[HN Gopher] Simplifying Board Games
       ___________________________________________________________________
        
       Simplifying Board Games
        
       Author : luu
       Score  : 237 points
       Date   : 2020-05-31 20:34 UTC (2 days ago)
        
 (HTM) web link (www.jefftk.com)
 (TXT) w3m dump (www.jefftk.com)
        
       | agentultra wrote:
       | This is how I introduced board gaming with my children. There are
       | kids versions of some of the more popular games like Settlers and
       | Carcasonne which can be fun as well. We also play _No Thank You,
       | Evil!_ which is a lot of fun as my kids have wild imaginations
       | and really enjoy playing pretend.
       | 
       | Especially in this pandemic moment it has been a very useful
       | technique to have around.
       | 
       | Of course even in role playing one doesn't require a boxed game
       | to play. A few dice and some cards often suffice. Simplifying
       | Microlite20 [0] and throw in a kid-friendly setting with some
       | problem solving is a great way to pass the time and see how your
       | kids think!
       | 
       | [0] https://microlite20.org
        
       | funkaster wrote:
       | I have been playing Hero Kids[0] with my 4yo son since he was 3.5
       | and we have a blast every session. the best part of it, is how
       | flexible are the rules and you can relax them as much as you want
       | for smaller kids. I can def see how the approach in the article
       | could make complex games more accesible to kids. As soon as my
       | son is a bit bigger I'll try this for sure.
       | 
       | [0]: https://www.drivethrurpg.com/m/product/106605
        
       | bytematic wrote:
       | I bought board game simulator recently to play with my friends.
       | Many of the most popular games were just too intimidating to
       | play, this would have really helped us haha
        
       | dowakin wrote:
       | I'm using same trick with my 5 years son. In past I've tried kids
       | editions (like ticket to ride first jorney). But they become
       | boring too fast. Plus kid like to play "real" game, not game for
       | small kids.
        
       | torgoguys wrote:
       | These days there are so many board games out there that if you
       | are looking for a "simplified ______", another game probably
       | already exists and fills that niche reasonably well.
       | 
       | Shout out here to Heroscape, which is my favorite game and is
       | basically a simplified version of a miniature war game. It is an
       | interesting case study for this article too because Heroscape
       | comes with two rulebooks, one for a basic game and another for
       | the advanced game. (Although even the "advanced" game is much
       | simplier than most minature games). Heroscape also introduced
       | complexity over time with its many expansions (primarily new
       | miniatures which each of special powers).
       | 
       | The game was discontinued back in 2010, but still has a community
       | of fans going strong at https://www.heroscapers.com. The forums
       | are great.
        
       | rayalez wrote:
       | For the past couple of weeks I've been trying to do something
       | like that for DnD. Come up with a system that doesn't have
       | countless intricate rules and tedious arithmetics, but instead
       | focuses on the social/creative aspects of the game, encourages
       | creativity, improvisation, and storytelling. Keeping the rules
       | fun, simple, accessible, yet flexible and powerful. Something you
       | can play with your kids, or introduce to non-gamer friends to
       | have a fun evening or two (but also is capable of supporting
       | longer campaigns if you get into it). You can learn everything
       | you need to play the game by reading a couple of pages, or teach
       | it in 10-15 minutes.
       | 
       | The project is still in the very early stages, basically a draft,
       | but I'd love to know what you think:
       | 
       | https://playmirage.io/
       | 
       | (For people who have some good ideas about the rules, or want to
       | contribute ideas for spells, magic items, and adventures -
       | project is open source and available on github:
       | https://github.com/raymestalez/mirage)
        
         | kej wrote:
         | It sounds like you're aiming for something a little more
         | advanced, but I want to mention Amazing Tales [1] just in case
         | you aren't aware of it. It does really well as a "first RPG"
         | for kids, with the focus heavily on the storytelling part of
         | the game.
         | 
         | [1] https://amazing-tales.net/
        
         | blaser-waffle wrote:
         | > For the past couple of weeks I've been trying to do something
         | like that for DnD. Come up with a system that doesn't have
         | countless intricate rules and tedious arithmetics, but instead
         | focuses on the social/creative aspects of the game, encourages
         | creativity, improvisation, and storytelling.
         | 
         | No shortage of rules-lite RPGs out there, with varying degrees
         | of similarity to D&D. FATE and FUDGE are the two that come to
         | mind, but there are lots of others.
         | 
         | There Is No Spoon, a simple RPG that was big on RPG.net a while
         | back is another good example.
        
         | funkaster wrote:
         | You should try Hero Kids
         | (https://www.drivethrurpg.com/m/product/106605), sounds a lot
         | like what you're describing
        
         | cpfohl wrote:
         | Check out Amazing Tales for the kids. Very similar to what it
         | sounds like you're describing.
        
         | AlphaWeaver wrote:
         | An interesting idea in this space is the concept of a "D&D
         | microsystem," which I think seeks to solve some of the problems
         | you mention above.
         | 
         | I run games using a modified version of "Rolling for Shoes" [0]
         | to much success with friends & family as a way to pass the time
         | on long car rides.
         | 
         | [0]: https://rollforshoes.com/
        
         | sjbrown wrote:
         | If you want critical feedback for your design and suggestions
         | of other games that share some of your goals, you should peek
         | into the /r/RPGDesign subreddit and The Gauntlet Forums.
        
       | michaelbuckbee wrote:
       | I really like OP's approach here but still, find that some kids'
       | specific games are quite good on their own. In particular, Ticket
       | to Ride: First Journey is a great adaptation to the full game.
       | 
       | Another one that nobody believes me about (because it sounds like
       | such a preposterous cash grab) is Super Mario Brothers Monopoly.
       | But the changed some of the fundamentally boring aspects of the
       | game to make it really quick to play and introduced the concept
       | of "hero" characters with unique abilities to it.
        
         | Spellman wrote:
         | Indeed, there are also plenty of great board games that are
         | targeted towards kids! Don't need to run simplified Adult
         | games.
         | 
         | The HABA publishing series is always a hit. Rhino Hero working
         | for kids and adults alike.
         | 
         | First Orchard teaches the basics of game mechanics to younger
         | kids.
         | 
         | Set Junior simplifies Set for kiddos.
         | 
         | Ice Cool is a great dexterity game.
         | 
         | The Magic Labyrinth (2009) involves mental mapping and
         | memorization skills.
         | 
         | Looney Quest is a great drawing game as you try to collect
         | coins and avoid the bad stuff.
         | 
         | Not to mention all the Junior games of heavy classics like
         | Ticket to Ride: First Journey, My First Stone Age, etc.
         | 
         | Obviously the downside is they likely will outgrow these
         | simplified versions. So the value of hacking the games you love
         | as an adult is definitely a big plus and lets you save money
         | and work them towards great board games. But on the other hand,
         | why strip out all the pieces when you can play something
         | designed for that age demographic?
        
           | jefftk wrote:
           | The saving money and path toward more complex games are the
           | main motivations for me, yup!
        
