Tuesday, October 15, 2024

The Game of Curiosity: Exploring My Passion for Board and Card Games

Board and card games have held a significant fascination for me throughout much of my life. Over the years, I have engaged with many board games, although I must confess that only a select few have truly resonated with me and maintained their appeal over time. While it is difficult to articulate precisely what draws me in, I believe the attraction lies from a combination of several factors I personally find compelling .


As a general rule, I find that each board game offers a blend of strategy, social interaction, and mental challenge that can be both thought-provoking and entertaining. The mechanics, depth, and the opportunity for creative problem-solving contribute to an experience that is enriching and at the same time enjoyable. As I shall elaborate further on, the reasons behind my lasting interest are multifaceted, encompassing elements of intellectual stimulation, community engagement as well as nostalgia.

 

Where it all started!

 As a child, card and board games were my way of proving my skills in an activity shared with adults. I have fond memories of playing simple games like seven or ten-card rummy with my grandparents and relatives, which provided a welcomed change of pace during some of our many social encounters like, for instance, after a particularly sumptuous Sunday lunch. In my mind, these games were often tied to festive occasions such as Easter, Christmas, or the village feast in Sliema, where my maternal grandparents lived.


I can vividly recall my grandparents' rooftop on a warm spring day, table laid, with white shades raised to shield us from the sun, surrounded by smiling faces and laughter that only young minds can fully appreciate. The food was unforgettable, hearty, delicious, and abundant. The enticing aromas were a dizzying commensal invitation for the senses, but it was the shared experience and love that truly united us as a family around the table. It fed into my innocent self-centeredness we all share as children, blissfully unaware of life's harsh realities.

I still remember how, after the meal, plates were swiftly cleared away, and the dining table transformed into a gaming surface. We would bring out decks of Piatnik cards, carefully checking for defects or missing items, an activity often carried out by my maternal grandfather or uncle Carm, who made sure everything was in order and fit for play.

Once everyone settled around the table, we would choose a game. Rummy was a favourite, but we also played a game called Flash, a mix of Crazy Eights and Uno using a standard deck. Although the rules were often bent for fun or the occasional laugh, everyone enjoyed themselves.


Board games and Family time

Board games were also played on these occasions with Monopoly featuring as a family favourite. The games played were interminable, but somehow on those special days it did not matter in the least. We played on, prepared teas and passed biscuits and other munchies around as we played. Only now do I realise just how precious those moments truly were and how incredibly special those games were to me growing up.

At home the gaming situation was different in that my mother seldom joined in the games though she did fancy a game of rummy when the game was spread. She also happens to play the game instinctually, winning without really understanding the underlying logic she uses while playing. Fact remains she won, consistently and we were fine about it. Dad on his part did not play much of anything, though he did buy me some classic board games as I grew up, including Backgammon, Chess and Draughts. What games I played, I usually played with my sister and the competition was fierce.

My sister was a tremendously good player when it came to abstract strategy games. One game she used to ace with an astounding level of proficiency was “Connect 4”. Beating her at that game was extremely difficult with draws being a more common occurrence...when I even managed that! Still, it was those early interactions that helped nurture my passion for board games and card games and to carry that with me throughout my life.

Obviously as I grew, my focus switched to a deeper appreciation of board and card games. For a while I became absorbed by the history and development of the standard deck of cards. The history behind its early development and democratisation thanks mostly to the printing press is a fascinating topic.

 

 

Exploring the standard and not-so-standard Card Decks

It was during that phase of my life that I started to look at the various regional decks of cards from around Europe but with specific focus on Italy. I learnt how these countries and regions adapted the decks to the games they favoured as well as the vast spread of diverse card games which grew around these decks. The Italian “Scopa” remains one of my all-time favourites and I still love playing this game when I get the opportunity. Some card enthusiasts look at Scopa as a kind of child’s game, but I still feel that it’s highly entertaining and comes with some interesting strategic choices if you even bother to consider them.

 

 

The Board Games of the 80ies and Early 90ies


All along, my other passion, that is board games, never truly waned. My early purchases, aside from Monopoly, included games like Stratego and a kind of Rummy adaptation with Mahjong-style cards called Mhing. There wasn’t much to go by in terms of board game reviews and exposure though I did get to play an early version of Talisman (another long winded game if there ever was one), Hotel, Hero Quest, Cluedo as well as The Game of Life. Titles which at best epitomise the kind of mainstream games available back then.

It must be said that in the eighties and to an extent the early nineties, most board games I came across could be divided into two categories, commercial ”mass market” or party games.

With mass market I mean games that were marketed aggressively over the media of the time and which, with few exceptions, tended to be targeted at a younger audience. Games like Hungry Hippo, Operation, Simon Says, Twister and Bop-it were dexterity games or ones that rewarded reflexes over mostly anything else. Others like Mastermind, Othello, Connect Four, Battleships, Stratego, Cluedo and Risk were significantly more cerebral by comparison but had been around for a while and went through several iterations by the early nineties.

It must be said that most, if not all, mass market games out there at the time were intended to sell and so production companies tended to cut a few corners when it came to quality. At times this showed mostly in the outer box but there were instances where even the components could only be described as shoddy at best. When you’re young and you don’t know any better it does not affect you much, but things change when you start to develop an appreciation for these things. 

The other category of games, party games, was a genre I never really enjoyed. I used to find them to be mostly loud, a bit on the obnoxious side or tended to reward raucous behaviour. Not my cup of tea! For this reason I seldom if ever willingly participated in such games and when I did I never felt engaged in any way. I am thinking  here of games like Outburst, Taboo, Cranium, Scattergories and others of that ilk.

Growing up, I tended to gravitate towards titles or games with a fantasy or science fiction theme. This was why, while it was relatively hard to come by, I particularly enjoyed my first ever games of Talisman or Hero Quest when the opportunity arose.

Before proceeding, I must note that, for reasons largely rooted in the cultural context of the time, some of the more “serious” games were expected to take longer to complete. There was an unspoken consensus that a quality game required a significant investment of time to be deemed worthy of the label “grown-up entertainment.” Games like Talisman and Risk, for instance, were known for their lengthy play sessions, and participants were well aware of what they were signing up for.

Additionally, many of those early games relied heavily on player elimination. It was common for games to eliminate players at certain points, which often left the affected participants watching idly or drifting away from the gaming table as the game progressed. This dynamic shifted with the emergence of a new wave of games from Germany, termed Euro games,  that emphasised point scoring and end-of-game tallies rather than player elimination.

