Imagine the asteroid field scene from Star Wars: The Empire Strikes Back, where our heroes risk their lives to try to get away by entering an asteroid field, then add the AI HAL from 2001: A Space Odyssey, which has gone mad and taken over the spaceship, forcing the crew to try and outwit it - and you basically end up with the gameplay of Sensor Ghosts, the new game by Wren Games, due to launch on Kickstarter on 28 May.
We have a sort of house rule in our games group where you're not allowed to introduce a new game, unless you know the rules and can teach it to the group. It might sound harsh, but it makes for a smoother experience during the games night. I know other groups do it differently. They might expect the whole group to learn the game themselves beforehand, which is of course also an option. However, whatever approach you choose, you will probably come across a situation where you will teach a game to someone, so I wanted to discuss an approach I have started to adopt recently.
After the Kickstarter campaign for Assembly by Wren Games finished successfully back in June, the game is now close to being sent out to backers. So it is time to have a closer look at this fun, co-operative card game. The game can be played solo, which is also possible using an app, or in a two player co-operative setup. The aim is to manoeuvre a set of tokens along a randomly configured circle of locations into their correct slots by playing cards that allow you to rotate, swap and lock these tokens in place. To do this efficiently you need to play cards that your team mate can match with a card in their hand - but the problem is that you don't know what cards they have.
Imperfect information games have been around for a long time. Games like Cluedo or Guess Who? are examples that most people will know and have probably played. In these games you all have the same goal, but everyone has a different set of information, and nobody has the full picture. These type of games create an interesting puzzle for players who try to win without revealing too much information to their opponents. It is often impossible to know which of the possible actions is the best one, and whether it will give others an advantage. A whole branch of game theory is dedicated to solving imperfect information games, but in this blog post I want to describe a couple of games that have built on the basic premise of these type of games and developed it further.