It is generally accepted that it takes all sorts to make a functioning society, and it should therefore come as no surprise that the tastes of these same multitudes are equally as diverse when it comes to board gaming. This observation forms the basis of this month's blog, and it may be beneficial to examine this diversity and the quality of games currently available. However, before proceeding further, I believe it would be suitable to offer some personal reflections on my own experiences and inclinations regarding board games.
Fundamentally, I enjoy board games and all that they encompass, but I am certainly not a skilled strategist, I consider myself a dabbler at best. There are some games in which I perform adequately, a select few that I believe I have mastered (within reason) over time, but generally, adapting to new games presents a challenge.
Indeed, the sheer range of board games available currently is immense. In my opinion, it is simply not feasible or possible to play all the excellent games released in a single year, even if one possessed unlimited time. The quantity is far in excess of what any individual player could manage.
Just to offer a flavour of what volumes of board games are produced annually, all one has to do is to look at popular crowdfunding platforms such as Kickstarter and Gamefound. In 2024 a total of 5,314 game projects were successfully funded with a combined total of $220 million pledged. Obviously some titles did better than others but it is telling that for instance Twisted Cyptids garnered 33,210 backers and an expansion for the rather popular game “Root” called “The Homeland expansion” managed 27,549 backs. These are big numbers in themselves and they offer a concrete indication as to why the market is still thriving and still spawning a vast diversity in terms of themes and game mechanics.
Then there is complexity.
Currently, board games can be broadly divided into two categories. The first type centres on direct conflict, player elimination, and the use of dice. These games were referred to as "Ameritrash" in one of my previous blogs (did not coin that, it’s what board gamers call them). The second type emphasises detailed point scoring, varied gaming mechanics, and a greater level of strategic thinking rather than a significant dependence on chance. This latter group is generally referred to as “Eurogames”. The complexity of games within both categories differs. Some have simple rules that can be printed on two sheets of paper, while others possess extensive rulebooks.
It is reasonable to state that I have encountered a wide variety of games over the years. This experience now shapes my opinion on the subject of game complexity. Indeed, certain players enjoy complex games. The more detailed the rules, the more their minds engage with enthusiasm. It is also true to say that I do not belong to this group.
I must state however, that I do not avoid playing games of moderate substance that require some significant time for preparation. Games such as Raiders of the North Sea and Catan require some measure of preparation before play commences. However, in both cases, the enjoyment and pleasure I gain from playing them outweigh the setup time. Another game that requires significant time for preparation is Zombicide. Yet, again, the considerable enjoyment I have often experienced playing this with friends is much greater than the inconvenience of the setup.
My primary concern with board games is therefore not usually related to the preparation or the game pieces, but rather the intricacy or length of the rules, excessive iconography employed in the design or the structure of turns.
In my opinion, a turn of play should both be succinct as well as easy to follow. The greater the complexity, the more mental effort is required before a player can even decide upon their desired action for the turn. I shall now present two distinct games, each possessing unique objectives, gaming mechanisms, and themes. The scope of this comparison will be informative, and I believe you will find it worthwhile. However, should you be unfamiliar with the games I will discuss, I recommend viewing the corresponding tutorial videos by Rodney Smith of "Watch It Played" on YouTube.
Example 1 - Splendor - This game, created in 2014 by Marc Andre, has remained popular. It has an elegant engine-building mechanism that leverages the manipulation of a limited resource mechanism to great effect. It is highly replayable in my opinion and moderately challenging from a strategic standpoint. During each turn, a player may perform one of three possible actions:
Take up to three different coloured gem tokens or two gem tokens of the same colour.
Reserve a card from the available tableau of cards, taking one reserve token in the process.
Purchase a card from the tableau by paying the correct amount of gem tokens.
That is essentially the extent of the actions. The conclusion of the game, which occurs upon gathering a total of 15 points, can be seen as a positive outcome resulting from these actions.
The appeal of this game lies in the fact that any individual, regardless of their gaming experience, can begin playing within the first 15 to 20 minutes. They may not play with optimal strategy, but they will comprehend the actions taken and will play adequately. Over time, their skill may improve, but the rules do not impede the experience. It could be argued that Marc Andre achieved significant success with this game, which continues to be popular in 2025. We shall now examine another game, Raiders of the North Sea, designed by Shem Philips. Before continuing, however, I would like to mention that this game is not the most complex Eurogame available, but I believe it exemplifies the level of complexity I am referring to.