 


 

The Euro Game Epiphany

In the early 2000s, I finally experienced a true Euro game, which was a significant moment for me. The first Euro game I played was Settlers of Catan, and it felt like a revelation. The concept of having a unique board layout for each game was groundbreaking, providing genuine replayability since no two games started in the same way. Additionally, the gameplay kept all players engaged from start to finish, with scoring occurring only at the end. This meant that even if you realised you weren't winning, there were still actions to take and turns to enjoy. I was also fascinated by the "robber" mechanic, which rendered certain areas of the board unplayable until the robber was moved elsewhere.

As things turned out, Euro games and the whole table top gaming hobby experienced a radical epiphany over the past twenty-five years or so. The number of noteworthy titles grew exponentially taking the gaming industry in all new directions. I have gone into a lot of detail in other blogs posted to this website so I will not repeat myself. Still I invite you to have a look at my other postings should you wish to go deeper into the subject.

 

 

Board games the “swiss army knives” of social gatherings

Throughout my whole experience to date, I have realised that my fascination with these creations is not in the gaming itself but rather with exertion of the mind and the satisfaction derived when the presented puzzles are resolved. I am also keenly fascinated with the kind of democratic egalitarianism that pervades these games. There is often a streak of luck, an unknown that acts as an equaliser of sorts, bringing diverse players with varying degrees of mental skill to the same table. Indeed once a puzzle is cracked or at least substantially unravelled, winning becomes a more frequent event, yet it is never guaranteed. This is what I find so tantalising.

Also, playing a board game can serve the purpose of a social crutch like no other. They can help fill in awkward silences when words fail us, and they do so by appealing to the mere execution of play. This universal paradigm is one that enjoins us all as mammals, primates and human beings. Games and board games by inference can ignite the mind by appealing to our innate sense of the fantastical or whimsical, allowing our thoughts to travel deep into the extraordinary beyond the mundanity of life.

 

 


Are Board Games a mirror of life?

For me, a good game tells a story. They can be a kind of interactive book that uses diverse media, and a mix of components and rules to tell a tale. The rules define the universe where the game’s story will take place and the components coupled with good rule execution bring the game to life.

I feel disappointed when what could be a great game is accompanied by a sub-standard ruleset that lacks clarity and is difficult to understand. It is like encountering a poorly crafted story; even if the underlying plot is intriguing, the journey to grasp it becomes tangled in unclear language and a confusing order of presentation.

In a way, the act of engaging in any sort of play does reflect life to some degree. In order to illustrate this idea I would like you to imagine life itself as being a game of backgammon. Backgammon is an intriguing game which comes down to us from earlier ancestors played as far back as 5000 years ago in Mesopotamia and Persia.

Modern Backgammon is a game of strategy but also a game of luck. Players take their turns to roll dice and move their pieces around a board towards their respective home areas. Once all pieces reach their respective home area, the player may then proceed to bear them off using precise dice rolls. The first player to bear off all their gaming pieces wins.

Yet there are so many aspects to this game. To begin with, the modern distribution of the 15 identical game pieces is quite specific with two of the pieces starting off deep within the opponent’s home area. This in itself poses one of the games main challenges. Backgammon is also a game of many faces and many stages as we shall now see.

At the start of a match, it is a game of waiting and weighing opportunities. Players will contend for key spots (or points as they are also called) around the board. The actions taken may be simple blocking tactics at first but they could well evolve into well executed tactical strikes aimed at knocking an opponent’s pieces temporarily off the board. The closer opposing pieces get, toward the middling part of the game, the more the blocks and strikes will become, as either player seeks the path that will lead all his or her pieces home and off the board.

So what we end up looking at is a game that evolves as it progresses from patient observation and calculation, to tentative or tactical blocking and striking to ultimately optimising the end game which in most cases can be construed as a race to the finish.

Is this not the essence of most of our endeavours in life? We establish objectives and allocate resources, carefully observing the context in which we operate before taking action. In a subsequent phase, we progress toward our goals, jockeying to secure advantageous positions that may ensure our success while eliminating any circumstances that could impede our advancement.

As we approach our ultimate objective, having addressed all obstacles and secured a favourable starting position, we proceed with our plan, maintaining focus on the final goal. Once we execute the tail end of our strategy, it is typically time to reset the board and embark on the process anew. Although the goals and means to achieve them may differ, the fundamental nature of each endeavour undertaken remains unchanged.

 

Facing off with reality

So for a person like me, that sees so much value in board games, I find it quintessentially difficult to comprehend why others may not share this same passion to some degree. It is not that I expect any person who falls under the banner of “board gamer” to like all the board games they come across or to hold an appreciation for the diversity that we are now presented with. Yet I do expect them to at least understand the spirit that attracts us to this hobby.

There are certain board games that have achieved an unparalleled level of prestige over time, and modern chess is one of them. This game has experienced significant transformations throughout its history, beginning as the Indian game Chaturanga and evolving to include the powerful Queen piece, a hybrid of the Rook and Bishop, during the 15th century. Chess represents a distilled form of strategic play, characterised by its symmetry, especially in the opening phases. It is a game of complete information, and its rules have been universally embraced across the globe.

I wanted to highlight chess because, despite its rich history and widespread recognition, some people still view it as a trivial pastime—something to engage in only when there’s nothing else to do. This perspective is unfortunate!

Life presents us with various stressors, whether at work or at home. Taking the time to step back, slow down, and enjoy a few hours of chess (or any other board game for that matter) can be incredibly beneficial. The advantages of disconnecting for a while far outweigh any potential downsides of taking that break.

As far as I am concerned, board games serve as a profound source of mental rejuvenation, tranquillity, as well as a connection to a community of like-minded individuals. They provide not only entertainment but also a sanctuary where I can escape the stresses of daily life. Whenever I find myself feeling disheartened or directionless, I am reassured by the knowledge that engaging in a few rounds of my favourite board games will uplift my spirits.

The intricate mechanics and thoughtful strategies involved in gameplay often lead to unexpected moments of inspiration. As I engage with the carefully crafted turns of play, I may discover a spark of creativity or an innovative solution to a lingering problem, emerging from the depths of my own psyche. Ultimately, board games are much more than just another hobby; I believe that they are vital tools for personal growth and emotional well-being.


Friday, September 13, 2024

Building My Perfect Deck: What Draws Me to Deck Building Card Games

 

I have had a keen interest in deck building games for years. There's just something satisfying about starting off with a basic deck, then gradually improving and customising it over the course of a game.