         | larrik wrote:
         | Super Mario Brothers Monopoly is good, but it's only 4 players,
         | and I have 3 kids... :(
        
         | moultano wrote:
         | The game I've found with the most cross-generational appeal is
         | Kingdomino. I've played it with 3 year olds and teenagers at
         | the same time, and both enjoyed it. They only change we make to
         | the rules for the younger kids is removing the 5x5 restriction
         | on the size of your kingdom.
        
         | nicoburns wrote:
         | I also like this approach. And I've found the opposite way
         | around also works pretty well: kids (say age 4-6+) are
         | perfectly capable of playing the full adult versions of games.
        
           | philsnow wrote:
           | My oldest kid once mopped the floor with me, 7 games in a row
           | at Love Letter. I didn't throw the games to make him happy,
           | he just plain had a combination of good draws and good play.
           | He was 7 at the time. Kids are amazing.
        
           | m12k wrote:
           | I've found the challenge isn't so much for them to understand
           | the rules as much is it's holding their attention with
           | something not as instantly gratifying as the other
           | entertainment they are used to in apps and video streaming.
        
             | nicoburns wrote:
             | Ah, my siblings and I were only allowed an hour of screen
             | time a week when we younger. So that wasn't really an
             | issue. I think an hour a week is a bit extreme, but I
             | definitely intend to put strong limits on my children,
             | especially when they're young.
        
             | svachalek wrote:
             | Keep 'em off the drugs. Board games are excellent for
             | building math intuition.
        
         | dimitropoulos wrote:
         | We've had really good success with Magic Maze Kids - as well as
         | Ticket to Ride: First Journey and Catan Junior (both of which
         | are fantastic). The thing that Magic Maze Kids has going for it
         | is an _absolutely fabulous_ tutorial system that slowly
         | introduces every mechanic of the game.
         | 
         | Other games like Pigasus and Snowman Dice (both by Brain Games
         | I think) have been a hit too.
        
           | bradly wrote:
           | What ages do you recommend those games for?
        
             | sephlietz wrote:
             | BoardGameGeek is usually a good resource for this.
             | https://www.boardgamegeek.com/boardgame/125921/catan-junior
        
             | dimitropoulos wrote:
             | I think if you're willing to be VERY flexible with all
             | rules, 2.5 is old enough to play all of the above.
             | 
             | When we play with younger kids we try really hard to
             | emphasize fun and downplay stringent rule following, for
             | better or for worse.
             | 
             | Some games, like snowman dice, are fun just for the sake of
             | it. It's fun to roll the dice and push them around.
             | 
             | I'd say Catan Junior is fine for a 3 year old, but make
             | sure to spend the first few times just familiarizing the
             | rules (i.e. making the connection between getting a
             | resource and spending it by matching up the resources on
             | your resource card).
             | 
             | Ticket to Ride Junior is a little bit harder, but a 3 year
             | old should do ok with help. Again, if you really "take it
             | easy" about the rules a very young child can have a lot of
             | fun with these if for nothing other than the colors and
             | manipulatives/meeples alone.
             | 
             | Magic Maze Kids we did starting at 2.5-3ish and it was
             | fine.
             | 
             | Pigasus, on the other hand, a 2 year old can do and really
             | enjoy. That game is absolutely amazing because it's one of
             | those things that a small child can do better than some
             | adults (like... for real!). Also the sound the pig makes
             | when you squeeze it is incredibly funny to most kids and
             | very rewarding. It's a fun one.
        
               | mpettitt wrote:
               | My 3yo daughter can handle Ticket to Ride First Journey,
               | and even now knows some of the city names (we actually
               | have a German edition, since I couldn't find an English
               | one at a sensible price). It plays a bit quicker than the
               | full version, so tends to hold her attention longer.
        
         | captn3m0 wrote:
         | The one major improvement is that you're having to buy just the
         | full game instead of 2 variants. The chances are you already
         | have the original full game, and using that to teach a reduced
         | set makes sense if you don't wanna (or can't) buy the smaller
         | set because it will stop being fun in a year once the kid
         | learns the main game.
         | 
         | There is also the fact that some games won't even have reduced
         | sets (Guillotine for eg), or will have it but it will be
         | impossibly hard to get where I live. I can easily get a copy of
         | TTR in India, but finding a copy of TTR:1st Journey is much
         | tougher.
        
         | karatestomp wrote:
         | The best Monopoly is the one on the NES with a four-score
         | adapter :-)
         | 
         | All the standard rules, no-one can modify them, runs the
         | auctions for you, plays _very_ fast. D-pad and four buttons
         | (counting select and start) so even young kids (or oldsters)
         | with no gaming experience can pick it up fast. I wouldn 't
         | ordinarily recommend a video game as a complete replacement for
         | the physical version of a board game, but in the case of
         | Monopoly, yes, definitely, find the simplest video game version
         | you can and use that.
        
           | wallfacer wrote:
           | My mom suggested I buy NES Monopoly when I was about 10. I
           | protested at first, but I quickly fell in love and played
           | endlessly.
           | 
           | Monopoly is not a well-designed game to play with people but,
           | surprisingly, amazing and interesting to play against an
           | 8-bit computer.
        
         | sephlietz wrote:
         | Our family has also found this to be true for Catan Junior.
         | It's a great game on its own with quite a lot of replay value,
         | so we end up sometimes playing Catan Junior even though
         | everyone has the ability to play Settlers of Catan.
        
           | chrisweekly wrote:
           | Same experience
        
         | WorldMaker wrote:
         | Target (the stores) has been a really interesting force for
         | encouraging board game designers to adapt their games to entry
         | level. TtR: First Journey, Catan Junior, Evolution's base game
         | rebranded and cleaned up to be an entry level game leaving
         | Evolution: Climate the new "base game" for more experienced
         | groups, Captain Sonar Junior. So far it seems that most
         | designers that have accepted Target's challenge have built
         | great adaptations that don't water down their main concepts too
         | much and are great starting points to the deeper games.
        
         | sdenton4 wrote:
         | I've played Carcassonne with kids who couldn't read yet; it's
         | great! No language dependence whatsoever!
         | 
         | OTOH, I typically teach adults how to play Race for the Galaxy
         | by starting out with a few hands of San Juan... It's a very
         | similar, but much much simpler game.
        
       | jordanpg wrote:
       | A related concern that this brings to mind is the act of teaching
       | complex rulesets to players who are playing for the first time.
       | 
       | It's not unusual for only one person in a group to have taken the
       | time to learn the rules, by reading the rulebook, or more often
       | these days, by watching a video. Then, that person is informally
       | responsible for communicating the rules to the other players,
       | tutorial-style.
       | 
       | For games beyond a certain level of complexity, I have sometimes
       | found this process to be absurd. For example, it might be obvious
       | that the rules are not being followed correctly or consistently.
       | Or more frequently, players are playing their first playthrough
       | haphazardly, with no real understanding of the games mechanics.
       | And no one wants to be a rules lawyer.
       | 
       | These things are normal and the games are meant to be fun, above
       | all else, but at the same time, playing a game incorrectly or
       | with partial knowledge is unfun to me, especially since it's not
       | unusual to only play a game once these days.
       | 
       | I think the suggestion for gamemakers to include graduated
       | tutorial materials, written or video, allowing players to
       | trivially pick up the basics and begin playing immediately is
       | very useful, and will encourage players to come back to the same
       | games more than once.
        
