Top Games of 2015

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Top Games Of 2015

EDISON: I thought we were doing worker placement games, next.

TEEL: November and December remain very stressful for me. I decided it was best not to try to write anything during November. Not after all those years of NaNoWriMo. Wouldn’t want to get myself started, then end up torturing myself over another unfinished novel. Started a massive fiber arts project, instead.

EDISON: Fiber arts? Is that what you’re calling it?

TEEL: That’s what it is.

EDISON: You’re crocheting a blanket.

TEEL: I think it’s going to be two blankets, actually. In my depression I seem to have made an error of scale. But I got through November and December without any suicide attempts, and I also managed to play more board games than ever before, so I definitely count those months as highly successful.

EDISON: And now it’s the first week of January, so instead of continuing our ongoing series of reviews by mechanic you’re having us write a top-ten listicle?

TEEL: Look around, Edison. This clearly isn’t in the listicle format. It’s our normal … Uhh… written podcast? Did we come up with a name for this, yet?

EDISON: Sadly, no. No established word exists to describe a grown man and a stuffed monkey discussing board games in the form of tens of thousands of words of written simulated dialogue interspersed with photographs.

TEEL: I’ll keep thinking about it. Content-wise, other than being written word rather than spoken word, it’s quite like a podcast on board games; maybe a further portmanteau from there.

EDISON: I don’t really think we need to coin a word for it. We only need to continue doing it as long as we wish to. So how did you want to begin? Do you have an ordered list, are we going through it backward in some poor simulacrum of Letterman’s Top Ten lists?

TEEL: What, because I’ve been so great at doing these things in an orderly and organized fashion so far, you think having a pre-defined format is a good idea?

EDISON: *shrug* Really I was hoping we could begin sometime soon, but didn’t want to be the one to bring up … the game I thought you’d have thrown out by now.

TEEL: I see. Because if we were going from worst to best in the semi-standard top-ten format I’d have to start with the game I hate the most.

EDISON: Which you’ve been ranting around the house about for weeks, and posting angry messages around the web since you finished it Monday, and generally making yourself miserable agonizing over—I was hoping you wouldn’t bring it to the table for this piece, since it’s supposed to be a “best of” thing.

TEEL: *sigh* But it’s winning almost everyone else’s “Best Game of the Year”, and the masses at BGG have managed to push it all the way to the number one highest-rated board game of all time spot, knocking out a game which has held number one for …I think eight years? Replaced by a game which had only been out for about 12 weeks. So my anomalous opinion deserves at least a little mention, don’t you think?

Pandemic Legacy

EDISON: You hated it. Can we move on, now?

TEEL: If we move on now, I’ll make you write an entire piece entirely about Pandemic Legacy, next week. We’ll get into every little detail of the mechanics, narrative, gameplay experience, marketing, and deeply into the culture of secrecy and praise surrounding the whole thing; it’ll easily be another ten thousand words.

EDISON: Please not that, Teel. I hated it almost as much as you, and I didn’t even have to play the game. Can you make it as short as possible?

TEEL: Well, since I don’t want to violate the modern-geek-culture religion of anti-spoilers right out of the gate (potentially keeping people from enjoying the rest of our conversation on the top games of 2015), here’s what I’ll say: I expected better. Better mechanics, better narrative, more interesting contents in all those little boxes, and overall I expected to have the Legacy mechanics improve upon the core gameplay and experience of playing Pandemic. I expected better, and because of the religion of anti-spoilers, everyone who knew what the experience actually contained created a culture of secrecy surrounding the actual content of the game, limiting themselves to (troll-like) simply hyping it as the best experience of the year/ever which one simply must experience for themselves.

TEEL: Unfortunately, the main conceit of the entire Legacy aspect of Pandemic Legacy was that a second, separate, unplayable and unwinnable version of Pandemic would play out on the same board you were trying to play Pandemic on—and if you couldn’t win your partial game of winnable-Pandemic before you lost the partial game of unwinnable-Pandemic, you lose. Sure, it changes over time, you get tools to slow down the rate at which unwinnable-Pandemic plays out and to keep unwinnable-Pandemic from replacing so much of winnable-Pandemic that it becomes equally unwinnable and eventually you get access to a little mini pick-up-and-deliver game which lets you further divide your experience into a growing third thing which amounts to a game of unloseable-Pandemic, but this is all at the expense of turns/actions you could have been using to play Pandemic.