The core gaming mechanism of a deck builder is so simple but brilliant. You start with a basic hand made up of a few combat point cards to attack your foes, and some purchase point cards to acquire new, more powerful cards from a central market. This appears to be a constant with most deck builders, but you will occasionally find slight variations to this theme. Each turn you draw a hand, play your cards, then buy new ones to add to your deck. Over time, your deck gets bigger and meatier, allowing you to pull off increasingly devastating and longer chaining combos.

The market itself is another key part of the deck building experience. It could be made up of several different piles of cards, each with their own unique abilities or a simple line of 5 face up cards from which to choose your pick. You might also have a pile of cheap but weak minions you could buy, a pile of expensive but powerful spells or actions, a pile of cards that generate extra purchase points, and so on. Carefully considering which cards to buy and when, is crucial to building an effective deck. Do you go for a focused strategy, like an all-out aggro deck, or do you try to build a more balanced deck that can handle any situation? The market is where you make those key decisions.

One of my favourite parts of deck builders is the process of thinning your deck. As you buy more and more cards, your deck gets bigger and more unwieldy. You start drawing hands with dead cards that do nothing for you. The solution is to add new cards that let you remove weaker cards from your deck, like curses (in the case of the card game “Dominion”) or some of the basic starter cards.


One of the most popular and influential deck builders is the “Ascension” series. It's got a great fantasy theme, with art and flavour text that really draws you in. Over the years, Ascension has had several stand-alone expansions and promo packs, each one adding new twists to the formula.

Some of my favourites include “Storm of Souls”, which introduced constructs. Constructs are powerful cards that stay in play and give ongoing abilities that remain in play in between turns. Another great expansion was “Immortal Heroes”, which added hero cards that level up over the course of the game, getting stronger and stronger. Another favourite is “Dawn of Champions”, which comes with a "champions" mechanic where you could recruit powerful heroes to fight alongside you.

I must admit that I have played the above exclusively through their digital adaptation, but I do own two physical Ascension sets, the Original “God Slayer” set and “Rise of Vigil” which have their own charm and witty rule twists.


Another still massively popular deck builder is Dominion, designed by Donald Vaccarino and first published in October 2008 by Rio Grande Games. Dominion is widely regarded as the game that defined the deck-building genre. Even today, well over a decade later, it's still going strong. Dominion has a huge card pool with several mechanics and strategies to explore. It's a game that rewards deep knowledge and clever deckbuilding. I love how each game of Dominion feels unique, with the specific kingdom cards in play shaping the meta game in different ways.

The origins of Dominion lie in Vaccarino's desire to create a game that allowed players to build their decks dynamically during play, rather than pre-constructing them before the game began. This concept was revolutionary at the time and set the stage for a new style of gameplay. The game features a supply of Kingdom cards that players can purchase to improve their decks, leading to a unique experience with each game, due to the random selection of available cards.


The objective is to accumulate the most victory points by the end of the game, which occurs when certain conditions are met, such as the depletion of specific card piles. The interaction between different cards and the various strategies that can emerge from each game make Dominion a highly replayable experience.

As of 2024, Dominion remains incredibly popular, bolstered by a robust community and numerous expansions that enhance its gameplay. With over 15 expansions released, each adding new mechanics and cards, players have a wealth of options to explore. The game's ability to adapt and evolve has kept it fresh for both new and seasoned players alike. Yet, I must stress that even if you just have the base game, the starting variability is such that it is difficult to have two identical games in one session. Replay value is indeed high where this game is concerned.

One of the significant developments in Dominion's accessibility is its digital adaptation. Developed by Temple Gates Games, the digital version allows players to enjoy Dominion on various platforms, including mobile devices and PCs. The app features asynchronous multiplayer, ranked matchmaking, and a robust AI system that learns from player strategies. This digital format has introduced Dominion to a broader audience, making it easier for players to engage with the game anytime and anywhere.

The digital adaptation retains the core mechanics that made the original game so compelling while also incorporating features that enhance the user experience, such as automated scorekeeping and interactive tutorials. This has made Dominion not only a favourite at tabletop gatherings but also a popular choice for solo play or online competition.

Now I would like to share some other great deck builders with you and which I would recommend that you check out.


The first two I would like to propose are from the same designer and they’re called Star Realms and Hero Realms respectively. Both games, as noted earlier, share a common designer, Rob Dougherty, and are published by Wise Wizard Games. Both showcase a blend of engaging mechanics and thematic elements that resonate with fans of the genre.

Star Realms was first published in 2014 (that’s 10 years ago to date), quickly gaining traction for its fast-paced gameplay and strategic depth. Set in a sci-fi universe, players take on the roles of fleet commanders battling for dominance in space. The game features a unique trade system where players can purchase ships and bases from a central market, using trade points generated by their cards. The core mechanics allow for quick turns and dynamic interactions, making it an ideal choice for both casual and competitive play.


The game's popularity has been bolstered over the years by numerous expansions, including “Colony Wars” and “Frontiers”, which introduce new factions and mechanics, increasing the game’s replayability. Star Realms has also made a significant impact in the digital realm. The well-made digital adaptation offers solo play against AI, online multiplayer, and asynchronous gameplay.

The other game, “Hero Realms”, was released in 2016, takes a similar approach but is set in a fantasy world. Players assume the roles of heroes battling against each other, using a mix of champions, items, and abilities. The game builds on the mechanics of Star Realms while introducing unique elements such as character classes and a more pronounced emphasis on direct combat.

In much the same ways as Star Realms, Hero Realms also has a digital adaptation. The app includes various modes, including campaign play, online multiplayer, and local play.


Today, both Star Realms and Hero Realms continue to thrive in the gaming community. Their engaging mechanics, combined with the accessibility of their digital adaptations, have solidified their places in the hearts of deck-building enthusiasts. The ongoing support from Wise Wizard Games, including new expansions and updates, ensures that both games remain fresh and exciting for new and returning players alike.

Another deck builder I would like to highlight, is “Shards of Infinity”, designed by Aaron Nakahara and published by Stone Blade Entertainment in 2018. This deck builder quickly established itself as a noteworthy entry in the genre, though not as popular as the other titles listed so far. The game draws inspiration from Star Realms and Hero Realms, but it carves out its own niche with unique mechanics and a sci-fi fantasy theme.