         | pbuzbee wrote:
         | As a technical writer, I often find board game rules suffer
         | from poor writing. They often present information backwards:
         | they start by telling you every thing about every piece and
         | situation before you really understand the basics of play. This
         | makes it difficult to piece together how to play the game.
         | 
         | I'd much rather see board game instructions written as starting
         | out with a VERY short summary of the game and its objectives
         | (e.g. for Dominion: "in this game, you build a deck of cards
         | that you use to purchase victory points. At the end of the
         | game, the player with the most victory points wins."). Then you
         | can follow that up with set up instructions, a simple
         | explanation of a basic turn, followed by more detailed
         | descriptions of gameplay and ending conditions, and finally
         | close with detailed reference material.
        
           | woeirua wrote:
           | Wish I could upvote you more than once. Game designers need
           | to be more focused on getting people into the game, and then
           | progressively revealing more complicated mechanics as the
           | game unfolds. I'd rather play a videogame if I'm going to
           | have to read the manual for an hour before my first turn.
        
           | GloriousKoji wrote:
           | A lot of board instructions also suffer from poor
           | translations. It's a fun meta game my friends and I play
           | where were try to figure out if it's a German creator based
           | on the instructions.
           | 
           | For example "When it is the players turn, the player must
           | immediately draw a card and place it into their hand."
           | 
           | compared to "The player starts their turn by drawing a card."
        
         | ianferrel wrote:
         | When I have played new games with people, what I try to do is
         | just launch ourselves into it, play a few rounds haphazardly
         | and maybe sort of by the actual rules, figuring things out as
         | we go, then start over and play the game for real.
         | 
         | It takes a little more time to replay the start of the game,
         | but if people are in the spirit of it, the exploration phase of
         | it can move quickly. You don't have to try to make the right
         | play. Just try something. If there's a thing in the rules that
         | can happen, do it and see what happens, even if you think it's
         | probably not the right way to do it.
        
           | jjnoakes wrote:
           | My friends and I do this a lot on board game arena - it's
           | nice because you can only make legal moves there (and trying
           | to make an illegal move usually faces you with some context
           | as to why it is illegal), so it's easy to explore part of the
           | game's state space without having to know anything about the
           | rules. Then after some number of rounds we'll read the rules
           | and figure out how things worked that we missed, and then
           | play a real game. It's quite fun.
        
         | frooxie wrote:
         | Before I introduce a new game, I start by watching a video,
         | reading the rulebook, playing a couple of games against myself,
         | and then practicing and refining a script so I can teach it as
         | effectively as possible. It's a lot of work, but I like working
         | out an optimized rules explanation, and if I'm inviting people
         | over to play my new game, then it seems impolite to waste their
         | time.
        
         | suyjuris wrote:
         | I have listened to a fair number of people explaining board
         | game rules and I feel quite strongly that most of these
         | explanations present too much information at once. Often
         | someone reads the rules, and then basically tries to present
         | them all at the same time, which leads to people unfamiliar
         | with the game feeling overwhelmed and not processing the
         | information. Later, when playing, you can observe the actual
         | learning happen, once people ask what moves they can make and
         | observe what the other players do.
         | 
         | I think that it is much more efficient to simply drop the first
         | part and go straight into the game. Whenever an action is
         | required, simply tell the person their options and focus on
         | reducing the information as much as possible.
         | 
         | Like, if you were teaching someone to play chess, you could
         | prepare the board and play as white, while your friend plays
         | black. Then move a pawn while explaining the way pawns move.
         | Let your friend move a pawn. Continue until the capturing rules
         | for pawns become relevant. Explain those. Then, one-by-one,
         | introduce the other pieces and their movement over multiple
         | turns, when they can actually move. At some point, a check will
         | happen (or you can make it happen). Now you can go into the
         | check rules, and how a game is won. There is no need to explain
         | everything in the first game either, things like castling, pawn
         | promotions or en passant can be postponed until they become
         | relevant.
         | 
         | Also, there is no need to involve strategy. The focus should be
         | on teaching to play, i.e. take valid game actions, not on how
         | to play well. In addition to being unnecessary information,
         | there is also a lot of fun in figuring things out by yourself.
         | 
         | Usually, for board games the designers thought about the best
         | way to teach the rules and the manual is helpfully structured
         | in that way. So it will first describe how to prepare the game,
         | then the turn structure, then the possible actions, and so on.
         | Often you can start a game parallel to reading the rules, which
         | is handy when no one knows the game.
         | 
         | Simplifying the game, as in the linked article, is also quite
         | useful. There are some good examples of explicitly changing the
         | games to be simpler, but you can also do some more subtle
         | manipulations. For example, in Go (the board game, not the
         | programming language) beginners play with the full rules (which
         | are already simple enough) but on a smaller board, which leads
         | to shorter, less complex games. In Magic: The Gathering, you
         | can teach someone by preconstructing the deck to contain only
         | simple cards. (I have seen some board games incorporate this as
         | well, but there it is usually framed in terms of 'extensions'
         | to the rules.)
        
         | jefftk wrote:
         | Depends on your gaming culture. If you're friends with a lot of
         | people who play games, and you learn games from each other,
         | then it will be very rare to have a game that no one present
         | has ever played before. When I think through the games I play,
         | I remember being taught all of them by other people.
         | 
         | I wonder whether maybe game-makers are usually in this sort of
         | environment, and so don't think as much about the experience of
         | a group of four beginners sitting down to try out a game?
        
           | pessimizer wrote:
           | > If you're friends with a lot of people who play games, and
           | you learn games from each other, then it will be very rare to
           | have a game that no one present has ever played before.
           | 
           | Only if you and all of your friends play from a very limited,
           | range of games. In my experience, people like this
           | exclusively play games that are currently or have been
           | recently heavily marketed.
           | 
           | I'm friends with a lot of people who play games, I own a
           | disturbing amount of games, and I sit at a table and play a
           | game that no one at the table has played about weekly during
           | normal times, maybe biweekly now that I'm stuck online. As a
           | person who researches and finds a lot of games, it's very
           | often me who's teaching the game that none of us have played.
           | 
           | In my experience, people who are really into games are
           | constantly playing oddball, older, and obscure games, from
           | the rules.
        
       | a-saleh wrote:
       | I do simmilar things :-)
       | 
       | I.e. have been playing Carcasone when my was 4y, we just didn't
       | play with the 'farmer' or we played KingDomino, and she just
       | didn't have to adhere to the rule that your kingdom needs to fit
       | 5x5 grid.
        