TEEL: Right out of the box (this paragraph contains spoilers for people who don’t even want to know what’s visible after they open the box and before they play their first game; if you consider that a spoiler, I’m not sure why you haven’t already played your campaign of Pandemic Legacy) you get a sheet of stickers, about half of which are end-game upgrades—every game you play, win or lose, you may apply two upgrades to your game. Now, most of these you have to qualify for by doing different things during the game (e.g.: You can only put a character-upgrade sticker on a character which was actually played in the just-completed game.), but the majority of all the upgrades are “Positive Mutations” for the diseases. I bring this up because from the very beginning, before you even play your first game, this foreshadows the bleak future ahead of you: All the Positive Mutations have effects which reduce the amount of playing-Pandemic you actually have to do. And this is a slightly-bigger spoiler, but: By December, playing Pandemic isn’t even part of your stated objectives anymore; it becomes a few turns’ trifle while you work on what amounts to a combination of a simple pick-up-and-deliver game and a less-strategic version of Exploding Kittens; literally two of the least interesting game mechanics in modern board gaming, and they are the culmination of Pandemic Legacy’s gradual metamorphosis. Its final form: Boring, with a big helping of “no decisions necessary”.

TEEL: This is without getting into the trite plot, the obvious twists, and half a year of “your princess is in another castle” time-wasting mini-games in place of an interesting narrative. This is without getting into the mind-wrenching reaction I had after April’s first game, upon opening Box 3, and how inside I felt like Obi Wan shouting downhill at the disfigured form of Anakin, “You were the chosen one! They said you would [redacted for spoilers], not leave gaming in darkness!” By then I’d already been worried by the ever-worsening mechanics, but to be faced with that … my heart was broken. My hopes dashed.

TEEL: I won’t go so far as to say that it’s the worst game ever, or even the worst game I’ve ever played, but it is by far the most disappointing experience I’ve had in all of board gaming. I hate Pandemic Legacy, and I hate the culture of blind adoration and unbreakable secrecy which has so suddenly sprouted around it—without which I might have had more reasonable expectations about this utterly mediocre game. Rather than elevating an already-pretty-good game, the Legacy aspects of Pandemic Legacy ultimately drag it down into the realm of popular, shallow content which offers little more than what you bring to it on your own.

EDISON: …is that it, are you done ranting, now?

TEEL: *deep breath*

TEEL: Probably.

EDISON: Do you want to keep working worst-to-best?

TEEL: Not really. Largely because I don’t want to do an exhaustive list of every game I played for the first time in 2015, so the next game we’d talk about wouldn’t be anywhere near as bad as Pandemic Legacy, but by proximity and organizational structure it would come across that way to our readers. The next-worst game in the group is one of the ten-ish best games I played for the first time in 2015—and I played a little over a hundred different titles in 2015, most of them new-to-me. Pandemic Legacy was the worst experience by virtue of being the most disappointing, but the rest of this conversation will be about the cream of the crop. So let’s skip the the best, Mysterium:

Mysterium

EDISON: It’s basically Clue with Dixit cards, right?

TEEL: *sigh*

TEEL: No. Not really. There’s no roll-and-move, there’s very little deduction by elimination or logic, and it’s entirely cooperative. The only thing it has in common with Clue is that there’s been a murder, and players need to deduce the details of by whom, with what, and in what location the murder took place—the rest is quite original.

EDISON: I know, I know, I’ve seen you play it. It’s one of several games in this set which are at least partially asymmetrical, right? One person plays as the ghost, who knows the details of the crime & must communicate only via large cards covered in surreal artwork, and everyone else plays as psychics & must try to decipher the dream-like images they’ve been given into specific guesses about the crime. You and I can’t play it together because I know what you know and you know what I know.