The core gameplay revolves around players battling to master an artefact known as the Infinity Shard. Each player starts with a basic deck and aims to improve it by acquiring new cards from a central market. A standout feature of Shards of Infinity is the Mastery mechanic, which tracks a player’s progress toward achieving powerful abilities. As players accumulate mastery points, their cards become more potent, culminating in the ability to unleash the Infinity Shard for an automatic win if they reach 30 mastery points.

The digital adaptation of Shards of Infinity, developed by Temple Gates Games, captures the essence of the physical game while streamlining the gameplay experience. In much the same way as for the other digital adaptations listed so far, players can enjoy solo play against AI, pass-and-play with friends, or compete online. The app's user interface is intuitive, and it effectively manages game mechanics such as damage tracking and mastery accumulation.


Another deck builder which offers a distinct gaming experience is “Clank!”. Designed by Paul Dennen and published by Renegade Game Studios in 2016, Clank! offers a unique blend of deck-building mechanics, with push-your-luck elements that create an engaging experience.

The core mechanic in Clank! revolves around players taking on the roles of thieves venturing into a dragon's lair to steal valuable artefacts. Each player starts with a basic deck of cards that provides resources like movement, combat, and purchasing power. The twist comes from the noise generated by players as they navigate the dungeon, represented by "clank" cubes. Each time a player makes noise, they add a cube of their colour to a bag. When the dragon attacks, cubes are drawn from the bag, and if a player's cube is drawn, they lose health. This mechanic creates a thrilling tension as players must balance their greed for treasure with the risk of drawing the dragon's ire.

Players can choose to delve deeper into the dungeon for high-value treasures or play it safe and escape quickly. The game supports 2 to 4 players and typically lasts between 45 to 90 minutes, making it suitable for both casual and more serious gaming sessions.


Clank! remains incredibly popular, consistently appearing on top board game lists and maintaining a strong presence in gaming communities. Its combination of strategy, luck, and player interaction makes it a favourite among both casual gamers and enthusiasts.

Clank! has a digital adaptation that has helped maintain its popularity to some degree. This version, available on platforms like Steam and mobile devices, captures the essence of the physical game while streamlining gameplay. Although the digital adaptation features intuitive controls and automated mechanics, my experience playing it felt somewhat lacking. The design appears to prioritise a preference for players familiar with the physical game, potentially alienating newcomers who are exploring the game through its digital format.

Deck building games have become one of my favourite genres because they hit that perfect sweet spot between simple rules and intricate strategy. The core gameplay loop is easy to grasp but there's always more depth to explore. I love the feeling of slowly building up my deck over the course of a game, then lining up devastating combos that careen me forward towards the finishing line. It's a genre that rewards creativity, clever deckbuilding, and good old-fashioned luck. If you haven't tried a deck builder yet, I highly recommend giving one a shot. It might just become your new favourite way to game.


Before signing off, here are some links to check out in relation to Deck Builders.

Hero Realms

https://www.herorealms.com/

Star Realms

https://www.starrealms.com/

Dominion

https://www.riograndegames.com/games/dominion/

Shards of Infinity

https://iellogames.com/jeux/shards-of-infinity/

https://store.steampowered.com/app/1008800/Shards_of_Infinity/

Clank!

https://www.direwolfdigital.com/clank/

 

 

 

 

 

 

 

Saturday, August 3, 2024

The Elasticity of Time, Boredom, Enjoyment and Board games.

 Time, the elusive force that governs our lives, can be deceptively hard to define and truly grasp conceptually. It can appear to fly by in a flash, leaving us breathless and dumbstruck, or drag on at a snail's pace, making every moment feel like an eternity. This capricious nature of time is perhaps most striking when we are engrossed in activities that we might find enjoyable, like playing board games. The question that comes to mind is what is the secret behind this awkward dynamic? How does our enjoyment of a game impact our perception of time, and vice versa? In this piece, I will attempt a focused look into the relationship between time and enjoyment, exploring how our experiences shape our sense of time and the role that board games play in this intricate dance. 

However, before proceeding any further, I must state upfront that the descant which will follow will be based on my own observations. There are several academic papers which go into great depths when it comes to the notion of what I  am calling the perceived elasticity of time. Researchers such as David M. Eagleman, S Kaneko and I Murakami and many, many others, have explored various phenomena that could contribute to this perception of time. This blog will not expand on their work, nor will I attempt such a monumental feat. Howev

er, if you are so inclined, do read up on the subject, it is indeed fascinating and is the basis upon which I ventured to explore its possible implications within the do
main of board gaming. 

As I noted earlier, the perception of time is a far more complex and interesting subject than just the empirical measurement of its passage. As we look deeper into this topic, it becomes clear that the way we experience time is linked strongly to our state of mind and the activities in which we engage. Children are particularly adept at articulating this concept. As my young son observed one Sunday evening, weekends seem to fly by in a blur, while weekdays (especially school days) can feel like an eternity. However, as we all know, each day is composed of the same number of hours, minutes, and seconds, regardless of the day of the week. It is our perception, shaped by sensory input from our environment as well as our expectations, emotions, and experiences, that distorts the perceived passage of time. This phenomenon is particularly evident when we immerse ourselves in activities we find engaging.  

We can view this as a guiding principle that shapes our perception of time. Our experience of time changes based on our circumstances. In unengaging or unpleasant situations, such as waiting in line or attending what we perceive to be dull events, time seems to drag. Conversely, when we are fully engaged in enjoyable activities, time appears to fly. This phenomenon, where the perceived speed of time is linked to our enjoyment, significantly impacts our decision-making. If our perception of time is indeed influenced by our emotional state and the activities we engage in, it is crucial to consider this dynamic when making choices or reacting to circumstances that might be impacted by it.

In this blog post, I propose that these concepts will significantly enhance the organisation of board gaming events, especially when it comes to maximising enjoyment for all players at the table. To further clarify this point, allow me to present a hypothetical scenario, a board game night with friends.

So, let us say you are the organiser of this board games night and you bring out one of your favourite titles. This is a board game which you are convinced will go down well with your gaming group. The rules explanation early in the evening appears to go well, and all players seem to have understood. You decide that you are all good to go and, following setup, 

playing commences. However after a couple of rounds, you begin to identify some of the following behaviours:-  

  • Some players at the table repeatedly check their phones, seeming more interested in what they see there than what is happening on the table.
  • Others engage in non-game-related conversations, frequently missing the cue when it is their turn to play.
  • When it is a player’s turn to play, he or she frequently requests clarifications on procedural steps, often repeating the same request on successive turns.

