[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. ___________________________________________________________________ (page generated 2020-06-02 23:00 UTC)