Example 2 - Raiders of the North Sea - In this game, Shem Philips transports us to the Viking Age. Here, you and other players will compete for recognition and prestige by undertaking profitable sea raids along an imagined coastline. To achieve this, you will need to acquire resources, enlist a strong Viking crew, and engage in combat. Ultimately, each raid, each piece of loot, and even the loss of crew members will contribute to your score, with the player accumulating the most points being the victor.
The game is highly thematic, and its design effectively integrates this theme throughout the entire gaming experience. Yet, the worker-placement mechanic used is indeed simple and always the same. You place a worker on a specific site, take an action, grab another worker from another site, take an action. That is essentially the core mechanic. Yet, it is the action selection that significantly contributes to the strategic depth of the game.
As previously mentioned, money and supplies are necessary to undertake a raid. Therefore, at the beginning of the game, players will compete to acquire these resources swiftly to proceed to the subsequent stage: the recruitment of their crew. To achieve this, one must first gather potential crew members from the Gate House location, and in later turns, recruit some of these individuals from the Barracks. Once a sufficient number of crew and resources have been assembled, a raid may be launched. Initially, raids do not require a large amount of resources, but this changes as the crew ventures further across the map with each subsequent raid.
As the game progresses to its middle stages, the focus shifts towards selecting the most advantageous raids to acquire the most valuable loot. Players will also attempt to improve their crew by spending coins and iron ore acquired from raids at the armoury. One may also gain favour by making offerings (in exchange for victory points) at the Long House, or exchange unwanted potential crew members or coins for gold at the Treasury. Gold then becomes a valuable and somewhat scarce resource towards the game's conclusion, as it is vital for preparing the crew to raid Forts. Indeed, in terms of gameplay, a player can anticipate earning the most points from undertaking raids, but there are other ways to accumulate the necessary points for victory, for example:
Advancing along the armoury track.
Advancing along the Valkyrie track.
Making offerings at the Long House.
Excess resources like gold and livestock.
All contribute towards the final point score.
Therefore, players will need to assess on each subsequent turn which action will most effectively progress their efforts to gain sufficient victory points to win. This makes each turn significantly more complex when compared to a game like Splendor. Yet, while Raiders of the North Sea offers a significantly greater strategic depth than Splendor, the turn structure itself remains based on a straightforward placement and removal of workers. Beyond this, the actionable spots are all related, making decisions intriguingly complex yet logical and intuitive.
Certain games elevate this complexity further. Games within this category employ a multiple action system, where each action is connected to several resulting effects, all contributing to the game's overall objectives. Examples of games at this advanced level include the recently released Galactic Cruise, Brass, and Scythe.
Furthermore, another type of gaming mechanism can significantly increase a game's complexity if overused. I am here referring to the idea of asymmetric factions. Games such as Root extensively utilise the concept of asymmetry by offering distinct paths to victory depending on the faction a player chooses. The designers assert that each faction in Root is balanced to have an equal opportunity to win if the correct strategies and actions are employed. Therefore, players would still need to comprehend the characteristics and victory conditions of each available faction to optimise their own strategy and achieve victory.
The truly interesting aspect here is that while these games present a complex gaming experience for any player willing to invest the time to learn and play them, they remain considerably challenging games that require multiple plays before a player can achieve any significant level of success. This marks the first significant demographic division within the board gaming hobby. On one side are the enthusiasts of medium to light casual board games who enjoy playing modern board games but lack the time needed to improve significantly in more complex games, and on the other side are the dedicated board game aficionados who enjoy complexity and have ample time to refine their in-game strategies.
The complexity stemming from asymmetric factions, exemplified by games such as Root and Dune: Imperium, introduces a significant cognitive load for players. In Root, each faction operates under entirely distinct rule sets, possesses unique units and abilities, and pursues victory through different means. The Woodland Alliance, for instance, engages in guerrilla warfare and aims to generate sympathy among woodland creatures, while the Marquise de Cat focuses on resource management and territorial control. Similarly, in Dune: Imperium, factions like the Atreides and Harkonnen possess unique leader abilities and starting resources, influencing their strategic approaches to the central conflict over spice and influence. This asymmetry necessitates that players not only master their chosen faction but also develop an understanding of their opponents' capabilities and objectives to formulate effective counter-strategies. The intricate interplay between these diverse factions creates a dynamic and often an unpredictable gaming experience, contributing substantially to the game's overall complexity.