       | cptskippy wrote:
       | A few of the games mentioned don't really need simplification.
       | I've been playing Carcassonne with my daughter since she was 3
       | years old. She can't do the scoring but she understands all the
       | rules and how to earn points. The only thing we simplified
       | originally was just not using Farmers.
       | 
       | We recently got a game called Outfoxed! which says it's for 5+,
       | she picked it up after the first round. The hardest concept for
       | her was moving diagonally and that you aren't allowed to in the
       | game. It's a great game for learning to read names since all of
       | the Foxes have unique and not trivial names to pronounce.
        
         | iso947 wrote:
         | Yes my youngest loves carcassone, we played. He's 5 now and we
         | also play ttr (first journey and London), catan junior, and he
         | is a big fan of Station Master, which is an odd little game we
         | picked up pre kids. We went through a phase with outfoxed And
         | guess who, but he preferred the rest now.
        
       | _ZeD_ wrote:
       | after all this years - poker and neapolitan[0] cards apart - the
       | most fun and interesting "board" game I played is still Bang![1]
       | 
       | [0]
       | https://en.wikipedia.org/wiki/Italian_playing_cards#Napoleta...
       | [1] https://en.wikipedia.org/wiki/Bang!_(card_game)
        
       | thom wrote:
       | I have enjoyed tabletop games less and less as the number of
       | 'things' has increased. There are way too many games that require
       | 15 different piles of things, which is not just physically
       | annoying in terms of setting up and playing, but also such a
       | cognitive overhead in the game.
       | 
       | Somehow even quite deep games like Magic: the Gathering or D&D
       | (or indeed chess) manage their complexity more elegantly, by
       | having fewer concepts iterated many times (although in the case
       | of D&D this is managed by the DM who certainly has a terribly
       | complex job).
       | 
       | For example, Mage Knight in some sense tries to create a
       | simplified version of parts of D&D, but it does it with so many
       | moving parts that I freak out at the thought of event getting it
       | out of the box. Whereas I can play actual D&D with one dice and
       | some words.
        
         | crispyambulance wrote:
         | I think the complexity is part of the fun, but yeah, I can see
         | how it goes overboard sometimes.
         | 
         | Agricola is a good example. It's basically a resource
         | management game from hell. You've really got to be in the right
         | headspace with the right participants to get into it.
        
           | svachalek wrote:
           | Agricola is also a good example of simplification, as the
           | "family" game is built in (although it's still in the medium-
           | high range even with those rules). Actually I've always
           | thought the base rules are too much, the family game would
           | have been an excellent shipping game and the occupations and
           | minor improvements could have been relegated to an expansion.
        
           | ryanianian wrote:
           | Agricola actually got this "right"--did kinda what the
           | article talks about--by introducing a 2-player version that,
           | while still kinda parts-heavy, is much simpler and
           | friendlier. You can explain and understand the rules in about
           | 5 minutes, it's fun, simple without being easy, and very
           | replayable.
        
         | mcguire wrote:
         | On the other hand, I'm told that there are actual, physical
         | people out there who like World in Flames
         | (https://boardgamegeek.com/boardgame/1499/world-flames) or Rise
         | and Decline of the Third Reich
         | (https://boardgamegeek.com/boardgame/1563/rise-and-decline-
         | th...).
        
         | joe_the_user wrote:
         | There are plenty of simple games out there. I'd recommend a
         | trip to a local game store. My friends Chris and Will run It's
         | Your More on Telegraph Ave 51st street in Oakland. I can
         | promise they can find you a board game with a degree of
         | complexity you would like, since available run gamut from
         | extreme simplicity to extreme complexity.
         | 
         | That said, I think complaints about complexity sometimes miss
         | the way elaborate steps can be a sort of calming ritual rather
         | than a part of the game as intellectual strategy and one's
         | preferences there are personal. I personally love the game of
         | Go, a game that probably achieves maximal complexity among
         | face-to-face strategy game but I have seek out other players of
         | this since none of my friends are interested.
        
         | Lazare wrote:
         | > I have enjoyed tabletop games less and less as the number of
         | 'things' has increased.
         | 
         | There are many, many, MANY games exploring the opposite end of
         | the design space. If you want simple, there are designers and
         | publishers working on that.
         | 
         | I mean, there's also Mage Knight, but lots of people love Mage
         | Knight. It's a big hobby! Very few games will appeal to more
         | than a small subset of the fan base.
         | 
         | I don't want to recommend anything as such (I have no idea what
         | you're into!) but games like Azul, Splendour, and Patchwork
         | have been _super_ popular recently, and are very clean,
         | minimalist designs. Or a couple steps up the complexity level,
         | Wingspan.
        
           | drdeadringer wrote:
           | About 15 years ago I came across "Cheapass Games". They sell
           | you the bare minimum of what you need to play the given game
           | you're buying on the assumption that most people//gamers
           | already have all the dice, play money, and tchotchkes
           | otherwise needed to fill out what's needed to play the game.
           | 
           | Obligatory "I just bought an item, no other affiliation"
           | notation.
           | 
           | https://cheapass.com/
        
             | chris_st wrote:
             | And now they're free to print and play!
             | 
             | So go now, and play "Give me the brain", "Lord of the
             | Fries", "Kill Doctor Lucky", "Spree", and "Unexploded Cow".
             | 
             | On the other hand, skip entirely "Bitin' off Heads", "Devil
             | Bunny", and "The Great Brain Robbery".
        
               | drdeadringer wrote:
               | The one I bought and kept is "Witch Trail".
        
           | adamredwoods wrote:
           | Sticking with RPG as the genre, Pathfinder the card game is
           | much more simplified. Even more simplified would be Roll
           | Player. Even more simplified would be One Deck Dungeon, or
           | Four Against Darkness.
           | 
           | There are so many games out now, the choices are
           | overwhelming.
        
         | mixedbit wrote:
         | Have you tried Dixit? It is beautifully made game with very
         | simple rules that lead to a very complex game play. Dixit is
         | the only game that I know in which I think a computer would not
         | be able to beat humans unless it is able to pass the Turing
         | test.
        
           | RussianCow wrote:
           | There are tons of games in this "give a careful clue"
           | category, if this is something you enjoy--I really like
           | Codenames, Spyfall, and Deception: Murder in Hong Kong. The
           | great thing is the learning curve for all of these games is
           | virtually non-existent and they play fairly quickly, but it
           | takes several playthroughs to get really good at them, and
           | they are highly dependent on who you play with, so there is
           | plenty of replay value.
        
             | WorldMaker wrote:
             | Mysterium is another missing from your list. It's easily
             | described as "Dixit but Clue".
        