What you are effectively seeing here are signs of disengagement. In my opinion, this could be caused by any of three possible factors. Each triggered by events that have somehow altered the perception of time for some of the participants, which could in turn be the result of a personal emotive response to what may been seen as an unpleasantness of sorts. 

The reaction might stem from a simple incompatibility between the player and the game, where the experience feels contrived leading to frustration. Additionally, it could be influenced by the player's individual traits or the surrounding social context.

If character traits influence the situation, complications may arise. Some individuals may dislike lengthy games or struggle with waiting for their turn, leading to boredom. This boredom can distort their perception of time, prompting them to check their phones or chat excessively, which detracts from the game. Choosing games wisely can help alleviate boredom for these players. Additionally, addressing the social dynamics can be even more challenging.


In exploring the social dynamics among participants, we aim to pinpoint situations that seem to stretch time for the affected player, often due to feelings of alienation or distractions that may have unintentionally arisen during (or perhaps even before) the game. The types of mental distractions can vary widely, reflecting the diverse personalities of the players at your gaming table. However, I believe there are several recurring archetypal scenarios that manifest repeatedly, albeit in slightly different variations.Here are some possibilities: -  





  1. The player in question is shy when meeting up with new people.
  2. The person might hold a grudge or have an aversion towards another player or players at the table.
  3. The person may have a busy work or social life and may be trying to multitask while at the table.
  4. The player in question might be catching up with another person he or she might not have seen in a while, and he or she might be using that interaction to escape boredom.
  5. Something might be worrying this person, and for this reason, he or she might appear to be distracted.
  6. The person might not be feeling well thus affecting his or her ability to concentrate.


From the onset, the first thing that comes to mind is that a bit of empathy goes a long way towards addressing most of the issues listed above. The truth is that while you might have brought these people together to play a board game, they are people first, and people tend to come with emotional baggage. 

Pairing up a shy player with a friendly, outgoing partner during play could help. The other player could act as a catalyst or an intermediary between the shy player and the rest of the table. Likewise, if a player appears worried, a friend might help that person vent their concerns in confidence and, in the process, perhaps return their attention to the here and now. 

There is little you can effectively do if a person happens to be a workaholic and subject to very demanding work conditions. They might have indeed made an effort to come over and enjoy a game night with you, but their work keeps pulling them away from the table. A bit of understanding in this instance would go a long way towards helping these individuals integrate with the rest of the group. 

In equal fashion, if it is clear that a person is unwell, then providing a space where that person can unwind, perhaps away from the table, would be a good idea. It may not benefit the game being played, but it could mean ensuring that the player will return for future events.

The worst problem to tackle is if a player at the table holds a grudge against another player or other players at the table. One might then ask why that person came over in the first place, but loyalties and friendships can lead to some complicated social gatherings at times. What you do in these circumstances is strictly up to your own personal character. Some may decide to tread lightly and perhaps reposition players to ensure that any antagonists are kept far apart. Others may decide to address the elephant in the room, call out the antipathy lingering between those concerned. In these instances, a “whatever works” mindset could just as well save the day.  

I must now acknowledge another crucial aspect of hosting a game night. As you invite guests, you will also bring their current mental state, including any anxieties, personal issues, or scheduling concerns. This necessitates flexibility and the ability to listen attentively to their needs, even if they are reluctant to discuss personal matters. Nonverbal cues can provide valuable insights into a person's mindset, and it is crucial to be sensitive to these signs. By creating a welcoming environment where guests can temporarily set aside their worries and enjoy a carefree evening, you can have a profound impact on their well-being. Therefore, it is important to approach such situations with empathy and be prepared to adapt to any situation that may arise.

II would like to revisit the idea of game selection, particularly the possible disconnect between the game chosen and the players present. It's generally expected that you want your guests to leave an event, like a board game night, feeling as though time flew by and that they had a wonderful experience. Ideally, you want them to later express how quickly the time passed and how excited they are to return for another delightful evening.


Great games have distinct structures and mechanisms that set them apart. Without these elements, their popularity would likely be unjustified, and they wouldn't be considered high-quality experiences. Understanding how these game mechanisms function and their impact on gameplay is important.

Games that combine short-term and long-term goals typically require players to stay engaged, leading to a heightened sense of involvement where time feels fleeting. In contrast, if players find the complexity overwhelming, they may perceive time as stretching.

Some games focus on immediate objectives that resolve within a single turn, requiring no long-term commitments. These games often appeal to players who prioritise social interaction over gameplay, as they tend to experience time passing quickly. However, others may find these games lacking in depth and lose interest, often questioning their purpose.

I believe the most effective games balance engaging gameplay with opportunities for individual achievement. These games challenge players to make strategic decisions while still providing satisfaction, regardless of the final outcome. Notable examples include Wingspan, which blends strategic bird placement with thematic abilities, allowing players to feel accomplished through their personal tableau, even if they don't win. Similarly, Meadow and “7 Wonders” offer unique card tableaux that players can evaluate at the end of the game, fostering a sense of personal achievement.

An understanding of the perceived elasticity of time is vital for enhancing the board gaming experience. By managing time effectively, game organisers can create an environment where players feel accomplished and satisfied, leading to greater enjoyment and anticipation for future sessions. Incorporating these strategies can elevate your board game nights, making them truly memorable for friends and family.

It is a striking paradox that when we are most immersed in enjoyable experiences, time appears to contract, even as we wish it would expand to allow us to fully savour the moment. Would it not be more desirable to achieve a situation where we accomplish more while still perceiving time as slowing down? However, this dilemma lacks a clear resolution upon deeper reflection.

The only viable approach I have come to terms with is to focus on maximising the impact and outcomes of each experience. Life is fleeting, and I feel that age and increased commitments tend to accelerate its passage. Perhaps we need to learn to engage in fewer activities and prioritise only those that truly matter to us and those we love. By simplifying our thoughts and nurturing what is essential, we might find serenity in stillness and, within that stillness, perceive time as moving more evenly. The notions of dilation and contraction would then dissipate, leaving only the full expression of ourselves in the present moment.

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Friday, July 19, 2024

Board Gaming & Gen-Alpha



Right, so I'm going to take a stab at this and assume you've heard of all those generational labels like Gen X, Gen Y, and Gen Z? It's a way of trying to put people into tidy little boxes based on their shared perspectives and goals and all that.

As it stands, I'm a Gen Xer, born between 1965 and 1980. The term was popularised by Douglas Coupland in his 1991 novel "Generation X: Tales for an Accelerated Culture." We're often described as cynical and independent, and I reckon that's fair. We grew up during the Cold War, saw the fall of the Berlin Wall, and experienced firsthand the rise of personal computing and the internet.