TEEL: We could both be psychics.

EDISON: Sure, but then we’d need a ghost. A ghost willing to play with a stuffed monkey.

TEEL: Don’t tell me you’ve become shy! You used to be more social than I was.

EDISON: It honestly doesn’t take much to be more social than you, these days.

TEEL: Yeah, but you were more social than I was in some of my best days.

EDISON: And I haven’t left the house since I got here, have I? Now can we get back to talking about Mysterium? You’re saying here it’s your favorite new game, right? What makes it your favorite?

TEEL: It’s fun?

TEEL: I suppose it’s for part of the same reason Codenames works so well. What’s been done with the asynchronicity; one player in Mysterium, and one player per team in Codenames, is restricted to an extremely limited form of communication and then must sit silently while their teammates try to figure out what they meant. It creates a brain-burning good time on both sides of the table, as players talk each other into (and out of) various interpretations of the clues.

EDISON: So, like Charades. Or Monikers, which I notice isn’t on your list, but was on some others I read recently.

TEEL: I haven’t played Monikers. I don’t know anyone who owns it, and it doesn’t sound interesting enough on its own to me to buy. Similarly, I don’t play Charades and I’ve resisted buying any version of Dixit these many years.

EDISON: But you can see what I mean, right? If you’re saying what you like is the asymmetrical gameplay created by limited communication, how do Mysterium and Codenames, which are both on your best-games list, differ from old standards like Charades?

TEEL: Honestly, I’m not entirely certain. Maybe it’s to do with the limitations on the other side of the board. In Charades the clue could be literally anything in the world, and in Monikers it could be any person, and in games like Pictionary, Tellestrations, and Concept (which I haven’t tried, yet) it could be just about any word or phrase or concept in the realm of human thought. In Codenames you’re only possibly referring to the twenty-five words (or fewer, once guesses have been made) on the table and in Mysterium each player is only guessing from among a very small set of options—never more than six in games I’m played so far. So communication is limited, but the pool of answers is also very limited. It isn’t Twenty Questions, where you start with the entire world—you win or lose either game in at most seven or eight rounds of clues.

EDISON: I can also see how a more introverted, less social person would be more satisfied with a game where the giving of clues was less performative. In Charades the clue could be anything in the world and the way you communicate is limited to “all the ways the human body can be moved [which you are comfortable doing in front of a group of people]”; everyone is staring at you, and you must, effectively, dance for their pleasure. In Codenames you say only a word or a number, and then must only sit still and quiet while the rest of the gameplay takes place. In Mysterium you say nothing at all—have you considered the variant where you literally only knock yes or no, rather than telling people whether they guessed correctly?

TEEL: Yeah, actually. I think it could be fun.

EDISON: So you think, perhaps, that Charades would be a lot more fun if you could sit silently, hiding behind a screen the entire time, and when it was time for you to give the other players clues they didn’t look at you at all, instead focusing their attention upon the cards in front of them. Does that sound right?

TEEL: Actually, yeah. That’s not an unreasonable way to describe the being-the-ghost part of playing Mysterium, and being-the-ghost is definitely my favorite role to play. I’ve tried playing as a psychic a couple of times, now, though, and it’s pretty fun, too. Much more verbal, of course, but it’s like putting together a puzzle with friends—it still lacks the standing-up-and-being-stared-at-while-you-perform component to Charades and Monikers. I think I really like the puzzle of “How do these images connect to exactly one of these [suspects|places|things]?”, which is very similar on either side of the table.

EDISON: Do you have any complaints about either game?

TEEL: Other than not getting to play Mysterium as much as I’d like, so far? Probably the more-complicated systems for four or more players in Mysterium, where you vote on other players’ guesses and it tracks how well you guessed other people’s clues to determine how much of the final set of clues you’ll see—and then everyone votes on the final suspect, but if there isn’t a clear majority then it goes to the person who guessed other people’s clues better during the rest of the game. We’ve only actually used it once or twice so far, but it feels awfully clunky and complicated, and the bits for tracking your successful guesses are super-tiny and easy to bump. I’m considering looking up the other sets of end-game rules, or inventing my own.