         | a-saleh wrote:
         | I think it is kind of "to each of their own" :)
         | 
         | I.e. sometimes I am really in the mood of having 40+ little
         | colored cuber in neat stack on my table ... other times I just
         | want to sit around the table and insists that I am _not_ the
         | Mordred /Hitler/Werewolf ... the other guy _is_ :-)
         | 
         | I.m.o. Mage Knight doesn't really attempt a D&D ... more of a
         | simplifies Heroes of Might and Magic ... but then he goes and
         | invents Galaxy Trucker and Code Words :D
         | 
         | I remember meeting Vlaada Chvatil when he was designing the
         | boardgame port of Factorio and some of his friends were kinda
         | dunking on him along the lines of "Nice game, but don't you
         | think it would be better as a strategy on a PC" :-D
         | 
         | Usually use Shut Up and Sit Down as my recommendation engine,
         | because while they can really appreciate a good mechanic, they
         | seem to be most of the time in the theme over complexity camp
         | :-)
        
         | bradly wrote:
         | Originally, with Magic: the Gathering the exploration and
         | interpretation of the rules was part of the game itself. At
         | this point, Magic id mostly taught by other people that know
         | the game well and introduce it to new players. I think there is
         | less of a family that has never played and buying a bunch of
         | packs to build decks and play. Magic just isn't setup for that
         | today.
         | 
         | Anecdotally, I tried to find a fun solitaire game to play
         | during lockdown and ended up getting Arkham Horror. After
         | reading a ton of rules and even watching some YouTube videos, I
         | still felt like I never truly understood the game and haven't
         | really played it. I can't image cracking something like
         | Gloomhaven and reading through the rules.
        
           | rantwasp wrote:
           | yes. mtg has less physical items but they more than make up
           | for it with rules. if you want to have a laugh look up the
           | full official rules.
        
             | thom wrote:
             | This is true to an extent (and in basically any pro
             | tournament even the best players in the world can disagree
             | about complex interactions and need a judge). But I've
             | rarely found it matters with beginners - just start with
             | vanilla creatures and simple removal if you're worried, my
             | kids learned the structure of your turn, paying for spells
             | and combat in about 10 minutes. Everything beyond a few
             | keyword abilities is just reading the cards, you don't
             | _really_ need to refer to the rules for the most part. This
             | is in stark contrast to Yu-Gi-Oh, we've found, where you
             | can't just play what's in front of you.
        
           | burlesona wrote:
           | Gloomhaven is actually pretty straightforward. My group
           | played about three games before everything clicked -- BUT,
           | those first three games were a ton of fun and still "worked"
           | even though in hindsight we weren't following all the rules
           | correctly. It does have too many parts, but there's an app
           | available (gloomhaven helper) which replaces 2/3 of the parts
           | and makes the game very much easier and more fun.
        
             | RussianCow wrote:
             | I have thought a lot about this concept of using a
             | smartphone app to replace some physical components of a
             | game, and I'm surprised more games don't do it. On top of
             | being less cumbersome, using your phone would allow for
             | some mechanics that simply aren't feasible (or even
             | possible) with physical parts. The flip side is that you
             | have to "sync" the app state with the state of the physical
             | board, and you need a clever solution that doesn't require
             | doing things twice. (Plus, I'm sure some would argue that
             | having parts of the game be digital would take away from
             | the immersion, though I personally disagree.)
        
               | kuang_eleven wrote:
               | I've seen more and more games do that, from XCOM and
               | Space Alert, which mostly use it to provide randomness
               | and a timer to Mansion of Madness, which is mostly
               | facilitating exploration.
               | 
               | Those games work well, but for me, I wouldn't want to
               | play a board game that leans on an app any more than
               | Mansion of Madness; at that point it's a video game, and
               | while I enjoy those, it's not why I play board games!
        
           | hsndmoose wrote:
           | Anecdotal: The on-ramp to Gloomhaven is quite smooth,
           | compared even to many "simpler" games. It feels like there is
           | an MVP-design of a game initially introduced and then as you
           | play more features and complexity are added.
           | 
           | I highly recommend it, even as a solitaire game. There is a
           | digital version on Steam as well, which approximates the
           | mechanics and gameplay well.
        
             | kuang_eleven wrote:
             | The Gloomhaven spin-off Jaws of the Lion also has a much
             | more explicit ramp-up, as well as being a simpler game in
             | general.
        
             | Ntrails wrote:
             | I think I played gloomhaven varying levels of wrong
             | (monotonically decreasing) for the first 15 or so
             | scenarios. The classic "wrong attack modifier deck",
             | "elements only move up 1 when you generate", "Monsters
             | cannot move through each other", "That monster has flying"
             | are a smattering of my misread rules.
             | 
             | Who cares? The game was still fun, now we play more
             | correctly (God knows what I haven't noticed I do wrong
             | yet). I'm a firm believer in playing early, and learning
             | from mistakes / as you go.
        
         | nerdb4itwascool wrote:
         | I agree that the trend is for more "things" on the table, but
         | there are still plenty of new games coming out with an eye on
         | simplicity. Give Azul a try -- it's nothing but tiles (20 each
         | of 5 different colors) and a board to help you count. Simple,
         | elegant and deeper than expected
        
         | the_af wrote:
         | > _I have enjoyed tabletop games less and less as the number of
         | 'things' has increased_
         | 
         | I feel you! There's a niche of complex boardgames where they
         | try to "simulate" things, like a colony or a submarine or a
         | spaceship or a party of RPG characters, and I think... this is
         | what _computers_ are good for. This is a videogame. Boardgames
         | ought to have a different design space. If there are lots of
         | things to keep track of, that 's a bad sign for a boardgame.
         | Some even try to have a computer do the bookkeeping, which in
         | my opinion is just a band-aid over inadequate design.
         | 
         | All in my opinion, of course. And I do love "lite" dungeon
         | romps and "lite" RPG-like boardgames. But adding complexity I
         | think is both a temptation and a mistake.
        
           | loganmhb wrote:
           | I have this feeling sometimes too, but I think there is an
           | important aspect of complex board games, in particular
           | strategy games that is missing from computer games. When you
           | play a board game, you are forced to understand the rules
           | (because you are the one executing them) so you are able to
           | more fully consider their implications on strategy. (Of
           | course, the mechanics must be tasteful in addition to complex
           | in order for this to actually be a benefit.) In a computer
           | game, my experience is that it's much easier to revert to
           | playing by feel and lose that effect, and much harder to
           | design a game where the full mechanics are obvious to the
           | players. As a wargamer this is the main reason I prefer
           | playing board wargames, even though they are not able to
           | simulate in nearly as much detail as computer wargames.
        
             | the_af wrote:
             | I am a wargamer too! Are you familiar with Arty's
             | "Crossfire"? That's a marvelous wargame (the best WWII game
             | in my opinion) with a very basic set of rules. The
             | complexity comes from scenario design and gameplay itself
             | -- the rules are trivial.
        
               | smogcutter wrote:
               | Another fellow wargamer here! I'll second that Crossfire
               | is fantastic. It totally captures the rhythm and feel of
               | what it's trying to represent, without getting bogged
               | down in irrelevant detail. It's also one of the only
               | really _innovative_ sets of wargame rules I've ever
               | played, most of which are essentially the same mechanics
               | combined in different ways.
               | 
               | Another old set with some great ideas is Loose Files and
               | the American Scramble, for the American Revolution.
               | Originally a magazine article (from the 80s I think?),
               | you can find the pdf floating around online. Three pages
               | of rules, and super tightly focused on what makes the AWI
               | unique. 100% worth a look if you have any interest in the
               | period.
               | 
               | I think you're right about computer games when it comes
               | to hardcore number-crunching simulation. Computers being
               | better able to portray fog of war is also a huge
               | advantage. But I think tabletop games can do certain
               | things better, especially when it comes to things like
               | command friction. On the tabletop, when an order fails to
               | go through or an unlucky break sees your units dissolve
               | in a rout, you can easily understand what happened and it
               | just becomes part of the story of the game. But in a
               | computer game not having precise control can be very
               | frustrating, like you're at the mercy of opaque mechanics
               | and the RNG.
        
