new game alongside me. Witnessing their engagement with the rules, their thoughtful decision-making and the lively banter that ensues fills me with joy. One of my most cherished, recent memories, lies in playing Wingspan with a group of close friends who were new to the game. Despite my loss, the experience was truly exhilarating, and I would gladly play another game with them anytime.



The essence of board games lies in embracing the element of uncertainty. If we knew exactly how to win every time, the thrill of the game would be lost, and victory would become mundane. The beauty of modern board games lies in their inherent variability, allowing for a multitude of strategies and outcomes. This unpredictability is what makes winning even more rewarding, as it signifies not just strategic brilliance but also a touch of luck.

However, what do you say to an eight-year-old who finds the prospect of losing disheartening? Appealing to mindfulness or focusing on the moment is not an easy topic to impart to a young kid. Here's my advice: Begin by explaining, in a way that the child can comprehend, that a certain degree of luck is inherent in most games. Furthermore, that this element of luck cannot be truly controlled, only managed as a player’s understanding of a game increases.

There is a risk that the child might develop a superstitious mindset about games involving chance. This is something you want to avoid. Emphasise that dice and cards have no memory and that each game is a standalone event.

So, if you can't explain the concept in a way the child can grasp, what then?

If explaining the concept of luck and chance proves ineffective, the prudent course of action is to steer clear of confrontational, PvP-style games. It's better to postpone these games until the child develops the emotional maturity to handle them appropriately. Alternatively, consider introducing competitive games through the team format. By working as part of a group, the child might be more resilient in the face of defeat.

Yet, while my suggestions here have led to how one could possibly help kids manage wins and losses, these recommendations can also be adapted to an adult audience if necessary. More so if you happen to know that you will be tackling a few players who cannot lose gracefully. In such situations, I would advise a less confrontational gaming experience centred around cooperative games, a refreshing departure from the competitive Euro-style games. These cooperative adventures pit players against the game itself, fostering teamwork and celebrating shared triumphs. The Pandemic series, along with its numerous spin-offs and re-skins, exemplifies the success of cooperative gaming engines.



I would now like to end this discussion with a few pointers for event organisers who might still wish to introduce competitive Euro-style games to their gaming group. It is my belief that board and card games can provide a rich, multifaceted experience, combining intellectual stimulation, social interaction, and pure enjoyment. Yet, they also introduce the inevitability of defeat, which can be challenging for some players to accept graciously.

As a game event organiser, you will need to maintain a positive and inclusive gaming environment. To effectively address players who, you know struggle with handling losses, consider employing the following recommendations:

-          Emphasise the joy of the game, reminding players that it's about camaraderie, personal growth, and the shared experience, not just winning.

-          Promote positive sportsmanship by encouraging players to focus on the strategies employed, the fun experienced, and the learning opportunities gained.

-          Remain calm in the face of negative reactions, engaging in respectful dialogues to help players understand how their behaviour affects the overall experience.

-          Clearly communicate expectations for respectful behaviour and sportsmanship, establishing guidelines for handling disagreements and resolving conflicts constructively.

-          Regularly seek feedback from players to identify areas for improvement and address concerns, ensuring a positive and inclusive experience for all.

Board and card games are meant to be enjoyable pursuits. By cultivating a culture of positive sportsmanship and promoting fair play, you can guide players towards gracefully accepting defeats and embracing the camaraderie, learning, and fun that these games offer.

NB - Dear reader and friend, if you have read up to this point I would appreciate it if you could reach out through the BGhaven Facebook group and share your thoughts about this subject. I am interested in any experiences you might be willing to share or perhaps an opinion you might have matured over the years. Also if you have any questions please do not hesitate to get in touch and I will try and get back to you at the earliest.

Until next time!



Sunday, February 4, 2024

Backgammon: A Timeless Game Rolls On

Backgammon is a compelling blend of strategy and luck and has captivated players for millennia. Though variations exist, the standard format, played with 15 checkers per side and the iconic doubling cube, reigns supreme. This dynamic combination fosters exciting matches, where skill and chance intertwine to create unexpected twists and thrilling victories.

Before exploring the game’s history, which dates to ancient Mesopotamia (modern-day Iraq) around 5,000 years ago, let’s take a moment to discuss a relatively modern addition to the game, the ‘doubling cube’.

