Enjoyable design (Topic Discussion)

Tabletop game designers want to create an enjoyable experience for people - whatever enjoyable means in this context. From that starting point, they create a game that is balanced, flows well and meets the desired complexity requirements, as well as meets other criteria. They may use the skillset of developers to refine everything, and if a publisher is involved, there will be additional criteria that have to be met. However, in this article, I want to focus on enjoyment, what it means and whose responsibility it is to make a game enjoyable.

Pandemic (Saturday Review)

"...as more people are put into isolation in specifically built camps that are guarded by military personnel and run by medical experts and support staff brought in from around the country. The World Health Organization has so far identified five different viruses in this global epidemic. A number of scientific laboratories across the world are working around the clock in an attempt to discover a cure for them all, while teams on the ground travel to infection sites to gather samples and monitor outbreaks." You switch off the TV, because you have to return to your fieldwork and help your team find cures in Pandemic by Z-Man Games.

The Mind Extreme (Saturday Review)

There is absolute silence and the flickering candles cast eerie shadows of the four people sitting around the table. Everyone has one hand on the table and moves their gaze from face to face, trying to lock onto the thoughts that waft through the other person's mind. The tension is palpable and the air is thick. There is a faint sound of ticking, as if from a grandfather clock, but it's not real. It's in everyone's head. Yet, it's not a single clock, but a jumbled rhythm as each player counts down at their own frequency. Then, slowly, everyone withdraws their hand and the game begins. It's time to get into synch as the game of The Mind Extreme by Nürnberger-Spielkarten-Verlag begins.

Alpha One

As some of you will know, I'm an alpha player at the core, which means I can take over co-operative games and tell people what to do. Even in competitive games I'm the one who makes sure rules are followed and actions are done in the right order. I even adjust tokens or tiles to line them up properly and ensure everything is in the right place. However, I've changed a lot over the last year or so and I want to share my journey with you. Maybe it will give you some tips for yourself, if you're an alpha player too.

Sub Terra II: Inferno’s Edge (Saturday Review)

You and a handful of brave explorers have finally found the entrance to Mount Arima, the fearsome volcano that has laid sleeping for decades, and which hides an important secret in its maze of tunnels. Tales of a magical sanctum have drawn you and your fellow adventurers together. You all promise to work together and face whatever dangers you may encounter in the depths of this mountain. Yet, none of you have realized that your allegiance will be tested to your death, if you are not able to escape before the volcano erupts and burns you alive. Sub Terra II: Inferno's Edge by ITB Board Games will require you to work together effectively and swiftly if you want to succeed.

Tabletop Player Profile – Updated

It has been nearly a year since I last updated my tabletop player profile using the Quantic Foundry‘s online form. Let’s see what has changed since December 2018. I have played a lot of games since then, so there must be some change. If you look at the image, you will see my results from end of last year in red, and my results from now in blue. It is immediately clear there has been a big change, not surprising given how long ago I took the test last.

Group mentality

Solo gaming has a huge following and playing against an AI or trying to solve an objective or puzzle set by the game can be very satisfying. Playing two player games is a different challenge, whether you play co-operative or competitive, and I love playing games with my wife. However, having three or more players changes the situation again and it is this player count that I want to delve into a bit deeper.

Assembly: Re-Sequence & Override (Saturday Review)

It is with a sense of deja vu that you desperately type into the console in front of you in a frantic attempt to contact your colleague who, like yourself, has locked themselves into one of the bays on this vast manmade construct. It feels like you have been in this situation before, where both of you were trying to escape alive, as the station's AI was watching your every move and interfering where it could. As if with the help from your previous self, you manage to switch some of the station's functions to manual mode, making everything ten times harder. Now, every command you issue will have to be confirmed by your colleague, and the AI will be able to listen in. You know you have only so many commands before the AI will lock you in permanently, sealing your fate forever. Even though the situation feels very familiar, there is something very different. You notice robots on the station, and there is an additional safety mechanism that forces you to lock all bays in clockwise order. You are back on the Assembly space station, like you were before, but this time the Re-Sequence & Override expansion doubles the difficulty.

Fun and games

There are many reasons why people play modern tabletop games. Some love the competitive element of games and enjoy winning. There is nothing wrong with that of course, and that is highlighted by the amount of boardgame contests that are available every year. I also enjoy when I win a game, especially because it doesn't happen very often, but for me playing games is much more about fun - and it's this that I want to focus on in this article.

The Mind (Saturday Review)

If you are looking for an easy-to-teach, easy-to-carry, quick, fun, co-operative card game, then The Mind by Coiledspring Games is the right game for you. However, let's start at the beginning. The game is really simply: there is a deck of cards numbered 1 to 100, every players is dealt a certain number randomly from the deck, there is no turn order and everyone plays when they feel the time is right, without co-ordinating with each other, and as long as all cards are played in ascending order everyone wins. That's pretty much all there is to it. Sounds easy enough - but it's actually really hard - and that's what makes this game so interesting in my view, as it creates a new gameplay mechanism that I have not come across before.