We also value work-life balance as a key part of our lives, and we tend to be more individualistic in our approach. We also tended to delay getting married and having kids until later in life, though that decision can come with its own set of challenges when it comes to raising the kids we bring into the world.

As the generation that bridged the gap between the analogue and digital worlds, we Gen Xers have had to adapt to technological changes on both a personal and professional level. We're the e-mailers, the mobile phone generation, coming of age as all this new tech was emerging. But we still loved our books and did our research the old-fashioned way, pouring over encyclopaedias and library books. We learned the value of patience and consistency.

Then came the Millennials, or Gen Y, born between 1981 and 1996. They're mostly defined by their technological savvy and changing social norms. They grew up with the internet, so they're absolute whizzes with digital tech. They're also the most educated generation yet, always prioritising continuous learning and skill development. They really value diversity, inclusion, and social justice, which is why they're so much more accepting of non-traditional lifestyles and family structures.

For Millennials, work must be meaningful, and they're more likely to job-hop. Like us Gen Xers, they prize work-life balance and tend to delay marriage, home ownership, and kids until later in life. But for them, life experiences will always trump material possessions. When it comes to communication, they much prefer texting and social media over emails and they're way more comfortable with online interactions and virtual relationships.

So, you're asking why I'm going on about Gen X and Gen Y? Well, it is because these were the generations that lived at the speed of man, not technology. We may have had to learn to adapt to the pace of technology out of necessity, but we still find value in the analogue, in the physical and mental computations done without tech. That's in contrast to the next generation I'll be talking about, the one that is the focus of this blog.


Generation Alpha, born between 2010 and 2025, is the first generation to grow up entirely in the digital age. Their unique traits and preferences are already shaping the design and development of modern games, including board games. They are a whole new breed that's totally immersed in the connected world, integrated to such an extent that it influences how they consume knowledge and experience things.

Gen Alpha's exposure to educational apps and games has led to a bigger demand for interactive learning experiences. This trend is reflected in the design of modern board games, which often incorporate gamification like rewards, challenges, and progress tracking to make the gameplay more enjoyable and motivating.

These Gen Alpha kids value the social interaction and community aspects of gaming. They use games to hang out with friends and actively contribute to discussions in gaming communities. Modern board games are designed to encourage that social interaction and collaboration, with lots of games requiring players to work together towards a common goal. Games like Pandemic and Codenames promote teamwork and communication skills, which fits right in with the Gen Alpha profile.

Generation Alpha are also keen on personalised and customised experiences. They're used to having content tailored to their individual preferences and learning styles. Some modern board games cater for customisation options, such as different difficulty levels or numerous expansion packs, allowing players to personalise their gaming experience to taste. Games like Gloomhaven achieve this by offering modular board designs and customisable character abilities.

Gen Alpha expects games to embrace diversity and promote inclusivity. Modern board games are increasingly featuring diverse characters, settings, and themes, ensuring that players from all backgrounds can see themselves represented.

Yet there's another aspect of Gen Alpha that heavily affects the kind of board games they'd be willing to engage with. Maybe because of their constant exposure to the internet and social networks, they've developed an increasingly short attention span and a real preference for quick, immediate gratification.


This is why game designers have reacted to this mindset by offering games with significantly shorter playtimes - games with faster rounds or modular play options. They're also increasingly integrating digital elements like apps that enhance the gameplay or provide rule explanations. As we touched on earlier, they're including more customisable components and putting more emphasis on social interactions by introducing cooperative mechanisms or encouraging table talk during play.

Linking back to that idea of game customisation, we are already seeing loads of examples of games with increasingly modular board designs that change with each game played. Alternatively, games that come with storylines that adapt, based on player choices, or offer unlockable content to give a sense of progression over several plays. These are all elements of "Legacy" style games where permanent changes to the game itself happen based on player choices and outcomes.

Including these elements in modern board game design isn't just about catering to Gen Alpha's preferences, it is also about evolving the medium to stay relevant in the digital age. Shorter playtimes make games more accessible for busy schedules and help them compete with casual games, apps, and computer games. App integration can simplify complex rule sets, making games more approachable for new players while still offering depth for enthusiasts. Customisable options can increase player investment and replayability, potentially boosting the perceived value of physical games. A social focus on the other hand, can highlight the unique strengths of tabletop gaming as a medium for in-person interaction.

I reckon these design trends are likely influencing game design across all age groups, not just Gen Alpha, as part of the broader cultural shifts we're seeing these days. We're seeing this increased cross-pollination of ideas between digital and analogue gaming. I am referring here to video game adaptations making the transition to board games with varying degrees of success. Just the other day, I read about how a popular rogue-like game called "Slay the Spire" was adapted into a great board game.

Catering to Gen Alpha can be a bit of a complex affair, but it is an effort that comes with its own rewards. The attraction of socialisation and player interplay is one of the key things you want to tap into to attract these players to the gaming table. For instance, placing a stronger emphasis on team play, rather than everyone just looking out for themselves.

There's also the issue of reinventing or rethinking the whole idea of replayability. Traditionally, I used to see replayability as a quality in board games that let you play them over and over, where no two games would ever be the same. Basically, games that offer multiple paths to victory, whether symmetric like chess or asymmetric like Hnefatafl (aka Viking Chess). The relatively high number of permutations in how you execute a turn means that, in theory, the gameplay never gets stale.

However, even in those classic games, you can still get that sense of repetition kicking in after a while, since the specific moves a piece can make do not really change. So, while those games might be fascinating, some Gen Alpha players might still find them a bit too repetitive for their liking.


For these players, replayability now isn't so much about the number of permutations available in a single turn of play, but more about the idea of unlockable options and novelty when it comes to the actual gameplay. This can be a bit tricky when it comes to board games, since the only way to achieve that kind of variability is either for the game designer to come up with regular expansions, or to have sealed options that can only be accessed once a certain target or game objective is reached.

In digital games, that kind of variability is easier to achieve. Any new variations can just be added to the core game by including new lines of code. The coders and app designers must make sure the application is modular and expandable, but once that's sorted, the possibilities are endless. A great example of this kind of digital game is Marvel Snap. I won't get into the nitty-gritty of how it plays, but it's clearly designed from the ground up to leverage variability that can be introduced through a constant stream of new digital cards, shaking up the game's status quo and bringing in fresh strategic challenges.