               | loganmhb wrote:
               | I have heard excellent things about Crossfire but alas
               | have not had the chance to play it -- hopefully one of
               | these days!
        
         | foobiekr wrote:
         | What broke me was Arkham Horror. Because of the very long setup
         | time, we played less than half a game and decided never to
         | touch it again.
         | 
         | "Traders of Genoa" is one of the few games where the bits are
         | relevant to game play. So often the bits are just window
         | dressing to distract from otherwise uninteresting game
         | concepts.
        
         | grawprog wrote:
         | Personally, I find D&D's gotten more and more simplified over
         | the years i've played it. I started with ad&d first edition
         | rules. The DM guide is jam packed full of tables of info for
         | literally every insignificant detail of your world. It's still
         | my favourite edition.
         | 
         | Every edition after streamlined things and took away detail.
         | The biggest changes came when wizards of the coast bought up
         | tsr and the 3rd edition came out. It barely felt like playing
         | the same game. I haven't played the newest editions, but i've
         | read through the player and DM's guide for them, much of the
         | original complexity of ad&d is gone, in its place are systems
         | that seem.complex, but are far more simple to grasp and play
         | using.
         | 
         | Not just the systems, but the general feel and flow of the game
         | seems to be simplified. It was more about being a fantasy
         | adventure simulator before, where as now the purpose seems to
         | be a fantasy hero story game.
         | 
         | Much of the darker grittier aspects of the game were toned down
         | and generally gone through that sanitizing process most niche
         | things go through when they become popular.
        
           | ng12 wrote:
           | I think it's a side effect of the cultural impact. D&D
           | inspired role playing videogames, those inspired MMOs, and
           | MMOs now inspire D&D. Playing 5e feels very much like playing
           | World of Warcraft or something similar.
           | 
           | It's still fun of course -- when I was young we would play
           | D&D with no character sheets and just a few dice -- but I
           | agree some of the spirit is lost. I'm sure there are some
           | custom settings out there with the depth of detail you're
           | looking for.
        
             | grawprog wrote:
             | I usually just designed my own settings and worlds. We
             | tended to play fairly loose with some rules and had a bunch
             | of custom tables and rules and stuff. Honestly, I almost
             | prefer that part of it to the actual playing. An old friend
             | of mine and I years ago actually started working on our own
             | roleplaying system, but we ended up moving away and getting
             | busy with life and stuff so we never really finished it. I
             | think most of it's still sitting in my boxes full of random
             | d&d stuff.
        
         | smogcutter wrote:
         | I think kickstarter has something to do with this phenomenon.
         | Something with lots of bits and pieces (especially molded
         | miniatures) has more obvious "value" and wow factor in a
         | kickstarter pitch than something simple but elegant.
        
         | renewiltord wrote:
         | D&D with digital assist is actually really good.
        
         | ryanianian wrote:
         | The focus of the article is primarily around how to simplify
         | existing games and gradually build them back up. Unfortunately
         | many games, like you say, have a very large number of parts,
         | but it's not straightforward to modify gameplay to not require
         | them while still having an interesting and balanced game.
         | 
         | I really wish more board-games had a "low-parts mode" or a
         | "trial" mode where you could experience the gestalt of the game
         | without having to cram all the minutiae. Basically: do what
         | this guy did for his daughter but put it in the rule book.
        
           | dmurray wrote:
           | One game with a version of this mechanic is Fabled Fruit.
           | It's a worker placement/ hand building game. There are 6-10
           | possible actions you can take each turn: the initial 6 are
           | relatively simple but as the game goes on, old actions get
           | discarded and new ones, often with more complex mechanics,
           | take their place. You're encouraged to keep the game in the
           | new more complex state the next time you play it.
           | 
           | Even the initial state is too complex for young children but
           | it might suit what you're looking for if that's not actually
           | a requirement - I don't think you'd really enjoy playing
           | phase 1 of his Carcassonne adaptation either.
        
           | zacharycohn wrote:
           | I collaborated with the designer of the notoriously complex,
           | 23 pound box game Gloomhaven to do exactly this for the
           | upcoming small-box, mass-market oriented Jaws of the Lion. We
           | built a 5 scenario on-ramp tutorial I called Fischer-Price
           | mode.
           | 
           | We included new, simpler, components in the game that are
           | exclusively for this tutorial, have players add mechanics and
           | components and systems one or two at a time. During
           | playtesting we went from about 2+ hours to read and semi-
           | understand the rules enough to play, to playing in about
           | 10-15 minutes.
           | 
           | It can be done, but it can add significant cost (materials,
           | development time) to the game.
        
             | TulliusCicero wrote:
             | Hey this looks cool, glad you mentioned it. Will probably
             | grab it in August when it comes out!
        
               | zacharycohn wrote:
               | I don't get any royalties, but you should! I got one of
               | the early production copies and I'm two scenarios from
               | finishing the campaign with my wife. It's lots of fun.
        
           | pbhjpbhj wrote:
           | This is kinda how extension packs work.
           | 
           | For example we got Carcassonne recently and it includes an
           | "extension" (Abbots & Farmers). The rules has an additional
           | sheet, so you can play the raw game and pick up the extension
           | later once you've grokked the normal rules.
           | 
           | Settlers of Catan does a similar thing, they have a slightly
           | more basic gameplay in the rules for people starting out.
        
           | dustinroepsch wrote:
           | I wonder how much demand there would be for a dedicated board
           | on boardgamegeek for homebrew "rule progressions" like these
        
           | WorldMaker wrote:
           | In some ways rule reveals/progression is a defining feature
           | of the "Legacy" style of board games. Generally the focus on
           | such games isn't _about_ rule reveals /progression, because
           | the core idea of Legacy as a style is about board games with
           | permanent changes that last through a story campaign of some
           | sort, but rule reveals/progressions/rule tweaks are key
           | storytelling tools in that style.
           | 
           | Some of the games are notorious for having half-empty rule
           | books that you will eventually fill with stickers for more
           | rules.
           | 
           | One particular well regarded Legacy game for it's slow,
           | careful reveal of rules is Seafall (which is noteworthy for
           | being the first non-licensed Legacy game by the Legacy
           | genre's "father" who built the original Risk Legacy and has
           | contributed to many others like Pandemic Legacy). I've got it
           | on my shelf and have been hoping to find the right group to
           | play it with, so I've mostly tried to avoid spoilers, but the
           | way it was described to me is that it is a full 4X (strategy
           | gaming acronym from videogames for Explore, Expand, Exploit,
           | and Exterminate) that starts with only the rules for Explore
           | and expands out from there. (And it is proper exploration
           | with players encouraged to sharpie their discoveries to the
           | board.)
        