To mitigate language barriers and enhance accessibility, many modern board games, particularly those with intricate rules and numerous components, rely heavily on iconography. Symbols and visual cues are employed to represent resources, actions, unit types, and game effects. This visual language aims to transcend linguistic differences, allowing players from various linguistic backgrounds to understand and play the game without needing to rely solely on written text. For example, a specific symbol might consistently represent "influence" in Dune: Imperium, regardless of the language of the rulebook or game components. While effective in overcoming language barriers, the sheer volume and abstract nature of some iconography can itself contribute to complexity. Players must learn and internalise the meaning of numerous distinct symbols, which can be challenging, especially for newcomers to the game or those unfamiliar with specific game mechanics.
Addressing the complexity arising from asymmetric factions and extensive iconography requires a multifaceted approach. Game designers could strive for greater thematic coherence between a faction's rules and its narrative, making the unique abilities more intuitive to grasp. Clear and concise rulebooks with dedicated sections explaining each faction's specific rules and iconography are crucial. Furthermore, player aids that summarise faction-specific rules and provide a key to the game's iconography can significantly reduce the learning curve and in-game cognitive load. For iconography itself, consistency in design and a gradual introduction of new symbols throughout the game can aid comprehension. Online resources, such as comprehensive rule summaries, frequently asked questions, and digital implementations of games, can also provide valuable support for players navigating complex rulesets and iconography. Ultimately, a balance between strategic depth and accessibility is key to ensuring that the complexity introduced by asymmetric factions and iconography enhances, rather than detracts from, the overall gaming experience.
The inherent complexity of certain modern board games often presents a steep learning curve, potentially creating a barrier to entry for a significant portion of the expanding gaming community. This community now includes a substantial number of casual players seeking accessible and enjoyable experiences, as well as individuals transitioning from the more immediately interactive world of computer gaming. These players may find the time investment required to master intricate rulesets and asymmetric factions daunting, potentially leading to frustration and abandonment of the game.
To address this growing demographic, new board game designs could incorporate modular complexity, allowing players to gradually introduce more advanced rules and mechanics as they become more comfortable with the core gameplay. Clear and well-structured rulebooks with numerous examples and visual aids are paramount, as is the inclusion of introductory scenarios or tutorials that gently guide new players through the fundamental concepts. Furthermore, the integration of digital elements, such as companion apps that provide interactive tutorials or rule lookups, could significantly enhance accessibility for those accustomed to digital gaming interfaces.
Communicating a game's complexity level to potential buyers is also crucial. Game boxes could feature a clearly visible indicator, perhaps a numerical rating or a descriptive label (e.g., "Introductory," "Intermediate," "Advanced"), that accurately reflects the anticipated learning curve and strategic depth. Including information about the typical playtime and the target audience on the box could further assist consumers in making informed purchasing decisions.
It is worth noting that some of these very ideas have begun to appear in the design and packaging of newer board games. Many publishers now include indicative information such as recommended age ranges, the suggested number of players, and an estimated typical game duration. However, experience suggests that these values often fall short of accurately representing the true complexity encountered when first engaging with a game, particularly for individuals new to the hobby or unfamiliar with specific game mechanics. The listed typical game duration, for instance, rarely accounts for the additional time required for rules explanation and the slower pace of play during initial learning.
To better serve the growing and diverse board gaming community, enhancements to this system of indicating complexity could be implemented. Alongside the typical game duration, an estimated duration for a first-time play could be included, providing a more realistic expectation for initial engagement. Furthermore, a more granular indicator of ruleset complexity could be beneficial. This might take into account factors such as the average setup time, the length and intricacy of a typical player turn, and a general assessment of the game's learning curve. These additional metrics would offer a more nuanced understanding of the demands a game places on players before they even open the box, representing a significant improvement over the currently employed model.
Board games offer a broad range of experiences, catering to players with varied preferences and levels of engagement. While some enjoy the challenge of complex strategies, others prefer accessible and straightforward gameplay. Personal enjoyment often depends on finding the right balance between complexity and preparation. Enhancing the way game complexity is presented, including clearer indicators of setup time and learning curve, could help players make more informed choices. A well-structured approach to understanding board games can improve accessibility and enjoyment for everyone, ensuring that all players, regardless of experience, can find games that suit their tastes.