OP stolen shamelessly from Darkewolfe; I'll modify it some this weekend
ITT we discuss board games and the culture surrounding them. We talk about what games we played last weekend, what games we'd like to play and how much we wish our SO's would share our enthusiasm for meticulously organizing little wooden chits.
Most discussed games:
In Thunderstone, players build a deck through purchasing items, gaining and upgrading heroes, and defeating monsters. Each player's turn involves journeying to either the village to purchase items for your deck or delving into the dungeon to use your hand's heroes and weapons to slay the monsters that live there. Each card has a combination of attack, magic attack, light, strength, and gold and different the different phases of your turn utilize different parts of the same card, allowing for different play options even using the same hand.
Building heavily upon Dominion (to the extent that some were angry when it was not mentioned as an inspiration), the game starts out with Dominion's easy to explain rule set and moderately quick gameplay. On top of this however, Thunderstone adds a theme that unites the entire game and adds several more interesting gameplay points that add depth to the base game. It's a little more difficult to learn and set up than Dominion is, but just as, if not more, enjoyable once it gets going.
Settlers of Catan
In Settlers of Catan, players try to be the dominant force on the island of Catan by building settlements, cities, and roads. On each turn dice are rolled to determine what resources the island produces. Players collect these resources to build up their civilizations to get to 10 victory points and win the game. Multi-award-winning and one of the most popular games in recent history due to its amazing ability to appeal to non-gamers and gamers alike.
This is pretty much a genre defining game. It treads a strange area between the common boardgames you can find in any toyshop and the weird ones you have to go to specialist for. It's excellent, but like all gateway drugs you end up hungering for more.
There are some expansions too, the big ones being Seafarers
and Knights and Cities
. The former can be seen as essential (it was originally planned to be part of Settlers but was removed due to the expense) while the latter isn't quite an expansion in the normal sense, instead it changes the game into something very different. As a word of advice, avoid the 5&6 player expansions, they really damage the carefully balanced elegance of the basic three and four player game.
In Agricola, you're a farmer in a wooden shack with your spouse and little else. On a turn, you get to take only two actions, one for you and one for the spouse, from all the possibilities you'll find on a farm: collecting clay, wood, or stone; building fences; and so on. You might think about having kids in order to get more work accomplished, but first you need to expand your house. And what are you going to feed all the little rugrats?
Agricola is a game about farming! Oh, it gets better. During a typical game, you will coral sheep, grow carrots and try to reproduce with your wife as much as possible! Don't forget to eat, though, having to beg for food is worth negative points! Can't see why this is one of the most popular board games in the world yet? Essentially the game is a simple, undistracting theme set on top of a rich and enjoyable low-competition Eurogame. As is typical with Eurogames, players don't come into direct conflict with each other but instead compete for highly limited resources in a game-length restricted environment. If you loved you some Settlers of Catan but don't know where else to branch into board gaming, this might be for you.
A card game where the cards themselves determine the current rules of the game. By playing cards, you change numerous aspects of the game: how to draw cards, how to play cards, and even how to win. There are 84 cards in the deck with additions available.
Fun, but in a very different way to most other games I'm going to talk about. It's very random (so much so that you won't ever really develop any strategies) but it makes you laugh and a game will only last about ten minutes at the absolute maximum, so it's a nice game to crack out with a couple of beers. It does get old fast though. It comes in a few different themed flavours, such as Stoner Fluxx
, which has cards telling you to smoke.
In this fairly light tile-laying offering, players pull a tile from the pool and place it against one of the previously played tiles. If you start a new object (city, road, farm, or monastery), you can place one of your control markers on the tile to denote your control. Markers (called Followers by the publisher and called Meeples by us) cannot directly compete when placed, so to achieve some gains, you must place your marker and use later tiles to connect up to it.
As subsequent tiles are arrayed on the board, objects get bigger or even merge. When roads or cities are completed, or a monastery is surrounded, the control marker is returned to you and you score the points. However, farmers are not returned and will score points at the game end (there are several rules variations for the farmer scoring).
Therefore, it's possible to have all of your control markers locked on the board on incomplete objects, and not be able to convert them into farmers later in the game. You must balance the need to score points during the game with the need to score farmer points at game end.