Another example of this kind of variability in digital games is Slay the Spire (StS). It's a digital card game that uses high variability to keep the gameplay feeling fresh and replayable. In StS, players start with a modest deck of cards that they use to defeat a series of monsters as they "ascend the spire". The deck however is not fixed. With each victory, new cards get added, increasing the deck's attack power and overall effectiveness. These new cards are drafted in line with the player's in-game class and can be upgraded under certain circumstances. Plus, some of the monsters can even add penalty cards to the player's deck, making it harder to draw good cards and achieve the goal.

But it doesn't stop there. On top of all that variability and upgradability, StS also offers unlockable content that can only be accessed once a player has gone through the game's gauntlet several times. There's always this sense that the game will have something more to offer as you progress and improve your decision-making and strategic play.


While retrofitting all that variability and novelty into physical board games can be difficult in most cases, that has not stopped game designers from trying out different solutions. One game I played recently that attempts this idea with mixed results is 3000 Scoundrels. The designers used a combination of sleeves and cards to create all sorts of card/sleeve combos as part of the gameplay. The idea was cool, but I still felt the mechanism wasn't leveraged properly within the game context, which tends to rest heavily on bluffing rather than fully embracing that model.

A more successful implementation of this design concept is the physical board game adaptation of Slay the Spire, which we mentioned earlier. In that case, the designer opted for the same sleeve/card idea to offer an in-game card upgrade option that echoes the digital version.

So, all these tweaks and new ideas are really what's driving this whole movement to get board games in sync with what the younger players are into these days. But what about the old-school games? Are they just going to die out? Will they all be forgotten once us Gen X and Y folks aren't around to play them anymore and Gen Alpha takes over? I'd like to think that when these new kids grow up, they'll look back at those older games and go, "Huh, that's interesting." Maybe they'll see them the same way we look at classics like Monopoly or Talisman now.

Regardless of when you were born, though, board games still have this inexplicable allure for those of us who are drawn to engage with them. These games represent a distilled manifestation of human creativity, as well as our collective yearning to recapture that spirit of play throughout our lives. I'm convinced that play, in all its forms, is a key aspect of our humanity. It has this remarkable ability to unite disparate individuals, potentially allowing them to forget what might otherwise divide them. If we ever stopped engaging in meaningful play, that would be a true sign that our existence as a species had come to an end."


Friday, June 28, 2024

Managing expectations: Redux

Back in March and July 2022, I had sat down to write what became two blogs, each with an emphasis on setting up board game events. In those blogs I had posited matching the right game to the right crowd among other things. In truth though I felt that I had left out some important aspects which I hope to address more thoroughly in what you will be reading next.  In a way this new exposition aims to improve upon the arguments raised back in 2022, to come up with a definitive version of my original thoughts. 

Through the following discussion I would like to focus on the notion of managing expectations when it comes to setting up board gaming events. The reason for this is that, despite all my understanding when it comes to these events, matching the right game for the right audience is still challenging. By sharing my understanding, I hope that I can help you better appreciate the challenges and help you prepare for them adequately.


The need to do so, stems from the fact that there are various dimensions to the term “expectations”. It is never just about the expectations of your guests, nor just about your expectations. What we have here is an interplay of priorities competing for affirmation or expression. When these expectations meet it is often a kind of unwritten social contract between the host and the guests that could either lead to a successful event or one that could well lead to disappointment. 

However, to offer you a clear outline for my exposition going forward, I will first list the factors and then elaborate on them as I go along. These are as follows: -


What is your gaming group really coming over for, what are their expectations?

What are your expectations for setting up the event?

How do you handle food, snacks, and beverages during the event?

Do you know your players and what makes each of them tick?

What is your plan for understanding the rules of the chosen game and explaining them to your group?


This list addresses key challenges in setting up a gaming event. Overlooking any of them could hinder your event's success. It's important to note, however, that personal enjoyment as an organiser shouldn't be the sole motivator, as this can lead to disappointment. Further details on setting realistic expectations and alternative success measures will be discussed later.


Now let us begin with what your gaming group is coming over for, as well as their expectations. This is a tricky one, but I think that with a little effort on my part, I can reduce the list to 3 main motivations. There again the order in which these factors feature for a specific group will depend on the character of each person in that group. So here they are: - 

a. They want to play a board game.

b. They are coming over to socialise and meet people.

c. They are accompanying another guest who is the true gamer.

Most guests will switch “b” with “a” if you were to ask them for a ranking, a few will switch “c” with “a”. So, in many instances playing the actual board game will be relegated to the second or third reason for them being there. This puts a heavy damper on what level of complexity you can afford to look at, when proposing a game. That is, how lengthy the ruleset is, whether it offers more than 3 to 5 actions per turn etc.  Players who are in it for the game are a different kettle of fish. These players will not mind medium to heavy-weight games and will be eager to invest time to both play and understand a specific game. From my experience, these folk are a bit rare and unfortunately, I happen to be one of them.

Let us now go into your expectations for setting up the event, or mine for that matter. Well, perhaps to my detriment when I come right down to it, my reason for setting up these events is the game itself. I love board games, always have and always will, so finding a good excuse to crack open a game and play one with friends is my mission in life. Yet given what I said earlier, in relation to guest “priorities”, what I would really like to propose is seldom what I end up opening on the day. This can be very frustrating as I have games which I can never really play on account of the type of audience I normally entertain. As a result of all this, I have adjusted the quality and variety of titles I buy. For instance, there is this game called Arc Nova which I am dying to play and which I will never purchase on account of its ruleset complexity and game duration. 

So yes, I expect to play the game I propose to a group, and I also hope with fingers crossed that they would like my choice and enjoy playing it. 


Next the very tricky business of handling food, snacks, and beverages during the event! If you are having guests over in the evening, in most instances they will expect that proceedings will break up for some form of dinner or snacks. It cannot be avoided. Navigating this situation requires some thought. One approach is to have a meal before the game, which might be appealing if your guests are primarily single, engaged, or married without children. In such cases, they likely fall into the category of individuals accustomed to late evenings out and even later returns home. The previous concern of guest priorities still holds, but you can afford to pop in a late dinner and still be good for a 90-to-120-minute game. 

The dynamics shift significantly when your guests consist of an older cohort, primarily married individuals with children in tow. In this scenario, opting for a meal first followed by gaming can result in incomplete games due to child-related responsibilities or other factors I will delve into shortly. An alternative solution could be to prioritise gaming initially, although this approach also has its limitations, which I will now elaborate upon.