         | dustinroepsch wrote:
         | If you're looking for simple but deep games, highly recommend
         | most things made by Oink games, especially "Startups".
        
         | twic wrote:
         | I am a bit of a fan of the games of Carl Chudyk - primarily
         | Glory to Rome, but also Innovation; i haven't really got into
         | Mottainai yet.
         | 
         | His games comprise a deck of cards, and then perhaps a few
         | supporting items like money counters or victory point cards.
         | There are two characteristic things about the cards. Firstly,
         | each card can serve several purposes. In Glory to Rome, it can
         | be a plan for a particular building, raw material for a
         | building, an action somehow related to building (starting a
         | building, adding material, robbing your neighbours), or a
         | member of staff who carries out an action. Secondly, one mode
         | of a card will have some sort of ability on it that modifies
         | the rules, or lets you do different things. In Glory to Rome,
         | if you build the insula (a Roman tower block), you can have
         | three more staff than usual; if you build the scriptorium, you
         | can now complete any building using one card's worth of marble.
         | 
         | The basic idea is fairly simple (but not trivial, because of
         | the multiple uses of a card). But there is enormous emergent
         | complexity. My brain fires on all cylinders while playing it.
         | 
         | This looks like a reasonable explanation of the rules:
         | 
         | https://ultraboardgames.com/glory-to-rome/game-rules.php
        
           | darkwizard42 wrote:
           | As someone who got Innovation for the cheaps off Craigslist I
           | have to highlight the concept that there is enormous
           | complexity to really get the rewards in Carl's games...
           | 
           | It took us 4 tries to REALLY ramp up Innovation to the point
           | where everyone (group of 3) understood how you could combo up
           | and compete against others who fell into certain card
           | combinations. It did get particularly fun at that point even
           | as we would regularly discover new Age 9 and Age 10 cards
           | (with somehow even more absurd mechanics)
           | 
           | It is definitely not a game I would recommend for children
           | though :/
        
         | Fire-Dragon-DoL wrote:
         | Mage knight has also one of the most thick books I have ever
         | dealt with.
         | 
         | To me the problems are the "micro rules", those that apply to
         | very specific circumstances and are very hard to remember.
         | 
         | These kind of games get also obliterated by those with a short
         | ruleset but same type of depth.
         | 
         | I'm thinking of Azhul, 7 wonders duel, century. Those 3 are
         | very deep, but the rules are barely a few pages comoared to the
         | 40 pages of mage knight.
         | 
         | Granted that i do like mage knight, committing to it is
         | problematic to say the least. And I have a board game table to
         | keep it out!
        
         | JamesSwift wrote:
         | I agree, but I also don't think its fair to compare to 2 of the
         | most successful games of all time and expect others to meet
         | their bar. Also, different strokes for different folks and all
         | that.
        
         | tgb wrote:
         | My family plays the Harry Potter Battle for Hogwarts game,
         | which is a cooperative deck builder. Part of the enjoyment of
         | it is definitely that there are lot of things happening and a
         | lot to keep track of. Technically a cooperative game like this
         | could be played by one player. But having four players means
         | the others can butt in with "oh and that triggers the horcrux
         | ability" when you forget. The other neat thing about the game
         | is that it's broken into 7 "books", and the rules get more
         | complicated as you progress. It's basically a formalization of
         | the idea that the blogpost here gives, though the starting game
         | is still modestly complicated.
        
         | chapium wrote:
         | I think I've enjoyed card based games more over time for this
         | reason. Lots of variety in game pieces look great on sites like
         | kickstarter, but end up being boring. The modern games from the
         | 90's a d 00's seem to have hit a sweetspot in terms of fun
         | rules and complexity.
        
         | alasdair_ wrote:
         | If you want a really fun, complex, and good two player game
         | that gets even better when multiplayer, try Star Realms (or
         | Hero Realms for fantasy).
         | 
         | The rules are fairly simple but there are a whole lot of
         | variations and the game is very dynamic.
        
         | nathanmcrae wrote:
         | Something that I think goes somewhat in the opposite direction
         | is the Piecepack[0], which tries to maximize the number of
         | games you can play with the minimum components.
         | 
         | "Piecepack is to board games what a Standard Deck of Playing
         | Cards is to card games"
         | 
         | Since it is a common denominator, it enforces some economy in
         | games that are designed for it or adapted to it. I recall a
         | Catan adaptation that had several simplifications in the spirit
         | of the OP.
         | 
         | [0] https://boardgamegeek.com/boardgame/2860/piecepack
        
           | jamesgeck0 wrote:
           | Loony Pyramids (aka icehouse pyramids) are another attempt at
           | this sort of thing. They're just nestable, stackable pyramids
           | in three shapes and several colors, but people have invented
           | or adapted a hundred or so games for them.
           | 
           | They pair well with piecepack or playing cards.
        
         | abnry wrote:
         | Learning all the complexity at once is very, very painful. It
         | is my least favorite thing about playing board games. However,
         | once you play a board game often enough it can become a bit
         | boring without more surface complexity unless you really find
         | pleasure in playing it like it is a full time job. (This is why
         | I don't ever think it is worth it to become great at chess...
         | too much effort for too little reward.)
         | 
         | I think expansions are the sweet spot. Produce a base game,
         | then add complexity with expansions.
        
         | hinkley wrote:
         | Gloomhaven is pretty much only playable with a set of
         | organizers in the box, (which lifts the lid by an inch), and
         | frankly it could have been done as an episodic. Fifteen map
         | sections, a dozen monsters, 8 character boxes and half of the
         | obstacles probably covers your first 30 hours playing. With
         | everything in the box day 1, The setup and teardown time is
         | huge, and I estimate it saves us over 20 minutes just having
         | the organizers. But not having a box full of unused stuff also
         | would fix that issue.
         | 
         | Loss of momentum will kill your odds of getting a scenario
         | running.
         | 
         | Munchkin went too far the other way. Do I need deck 3 or 4
         | next? I can't remember. But at least they sell a big empty box
         | to organize all your sets into. Much easier to stack with the
         | other games.
         | 
         | If you avoid that problem, you then also have to resist
         | 'refreshing' your game look and feel. Otherwise I end up with a
         | base game and expansions that don't match in style, and I am
         | not happy. For instance, I bought a Settlers of Catan addon
         | that barely made it out of the box because it didn't match :/
         | My friend bought one before the change and we always played
         | with his copy instead.
        
         | agentultra wrote:
         | Ah but I loooooooooove Vlada games with deep, crunchy mechanics
         | and many moving parts.
         | 
         | I also love games that are conceptually simple but require
         | mastery like Chess, Go, and their like.
         | 
         | There is a range and the explosion in popularity of boardgaming
         | in this last decade has been a boon as we've seen such a wide
         | array of games and play styles cater to everyone on the
         | spectrum!
        
           | thom wrote:
           | Sure, this is entirely personal taste and I will admit
           | somewhat driven by limited time now I have kids. If we're
           | getting the gang together it's annoying to spend ages setting
           | up, whereas sitting down for an MtG draft is so easy and
           | feels like it has infinite variety.
        