The doubling cube is a six-sided die that is used to increase the stakes of the game. It was first introduced in the 1920s at the Knickerbocker Club in New York City by an unknown player. The cube has the numbers 2, 4, 8, 16, 32, and 64 printed on its faces and is placed on the bar, between the two players, or along the edge of the board at the beginning of the game, indicating that both players have access to it. Either player can make the first double.


Although the doubling cube was initially created as a gambling tool, it has since become a staple in tournament play. In tournaments, the doubling cube is used to raise the stakes of the game while keeping track of the same.

Back to the ancient origins of the game, excavations unearthed artifacts resembling backgammon boards, suggesting its long and widespread journey. The Romans embraced it as "Ludus Duodecim Scriptorum," with evidence appearing in Emperor Claudius' portable chariot board! Centuries later, the Crusaders are believed to have brought it back to Europe, where it evolved into various forms, including "Irish" in the 16th century, eventually solidifying into the "backgammon" we know today, first mentioned in 17th-century England.

Modern backgammon boards can take various forms and sizes, while portable boards have existed for centuries. Sondegut's rollable leather backgammon board, which you can see in photos I have included in this blog, offers a modern twist. Crafted from premium leather, it is elegant and can be rolled up neatly for effortless travel. It even has a convenient zipper pocket where you can store away the checkers, dice (one pair for either player) as well as a doubling cube. It can be used anywhere with a flat surface. It is also compact enough to be easily playable on airplanes, park benches, or your favourite coffee shop, ensuring uninterrupted play wherever your journey takes you.

Now let’s have a look at the rules behind this game and how they come together to offer a genuinely engaging experience. 

The standard format, the one that shines brightest, involves 15 checkers per side and the use of the doubling cube. Games are normally played to 7, 11 or 15 points depending on how much time the contestants have available. Though, strictly speaking, a 15-point game could be sensibly stopped at any time in between matches, depending on the needs of those playing. 



Each player controls 15 checkers, initially positioned on specific points (called pips) on their outer and inner tables. Turns alternate, with players rolling two dice and moving their checkers according to the rolled values. Checkers can only move forward, one to many points dictated by the dice roll, hopping over other checkers (both friendly and opponent's) if necessary. A player may not however land on an occupied point. A point is considered occupied by another player if it has at least two of that player’s checkers on it. 

Once all 15 checkers are on a player's inner table, the “bearing off” phase begins. Here, players roll the dice and remove checkers from points corresponding to the rolled values. For example, rolling a 5 allows removing a checker from the 5-point. The first player to bear off all their checkers wins.

A brief note on the use of the doubling cube. Before rolling the dice, a player can offer to double the game's stake by offering the cube to their opponent. The opponent has two options. He or she accepts, and the game continues, but the stakes are doubled (e.g., from 1 point to 2, or from 4 to 8, depending on previous doubles). Furthermore, the accepting player now takes control of the cube and can redouble (double again) in their next turn. Alternatively, the player may refuse the double. The refusing player loses the game and pays the current stake value (in points) to the winner.

This simple mechanic adds immense depth. When you are leading comfortably, you double, pressuring your opponent to risk losing more points if they lose. When trailing behind, accepting a double could be a calculated gamble, potentially doubling your comeback reward. Redoubling can be a bold statement, but one that backfires if you lose, quadrupling the stakes. 

Despite the digital age, backgammon persists. While high-quality graphics are not essential, some modern digital adaptations, like Backgammon Blitz, offer a captivating and charming rendering of this timeless game. Tournaments still attract skilled players, online platforms connect enthusiasts across the globe, and casual games continue to bring friends and families together. The game's enduring popularity lies in its accessibility, quick set-up, and satisfying blend of luck and strategy. Its rich history, intellectual challenge, and portability ensure that the backgammon dice will continue to roll for generations to come.


References:

Backgammon - Wikipedia: https://en.wikipedia.org/wiki/Backgammon

The History of Backgammon - Alexandra Llewellyn: https://alexandrallewellyn.com/about/alexandra/

Backgammon and its history - Hellenic Art: https://www.hellenic-art.com/hellenipedia/backgammon/

How to set up a Backgammon board - https://www.wikihow.com/Set-up-a-Backgammon-Board


Tuesday, January 30, 2024

Mastering the Multitude: Board Games That Thrive with Varied Player Numbers

 Euro-style board games have gained immense popularity in recent years, captivating gamers with their emphasis on strategic gameplay, economic systems, and thematic depth. While most euro games cater for 2-4 players, several titles offer expanded player counts, extending the gaming experience to 5 or 6 participants. However, the decision of whether to design a game for a specific player count or accommodate a wider range involves careful consideration, as each approach presents its advantages and disadvantages.