EDISON: How many sets of rules are there?

TEEL: At least three: The English set I’ve got, plus the Polish rules and the Ukrainian rules. This part of the rules feels like it was added to make the game feel more game-y for American audiences. Voting and scoring tracks and giving some players a competitive advantage based on their earlier performance—it doesn’t sit right in a fully cooperative game. Coming to a consensus at the end (for the final guess) with more than two players seems to be tricky, so I’m at least going to try going to a secret vote next time, but if that doesn’t work I’ll be looking up the other sets of rules. I definitely love the rest of the game, even if the final round isn’t completely polished.

EDISON: And Codenames? It seems perfect for parties. Another one we can’t play alone, but have you tried it with two players?

TEEL: Not yet. I’m not sure it would be much good at four players, actually. I’ve tried it at five and it’s …okay? Maybe good, but also maybe only good because I was winning? My preference is definitely to bring it out at player counts of six or higher. It plays pretty great with eight people, and I expect it would be fun up through at least ten or twelve, though that might be pushing people’s ability to see all the word cards on the table.

EDISON: Twelve people is a fairly large crowd to get around a table, and they do appear to be mini-cards. But I suppose you could have lots of people filtering in and out between games—from what I’ve seen it seems to play pretty quickly and then get played again.

TEEL: Yeah, we usually play at least two or three games in a row. Depending on how distracted everyone at the table is with whatever else is going on at the party (and it’s definitely a party game) games can go anywhere from a few minutes to about twenty. They’re much shorter when someone accidentally chooses the assassin on the first turn.

EDISON: And is Codenames right at the top of your list, next to Mysterium, or are you presenting your top ten games in random order?

TEEL: So far? Pretty random. Mysterium is definitely my highest-rated new-to-me game in 2015, but I have six other games on my list in between Mysterium and Codenames. So… Last, first, and then eighth, I guess? Is that random?

EDISON: We’re clearly off to a good start. How random would you like to be next? Shall I roll a die?

TEEL: No, let’s confuse things further by going in logical order to number three on my list, Dungeon Petz.

Dungeon Petz

EDISON: Logical order? What about number two?

TEEL: We’ll get to number two eventually. But Dungeon Petz is by the same designer as Codenames—Vlaada Chvátil. So it’s a natural transition, even though they were released years apart.

EDISON: I thought this was a 2015 list. When were Dungeon Petz and Codenames released?

TEEL: Technically, both were published for American distribution for the first time by CGE in 2015. Also technically, Dungeon Petz was first published in 2011. The former is only true because CGE used to work with Z-Man for North American distribution of their titles, but they took their own games back last year and put out new editions they distributed themselves.

EDISON: So why is a four-year-old game on your best-of-the-year list?

TEEL: Because I played it for the first time in 2015, of course! It’s a new-to-me-in-2015 list, not just a published-in-2015 list. Weirder than that, it’s the games which were new to me in 2015 but which I was also able to play enough times to form a solid opinion of by now. So games like Orléans, 504, The Bloody Inn, Trickerion, and Loop, Inc. (all of which were new in 2015, and show promise) probably won’t feature here because I was unable to get them played enough to rate and rank them before this week. Then when this time comes around again next year they still won’t feature because my records will show I played them before 2016—it’s a bit of a trap for some games, since I acquired a lot of new games in the last quarter of 2015.

EDISON: But you played a lot of games, too, right? Weren’t you saying you played more games in November and December than ever before?

TEEL: Yeah, that seems to be the case. I started tracking my plays on BGG back in mid-February 2014. I haven’t been 100% accurate with it (I seem to forget to log plays when it’s just Mandy and I at home and then we do something else afterward like watching TV) but I’ve tried, and it’s pretty close. With nearly two years of data, it looks like most months I play between 15 and 25 games, with one or two months lower (5 in July 2014, for some reason, or 6 in March 2015) and one or two months higher—prior to November 2015 my peak was playing 42 games in October 2014, and almost 15% of that was playing unpublished prototypes (which can be very quick games, if they’re broken). Then in November 2015 I played 44 games and in December it was 53 games, and less than a week into January I’ve already played 11.