             | agentultra wrote:
             | I actually only play games like Mage Knight solo as I don't
             | know anyone else like me who enjoys that sort of game!
        
         | jmilloy wrote:
         | Clearly there is market for these kinds of games, but I agree.
         | At some point, it just makes sense to make a video game and
         | just let a computer handle the display and fiddly bits. Plenty
         | of games have crossed way past that that line.
        
         | karatestomp wrote:
         | There are tons of simple, compact, good, usually pretty fast-
         | playing tabletop games around, mostly card games but with some
         | exceptions. Love Letter and Arboretum are rightly famous (in
         | board gamer circles). Hive, as a non-card two-player game.
         | Sushi Go has quite a few "things" but you only choose some of
         | them for a given game.
         | 
         | They do tend not to have a strong melding of theme and
         | mechanics, which I think is how/why theme-heavy games can end
         | up being so complex--tighter theme integration implies, if not
         | requires, more mechanics and bits and bobs.
        
       | brutus1213 wrote:
       | I have been trying to get my 4 year old into board games. I grew
       | up on snakes and ladder, ludo and later monopoly. That hasn't
       | piqued my little ones interest at all.
       | 
       | Here is what worked .. my first castle panic .. this was super
       | simple and got her engaged. There was another simple game called
       | kraken attack that had cool looking pieces and got her engaged.
       | Finally, we play a randomish game with the agricola board and
       | kingdomino. Moral of the story is relax, bend the rules, teach
       | simple things like turn taking, post-game clean up, and have fun!
        
         | dimitropoulos wrote:
         | Thanks for the suggestion on My First Castle Panic! Just
         | grabbed it - looks great!
         | 
         | And I couldn't agree more on the "relax, bend the rules" side
         | of things. It's all about fun.
        
           | brutus1213 wrote:
           | Good luck. Two other suggestions for that age group that we
           | found worked: Animal upon Animal (kinda expensive for the
           | simple pieces you get but it felt so much fun, the wife
           | joined in me and the daughter play!) and S.O.S Dino (gorgeous
           | pieces and educational concept; my kid lost interest for some
           | reason I could not understand; game was super interesting and
           | simple)
        
       | cybwraith wrote:
       | Don't forget the classic abstracts, too! Chess, go, etc. You may
       | have a prodigy and never know it otherwise!
        
         | jefftk wrote:
         | Lily got very into chess when she was ~5y, and kept trying to
         | get her 3y sister Anna to play with her. Anna didn't like Chess
         | and wrote about it: https://www.annakaufmanwise.com/chess
        
         | adamredwoods wrote:
         | Tzaar is a great abstract that my son enjoys!
        
       | CJefferson wrote:
       | I really like this, I feel too many games have pieces "for the
       | sake of it".
       | 
       | For fun I've been trying to develop AIs which can play games,
       | mainly so I can then try finding the "minimal viable rules", the
       | simplest version of a game which is still in some sense
       | "interesting".
        
         | jefftk wrote:
         | I wrote some about trying to find the simplest interesting game
         | a few years ago: https://www.jefftk.com/p/simplest-interesting-
         | game
        
       | renewiltord wrote:
       | There are also games with simple mechanics. I think Century :
       | Spice Road and the various Forbidden Island / Desert games are
       | good examples.
        
       | chapium wrote:
       | I've found that many games translate easily to 5 year olds by
       | tweaking the rules. Removing hidden information and playing
       | cooperatively works best.
        
         | cptskippy wrote:
         | Competition was the I think the biggest barrier for my
         | youngest, she hates losing. Old Maid flips the equation a
         | little because there's only 1 loser and many winners.
         | Carcassonne can be played without keeping track of points, just
         | rules for how you lay tiles. We recently got a game called
         | Outfoxed! where you collectively hunt down a thief, it's great
         | for kids because it exercises memory and deductive reasoning to
         | eliminate suspects, and you have to strategize as a team.
        
           | chapium wrote:
           | We played pengaloo a lot. Its a matching game. We just work
           | together to find the matching eggs. The kids enjoy the thrill
           | of checking the eggs as well as the cute characters.
        
       | tmaly wrote:
       | I have found a number of age appropriate games at a local toy
       | store.
       | 
       | The owner is very good at curating them. Sloth in a Hurry is for
       | ages 5+, my daughter loves to play it with us.
        
       | rossdavidh wrote:
       | I like it, and having played board games with my (now adolescent)
       | daughter for years, it all rings true to my experience.
       | 
       | One thing I would like to point out is that a lot of software
       | (including applications, languages, frameworks, etc) would
       | benefit from a similar approach. When the tutorial starts out
       | with "install these five things and then set up this environment
       | and take on board these thirty pieces of jargon and now we can do
       | something", it is hindering its own growth. Usually, it was
       | nothing like that when it started, and just added things to make
       | it "easier" (for people who already knew the basics), without
       | realizing that they were cutting off their flow of new users.
        
       | wishinghand wrote:
       | Not a board game, but Shadowrun definitely has a complexity
       | problem. It's set in a cyberpunk future where magic has also
       | reawakened, bringing in Tolkien-esque creatures as well. You can
       | be a hacker, mage, cyber warrior, or just a smooth talker.
       | However, each of those archetypes has different rules, and are
       | essentially their own game. And for the GM, you have to know all
       | of the rules relevant to not only the people playing with you,
       | but any enemies they might run into.
       | 
       | The setting is amazing, but it's dying for a rewrite (and I don't
       | mean Shadowrun Anarchy). There's been some attempts to make a
       | Powered by the Apocalypse version, but none have gained a large
       | amount of traction.
        
       | krm01 wrote:
       | Slightly off-topic but Love your blog. The pages for your kids,
       | did you build a simple CMS for them to create pages? Or taught
       | them to write static HTML pages? I'm thinking of doing the latter
       | myself.
        
       | alasdair_ wrote:
       | One of the first comments mentioned "super mario brothers
       | monopoly" being a well designed game for kids.
       | 
       | I'd like to add that the Star Wars monopoly is also very well
       | designed and has a lot of new features that solve the biggest
       | problems of the game taking too long, of those ahead almost
       | always staying ahead and for the game being boring when itnisnt
       | your turn.
       | 
       | Games finish in under an hour. They have cards that opponents can
       | play during your turn to block or change your moves. Best of all,
       | it's only possibly for you (as a single player) to win if your
       | side (datk or light) has the most point, making it an interesting
       | semi-team game.
       | 
       | It's a great game and I've played it with many professional game
       | designers who also really like it.
        
         | mleonhard wrote:
         | Which version are you referring to? I found several versions on
         | Amazon which appear to have different gameplay.
        
       | cmos wrote:
       | Annoyed by the money and harshness of interactions in a game like
       | monopoly with 5-8 year olds we created "Friendopoly". When you
       | land on someones property you are invited to camp on their lawn
       | or sleep in their house or hotel. The railroads are all
       | connected, there are no chance or community chest cards, and it's
       | just a fun time going around the board that is more communal.
        
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