Essen Spiel 2019 Most Wanted (Saturday Review)
It's that time of the year again. The huge Essen Spiel game fair is upon us, so as is custom, here is my list of games that will be at the exhibition and that I'm looking forward to.
weekly board game reviews and thought pieces in written and audio format
It's that time of the year again. The huge Essen Spiel game fair is upon us, so as is custom, here is my list of games that will be at the exhibition and that I'm looking forward to.
Classifying things we encounter is important. It gives us a way to describe them to others, allows us to decide whether things are similar or different and provides a method to create connections between them. Classifications help us with decision making and prediction. However, classifications alone don't fully describe things and especially when we talk about classifying tabletop games, there are a lot more nuances and details that cannot be described by classifications alone. So I want to explore how far classifications can go until their usefulness deteriorates.
A handful of small trees stand at the edge of a clearing. The wind blows gently as the sun starts to rise in the east. You can almost see the trees reaching for the light, as they slowly convert the sunshine into sugars, which is used to grow and produce seeds. Each species will have different survival strategies, but all trees have a natural urge to disperse their seeds towards the middle of the clearing, where there is less competition and more fertile ground. However, it won't be long until the many saplings have filled the available space and the fight for sunshine will become more and more intense. In the meantime, some trees will have grown old and will die, freeing up precious ground for seeds to settle and hopefully germinate. It is for you and up to three of your friends to look after your rootstock in Photosynthesis by Blue Orange Games.
A hook, as per the dictionary definition, is something that draws you in. In games, a hook can be a number of different things. Often it is something visually exciting, such as beautiful illustrations, amazingly detailed miniatures, realistic resources or some sort of physical component that is integral to gameplay. Hooks can also be an interesting theme, an exciting gameplay mechanism or even the background story behind how a game was made. Certain awards or even the price of a game can be a hook too. Ultimately it's about finding something that grabs your attention and gets you to take a closer look.
Travelling to games night, weighed down with a giant bag full of games isn't easy. I appreciate that many people have a car and use that to get to games night, and that makes sense, especially if you travel a bit further. However, if your friends live only a short while away, then going by bike would be another, and possibly better, option. Yet, a lot of bikes aren't really designed to carry much. Yes, you could get panniers, but they're not ideal. However, these days there are a lot of utility orientated bicycles available from your local bike shop, or you can go one better and get a custom-built bike that is not only up to the task of ferrying around bulky loads, like board games, but is also made exactly how you want it.
It is always nice to get some positive feedback for the work you do, so winning awards is even more satisfying, especially if you receive one of the many prestigious awards from the industry you work in. So far, the Tabletop Games Blog hasn't won any awards, but in this article I am not fishing for praise, but I want to look at the many board game awards that are run every year and show how winning an award affects the popularity of a game, what costs may be attached with some awards and what the different awards try to achieve within the industry.
In the world of Arzium, groups of brave adventurers travel from town to town, where they load up on supplies and pack animals and recruit new members, who are willing to join them on the long journey, as they look for a lost city, called Last Ruin, where legend says lies a powerful artefact that will fulfil the finder's innermost wishes. It is time for you to add your name to the list of famous explorers, venture into the wild to collect valuable and useful items, meet new people, return to town to work for money and food, travel through abandoned mines and do what is needed to successfully complete the journey. Near and Far: Amber Mines by Red Raven Games allows you to become a hero, if you can compete with your fellow bands of explorers and come out ahead.
Games change when played with different numbers of players. I think many of us will have found that games that are said to work for two or more players often are quite a different experience when played with two versus more players. Some games are said to work with a larger number of players, but really work best with a specific number. Games, where you form teams, are often like that, working best with an even number of people, even though they're said to also work with odd numbers. I discussed many of these points in my article Group mentality, so this time I want to focus on some specific issues.
In a world where every tree is inhabited by its own gentle and benign spirit, it is your important task to ensure that every sapling grows strong and big, and offers a home for as many small creatures and plants as possible, thereby creating harmony and balance in the forest. If you can work in harmony with the seasons and nurture the worms, fireflies, flowers and mushrooms that grow on the tree that you have been tasked to look after, you will come out as the best caretaker and will be generously rewarded with health and happiness by the tree spirit, the kodama, that inhabits your tree. It is this work that you carry out in Kodama: The Tree Spirits by Action Phase Games.
I am not sure if you've come across this before, but you may have heard some people on a podcast or in a tabletop games review video talk about a game being overproduced. Often the term is used in a negative way, implying that a game includes unnecessary components and therefore is more expensive than it needs to be. However, different people seem to apply this term to different games in different ways, so I wanted to look at it a bit more closely and see whether we can investigate what overproduced actually means and whether it is indeed a bad thing.