Remembering things is not my strong point. Not because I’m getting a bit older now – I’m only in my 40s – but because I’m relying more heavily on technology to remember things for me. Online spreadsheets tell me what game to review next or what article to write. Oh, speaking of which, articles are made in advance and then scheduled in, along with all the related social media messages. So, no, I don’t need to remember much. Maybe that’s why I don’t like memory elements in games, but let me use this article to go into this in a little more depth.
A murder had been committed and three suspects were found at the crime scene, but only one of them was the murderer. One of the detectives was already at the scene and had spoken to two of the suspects when you arrived. The detective told you who they thought was the killer, but you wanted to be sure. You pulled the other two suspects to one side and interviewed each of them in turn. You quickly knew who had committed the murder and logged down your suspicion. The only thing that wasn’t clear, was why the crime scene was In a Grove by Oink Games.
Nobody likes a game with more rules than necessary. The more rules there are, the longer it takes to learn a game, especially if there are also a lot of edge cases or exceptions. Too many rules can lead to confusion and slow down the flow of a game and consequently increase playing time. In this article, I want to look at streamlining games and how it can affect the playing experience.
Things had gone missing – food, to be precise. Someone was taking bits of food here and there and stashing it away somewhere, hiding it from the eyes of everyone, especially the keepers. It quickly became clear that it wasn’t any of the visitors to the zoo, but one of the animals – or a group of animals. The meerkats were acting suspiciously as well and were clearly involved. However, as security camera footage was closely monitored over the coming days, it came as a shock that the zoo had a group of Pilfering Pandas by Wren Games.
I have previously talked about how some games try and tackle a serious topic and treat it with the respect it deserves. Some games also go one step further and try and educate us about the topic as we play the game. My article “Sensitive Settings” tried to look at games that tackle plagues, wars, colonialism, genocide, executions, experimentation, extinctions, terrorism, abuse and death in a sensitive and meaningful way. In this article, I want to look at games that use a specific setting as a backdrop for a fun experience and that make no attempt at treating the serious issues in a serious way – and that setting is Nazi Germany. So, please bear this in mind when you decide if you want to continue reading this article or not.
The room was buzzing. Paintings of different sizes and in different styles were filling the walls, all beautifully lit to bring out every detail and make them really shine. People were mingling and chatting, waving their champagne glasses around as they were discussing the style, composition and imagination displayed in the variety of art. Suddenly, it went silent and everyone turned their attention to the gallery owner in the middle of the room. It was time to choose the best piece of art on Canvas by Road to Infamy Games.
For many of us, losing a game isn’t much fun – winning is usually much more enjoyable. However, sometimes board games create amazing moments that are more memorable than whether we won or lost and in this article, I want to look at why losing a game can actually feel amazing, or at least be fun.
We had been growing tea for generations on our large plantation. We knew everything there was to know about the cultivation of the plants, the best time and method of harvesting the leaves and how to treat them to turn them into wonderfully aromatic tea, ready to be steeped and drunk. We even had ships waiting for our teas to take them out into the world. But for the moment, it was time to relax and enjoy a nice cup of Chai: Tea for 2 by Steeped Games.
Games that take less than 30 minutes to play are usually seen as lighter, because they are often less complex than games with a longer playing time. Sometimes these quick, short games are seen as “lesser” in some way or not as “important” as longer and more complex games. Often they are dismissed as party games that no “serious gamer” wants to associate themselves with. In this article, I want to look at short games a bit more closely and compare them in more detail with longer games.
It was panic stations – everyone for themselves. Even though we had arrived on the island in groups, all of that went out of the window. If you saw a boat, you did all you could to get on it and sail away from the island. There was no time. Bit by bit, the island was sinking. Some poor souls jumped into the water in a desperate attempt to swim to the mainland, but they had to contend with sharks and sea monsters. Nowhere was really safe. All we could do was Survive: Escape from Atlantis by Stronghold Games.