Games specifically designed for 4 players often offer a more refined and cohesive experience. By carefully tuning the game mechanics and balancing the elements, designers can ensure that every player has ample opportunities to engage in meaningful strategic decisions without feeling overwhelmed or marginalized. This focus on a smaller player count allows for a more intimate and interactive gaming experience, fostering a sense of camaraderie and engagement among participants.


In contrast, games designed for 5 or 6 players often provide a more expansive and dynamic playing field, offering a greater range of strategic possibilities and potential interactions. With more players involved, the game can evolve in unexpected ways, leading to unpredictable outcomes and a greater sense of unpredictability. This can be particularly appealing to gamers who enjoy the excitement of adapting their strategies to the ever-changing dynamics of a larger game.

A common approach to expanding the player count for popular euro games is to introduce expansions or add-ons that introduce new elements and mechanics specifically designed for larger groups. While this can provide additional options for those seeking a more player-heavy experience, there are several drawbacks to consider.

Adding new mechanics and components can introduce complexity that can be overwhelming for new players or those who prefer a more streamlined gaming experience. Expanding the player count can disrupt the carefully balanced mechanisms of the core game, leading to imbalances or unintended outcomes. Adding more players typically translates to a longer playing time, which may not be suitable for all groups or occasions.

When choosing a Euro-style game for a group of 4-6 players, it's essential to consider the group's preferences and gaming style. For those who enjoy a more intimate and strategic experience, games specifically designed for 4 players are generally ideal. For groups seeking a more expansive and dynamic game, titles designed for 5 or 6 players can provide an enjoyable and engaging experience.

In the case of games originally designed for 4 players and later upgraded with expansions for larger groups, it's advisable to carefully evaluate the expansion's impact on the core game's balance, complexity, and overall experience. If the expansion introduces significant changes that may detract from the original gameplay, it may be more suitable to choose a game that was designed for a larger player count from the outset.

Similarly, numerous games were originally crafted for two players but have been revisited and adapted to accommodate four players due to the game's widespread popularity and its perceived feasibility at that player count. This growing trend among game designers reflects their desire to broaden the game's appeal and make it more accessible to a wider audience. While this approach undoubtedly expands the game's reach, it also introduces several challenges and considerations that designers must carefully address



Adapting a two-player game to four players can be a delicate balancing act, as it requires carefully addressing several potential issues. For example, scaling the game mechanics and player interactions to accommodate four players can be tricky, as the dynamics and strategies may change significantly. In these cases, it becomes crucial to ensure that the game remains balanced and enjoyable for all players, without overwhelming the experience for newcomers or diluting the strategic depth for experienced players.

Adding more players typically introduces more complexity, both in terms of rules and gameplay. This can be challenging for newcomers or those who prefer a streamlined experience. 

Furthermore, expanding the player count can stretch the game's core concept, potentially diluting the unique gameplay elements that made the two-player experience so engaging. There exists a very real possibility that the game's identity could become derailed in the process that the game starts to feel less cohesive or complementary to the original experience.

Despite these challenges, there have been several notable examples of two-player games that have successfully transitioned to four-players. These adaptations demonstrate the potential for expanding a game's appeal while maintaining its core gameplay and strategic depth.

Despite being designed for two players, Ascension and its expansions can be adapted for four-player games, albeit with some adjustments. The core gameplay remains the same, but with an increased "Honour" pool to draw from. The game progresses more slowly at four, and player turns become more intricate towards the end. This makes Ascension a better choice for two-player matches, where players can focus on synergistic card combos and deck optimization.

While Star Realms is primarily designed for two players, it can also be enjoyed in four-player games. These games can take two forms: a chaotic Battle Royale mode and a more structured two-versus-two mode.

In Battle Royale, players can attack any opponents they choose, with the only restriction being that no player can be targeted by two consecutive attackers. This format can lead to a frenetic and unpredictable middle game as players jockey for position and eliminate opponents. The chaos continues until only two players remain, at which point the game reverts to a standard Star Realms match.

The two-versus-two format is a more manageable option. Teams share a pool of Authority points and work together to deplete their opponents' points to zero. The key rule in this format is that no team member can take two consecutive turns. The added social element of this mode comes from the ability of team members to strategize together during their turns. 