The goal is to have the most points at the end, which can be tricky to control considering your choice for each turn isn't the tile itself, but rather the placement of the tile that you drew. Think of a more strategic version of Metro's tile placement, with some of the scoring methods from El Caballero or even the Very Clever Pipe Game.
I'd say this is second to Settlers in terms of how commonplace it is. Nearly everybody who plays boardgames has played this. It's a solid game, lots of strategy and depth while not causing strokes. The main downside is that scoring can take some time at the end of the game.
The players are plantation owners in Puerto Rico in the days when ships had sails. Growing up to five different kind of crops: Corn, Indigo, Coffee, Sugar and Tobacco, they must try to run their business more efficiently than their close competitors; growing crops and storing them efficiently, developing San Juan with useful buildings, deploying their colonists to best effect, selling crops at the right time, and most importantly, shipping their goods back to Europe for maximum benefit.
A novel game system lets players choose the order of the phases in each turn by allowing each player to choose a role from those remaining when it is their turn. No role can be selected twice in the same round. The player who selects the best roles to advance their position during the game will win.
This is widely regarded as the best boardgame there is. There's very little luck involved which most people enjoy, as it means that most of the time the winner was the best player. The only downside is that interactions between players are rather indirect. Also some people don't like the theme, claiming it to be racist, but those people have special needs and should be sent to the camps.
Munchkin is a stand-alone card game designed by Steve Jackson that "simulates" (well, sorta') a fantasy-themed RPG (oh, ok, DnD) in a simple, card-based game that's chock full o' silliness. Everyone begins the game as a 1st level Human with NO Class (heh-heh) and via cards, they acquire Races (Elf, Dwarf, etc.), Classes (Thief, Wizard, Cleric, etc.), Items, Armor, Potions and more that they use to combat hideous monsters like the 4th level Undead Horse, the 10th level Net Troll and the 14th Level Unspeakably Awful, Indescribable Horror (very nasty, indeed). The object of the game is to reach Level 10 and levels are acquired via the slaying of monsters and the selling of acquired treasure (1,000 Gold Pieces equals 1 Level).
Often mentioned but not very good. Really it relies on your players having an understanding of roleplaying (specifically older D&D) humour, which as we all know is generally quite poor. Still, you'll laugh the first time and maybe play it three or four times but it quickly falls apart under scrutiny and the theme isn't strong enough to hold it alone. If you want something light and fast, Fluxx is a better bet. Although you could just keep buying Munchkin expansions to extend its life. Editor's note: Almost every gamer loved this game for awhile. However, it's been around a looong time and just isn't that replayable. If your group is completely new, you might really enjoy it.
Twilight Imperium Third Edition is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to sieze the imperial throne via warfare, diplomacy, and technological progression. With new oversize geomorphic board tiles, finely detailed plastic miniatures, hundreds of cards, and a massive plurality of options,
The TI gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in a far more active game experience with much less downtime. In addition, TI3 will include new Race Cards, as well as a dramatic new approach to the structure of the gameplay itself using the new "Command" system.
If you've ever played Master of Orion then you will most likely like this. It's a lovely space empire simulation. Nice pieces, elegant rules and decent conflict between players. There's an expansion now, and you absolutely need to at least copy some of the rules from BGG, even if you don't buy the expansion itself. The biggest problem with the original rules is handily corrected. (For instance, objectives that draw players into conflict more often are included.) In my experience, the key criticism with this game is you will need most of a full day's gaming session to play. We once played a game over four sessions, over a course of two months. It is not as fast a game as most others. My group does not play it as much, because half the time we'll have to quit early anyway. Even allowing for the length, I will play this game every single chance I get.
After the Cylon attack on the Colonies, the battered remnants of the human race are on the run, constantly searching for the next signpost on the road to Earth. They face the threat of Cylon attack from without, and treachery and crisis from within. Humanity must work together if they are to have any hope of survival…but how can they, when any of them may, in fact, be a Cylon agent?
You might say that this game is popular. We don't really talk about it in this thread, because Starbuck-enthusiasts flood the thread. Please keep discussion on the topic to its custom thread:
Battlestar Galactica Thread