Suppose you opt to start with gaming. In this scenario, you’ll still grapple with shifting priorities regarding attendance, as I mentioned earlier. If your guests are present due to reasons “b” or “c,” coaxing them into game mode can prove challenging. The social butterflies will prioritise lively conversations over everything else, followed by a drink, and perhaps eventually settling down for a board game. If the chosen game is lightweight, you’re in the clear. However, this approach excludes most high-quality Euro-style games, considering their typical duration. Once the game extends beyond 90 minutes, you find yourself in a predicament. You may end up with hungry guests who don’t consider light snacks, nibbles, or dips sufficient and are eyeing a proper dinner. 

In this latter scenario, you encounter one of two situations. You may very well find yourself unable to complete the game due to mounting pressure to abandon it in favour of dinner. Alternatively, a player at the table, a completionist, might vehemently advocate for seeing the game through to the end. This can lead to heightened tension among guests. While I wouldn’t go so far as to say it will ruin the evening, there could be an overall souring of moods.

I will suggest some possible solutions towards the end of this discussion.

Now, what I deem the million-euro question: Do you truly understand your gaming group? What motivates your players? This is another puzzle you will inexorably have to handle over time. People will bring their emotional and intellectual baggage along with them. Hosting a diverse group will also mean hosting a spread of personalities each with their own quirks and proclivities. For example, a staunch socialite will still expect to chat and have a laugh during a game regardless. While in small doses this can be managed, a more boisterous person could end up derailing a game on account of the banter.


At times if you are lucky, you will encounter a special type of player, one I like to refer to as the “Deep Blue” player. For the benefit of those who might not know anything about this reference, “Deep Blue” was a supercomputer developed by IBM in the 1990’s which went on to beat some world-renowned, Grandmaster-level chess players. These individuals approach gameplay with depth, unwavering adherence to rules, and a penchant for strategic analysis. Their contributions are essential for playing games properly and correctly. However, there’s a trade-off: their contemplative playstyle demands additional thinking time. As a result, game durations may extend beyond what’s indicated on the box. To mitigate this, you will need to encourage open communication among players and find a balance that keeps the game engaging. You will also need to factor in additional time and to communicate this need to the whole group. Managing expectations especially in these circumstances becomes very important. 

I think I might have left the meatier topic for the end. Indeed, how do you plan to understand the rules of the chosen game in sufficient detail to explain them to your group? Your method or approach will be closely linked to the game you will be proposing. It all boils down to the nature and complexity of the game being proposed and here is why.

When selecting a game and its rules, it’s essential to align them with player expectations. For instance, if your players primarily engage for the love of the game itself, you can confidently opt for a medium to heavy-weight game, knowing they’ll handle the complexity well. Conversely, if most players are drawn by other factors (such as points “b” or “c”), it’s prudent to switch to light-weight games, as anything more intricate might not align with their motivations.

Obviously, you will need to learn the rules that you are expected to teach, and learning time will depend on the game's complexity. Focus on mastering the basics first: setup, turn order, and winning conditions. This gets you playing faster and lets you learn deeper nuances as you go. Don't worry about edge cases until they come up. Mark key rules in the book for easy reference. To smooth gameplay, create turn-by-turn cheat sheets for new players. By investing time upfront, you save time later and everyone enjoys the game more!


Since you will be planning to teach this game, it’s crucial to factor in the time needed for instruction. The complexity of the game directly affects the teaching process. Light-weight games typically have concise rules, making them straightforward to explain. However, there are instances where this simplicity doesn’t hold true. Therefore, if your guests prioritise other aspects over the game itself (as mentioned earlier), opting for lightweight games is advisable.

It is also crucial to account for the total available time for the event. This consideration depends on whether you plan to include dinner in the overall proceedings. If you’re aiming for a late or latish dinner following a game, it’s advisable to opt for a light-weight game. Similarly, if you plan to have dinner first and then play a game, the same principle applies. Based on my past experiences, the only acceptable scenario for introducing a medium-weight game would be under the following conditions:

  1. That at least most players are there to play a board game first and foremost, and more importantly,
  2. That ample time has been set aside to consider any discussions, referring to rules as well as to address the learning curves of all those playing.

So, given our discussion to this point, what are the take aways? What can we do to mitigate the less savoury aspects and leverage the better parts if you will? Before starting, figure out what everyone likes and their skill level. Chat naturally, no need to be pushy. For people who mainly want to socialise, pick simpler games. If someone's there with a serious gamer, you can choose something more challenging.

Once you feel that you know your players and their motivations, it's time to consider the game's length. Let's say you've chosen a medium-complexity game with average rules and a 90-minute playtime (like Lords of Waterdeep for 4 players with 8 rounds). To estimate the actual duration, we'll assume one "Deep Blue" player, who usually takes longer turns, and faster turns from others. To save time teaching, you've pre-circulated the rules, expecting everyone to have at least read them once beforehand.

So, with all that in mind, we need to make some informed guesses about the actual playtime. Here are my assumptions, which will help you see how I reach my final estimate.

  1. I need to add at least 15 minutes (a revision of sorts) to go over the rules and to make sure everyone is clear about turn structure and victory conditions. Word of advice, start with the win condition then explain how to get there.
  2. You need to factor in an extra 5 minutes per round for “Deep Blue”, so in this example you need to add 40 minutes (for 8 rounds total) to the final game duration.
  3. Let us say that despite a pre-game reading of the rules the players will still need to refer to them. I would add a further 20 minutes to make good for this.
  4. There will also be unplanned interruptions, perhaps restroom breaks or passing out refreshments, so a further 15 minutes should be added to the total time in this instance.

Considering the "Deep Blue" player, pre-read rules, and average turn times, we can estimate a more realistic playtime. Factoring these in, the originally 90-minute game should take close to 180 minutes. In other words, a first-time playthrough with novel games tends to run at two times the estimated time (a 100% increase).


You should advise all players of this possible duration as well as the reasons for it. By managing expectations, it should make matters easier for everyone. 

While the joy of playing a great game can be a powerful motivator, don't underestimate the broader impact your event can have. By organising a board game event, you're not just rolling dice and drawing cards.


First you are creating a space for like-minded individuals to connect, share experiences, and forge lasting friendships. I invite you here to consider that the true reward of organising a board game event extends far beyond the game itself. It's about nurturing human connections, promoting well-being, and hopefully creating a positive impact that goes beyond the game table. Do not be afraid to take the plunge, while watching your game events blossom into something special. You could well become the catalyst for others to grab a new board game at a local store and kickstart a passion that will last a lifetime.