Magic The Gathering, originally designed for two players, has been adapted to accommodate four, albeit with significant adjustments. The first alteration in the so-called “Commander Deck” variant, involves deck size, with each player now constructing a 99-card deck plus a commander card. This expansion in deck size leads to longer game durations, sometimes stretching up to 90 minutes or more. Additionally, each player's life total is increased to 40 from the standard 20. This change is primarily motivated by the desire to create a more engaging multiplayer experience, which is lacking in the standard format. The popularity of this four-player variant largely depends on the preferences of individual groups. While it sacrifices some of the concentrated strategic flow of standard play, it introduces greater interaction and complexity, making it a more dynamic and unpredictable experience.

While many games claim to be suitable for 2 to 4 players, some shine brightest at lower player counts. These games excel at creating a more intimate and fulfilling experience, allowing for deeper engagement and strategic interplay between players. Let's explore some of these exceptional games.

Wingspan is a game that successfully transitions from two to four players without compromising its core gameplay. While the competitive aspect remains, it does not overly interfere with other players' strategies. Its engine-building structure, coupled with elements of card drafting, action selection, and worker placement, ensures that turns are efficient and seamless. This fluidity makes it easy to scale up the game to four players without significantly altering the gameplay experience.

Splendor is a game that adapts well to different player counts, offering a strategic and engaging experience for both two and four players. At two players, the game is characterized by tight tactics and a focus on anticipating and countering your opponent's moves. It's a delicate dance of manoeuvring, balancing aggressive blocking with relentless point acquisition.

When playing with four players, an element of complexity is introduced due to the increased number of actions and interactions that occur during each turn. This can lead to unexpected changes in strategy and require players to recalibrate their approach frequently. The game becomes more dynamic and open to the influence of other players' actions, adding an element of unpredictability. However, this can also extend the game's length, especially if players tend to overthink their moves and analyse every possible scenario.

Although Carcassonne is not specifically tailored for two-player gameplay, it shines exceptionally at this player count. The game's strategic depth and tactical possibilities are particularly alluring when played with two players. Despite accommodating four players, the game becomes more intricate and unpredictable at this number. Conversely, other tile-laying games like Land & Sea prioritize a more focused two-player approach while offering a three-player option for those seeking a larger group experience. However, the effectiveness of this three-player variant remains open to debate.

The reason for addressing this flexibility when it comes to player counts is truly all about leveraging a board game collection to maximise the return on its initial investment. I like to think of a game in terms of its value when it comes to the number of games I played as well as the number of players that have sat down to play it. Let us look at an example here.


Let us say I have a game, a two-to-four-player game with simple rules and a brisk gaming pace. Let us for the sake of argument say that I bought it for €40 and that to date I have managed at least 12 games with, on average 3 players. On a simple level, I can say that the game gave me a pleasurable social experience at a cost of approximately €3.30 per game. If on average, I played with 3 players then we are saying that offering that experience to my players cost me approximately €1.10 per person. In my books, that game is worth the money spent on it. 

On the other hand, if I spend around €70 and manage only a measly 2 plays with 4 players. We are looking at a rather expensive game where the cost per play would stand at €35 per game or around €8.75 per player at the table. 

From this perspective, it becomes evident that bringing a game to the table repeatedly is crucial to justify its existence. The more times a game is played, the greater the value it holds. For this reason, games that scale well are more likely to be played multiple times. Exclusively two-player games should avoid being overly lengthy or structured as campaign experiences. Alternatively, such games should provide an option for one-off playthroughs to increase the likelihood of being played.

In summary, not every game adapts equally well to different player counts. Some games excel at 4 players and scale gracefully to 6, while others struggle to maintain the same level of enjoyment at higher player counts. The same applies to 2-player games or those marketed as 2-4 players. The number of decisions per turn often plays a crucial role in scalability. However, even with streamlined turns, it's often necessary to experience a game first-hand to determine its ideal player count for your group. 

My advice is straightforward. Don't just take the game's box at its word when it claims to scale well. Do your research, read as many reviews as possible and watch a few related videos. Seek out diverse sources to gather a range of opinions. Once you've gathered all this information, consider the specific player count that suits your group's preferences and dynamics. Most importantly, choose games that you think will get played, or you could end up with expensive board games that end up gathering dust on your shelf.


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