EDISON: One hundred and eight games in about nine weeks seems pretty intense. Aren’t you worried you’ll burn out?

TEEL: Well, eighteen of those were Pandemic Legacy. But on the other hand, five of the ten-ish games on my list didn’t get here until the last quarter of 2015; playing my new games a lot has mostly been really awesome.

EDISON: I hope you continue to feel that way over the next few months. Now tell me about your number-three-for-2015, Dungeon Petz. It’s by the same designer as Codenames and has a bunch of really cutesy monsters on the cover—is it another silly party game?

TEEL: Almost the opposite: It’s a heavy worker-placement game. In fact, along with its predecessor, Dungeon Lords (also by Vlaada), and Alchemists (which is right above Codenames on my list), you’ve got half the core of the Worker Placement games piece we were going to do. Agricola & Caverna are the other pillar games for that mechanic in my collection (though I have several others), but neither of those is even a little new.

EDISON: You’re doing an excellent job of keeping this thing organized. Shall we talk about Dungeon Petz, or are we going on a tangent to Alchemists first?

TEEL: Let’s talk about them both at the same time!

EDISON: These at least look like games I could play with you. Could we stop and play, first, or am I going to be little more than a foil for you again?

TEEL: We’ve already been at this for three hours, Edison. Each of those two games will take at least 90-120 minutes to play—and each actually contains at least part of the game which needs to remain secret from the other players, so while we could probably do okay at Dungeon Petz (the actual worker placement part would be tricky), Alchemists would be another impossible-to-effectively-solo-2p game. But do you really want to pause for a couple of hours to play Dungeon Petz, right now?

EDISON: It’s your number three game of the year, of course I want to play! I understand not wanting to try to play games requiring hidden information with me since I can see into your thoughts, though, so I’ll let it pass for now—as long as you promise to play it with someone else soon, so I can watch.

TEEL: That I can do… though we’re doing most of our gaming away from home, these days… I’ll try to get it to the table here, for you, or start bringing you to game nights. Something.

EDISON: I uhh… I think I can wait for you to play it here. You don’t need to take me out with you.

TEEL: It’s okay, Edison. I understand. You can definitely stay home until you’re comfortable and decide to go outside again. There’s absolutely no pressure.

EDISON: Thank you.

TEEL: So… Dungeon Petz is a follow-on to Dungeon Lords, where you played as a dungeon master, digging out their dungeon, hiring monsters to guard their treasure, hiring imps to do menial work, building rooms and defenses and accumulating treasure—and then the heroes would come “adventuring” their way into your dungeon, wreaking havoc, killing your monsters, stealing your treasure, and otherwise destroying your dungeon. (It’s pretty awesome.) In Dungeon Petz you play as a family of imps who decide to run a sort of “pet store”, except you’re raising baby monsters to sell to dungeon masters (presumably to guard their treasures in a game of Dungeon Lords!). Unlike Codenames, but like several Vlaada Chvátil games, you spend a lot of time building things up only to watch them be torn apart by the game despite your best efforts (see also: Dungeon Lords, Galaxy Trucker, et cetera)—in this case, trying to meet the needs of several growing monsters tends to wreak quite a bit of havoc.

EDISON: It sounds like you enjoy the havoc. Considering how poorly you react to things falling apart in your real life, I’d have thought you wouldn’t enjoy working hard to build something only to watch it be torn apart by forces beyond your influence.

TEEL: The difference is stakes. When I work hard to build something up in real life, it’s usually because it represents real value to me, and if it then comes crumbling down before me that represents a real loss, usually with significant real costs (in real money, and time, and sometimes in relationships, and psychological fortitude) coming due as a result of the destruction. In a board game there’s no real-world cost when my pet breaks free, or injures an imp, or mutates and grows an extra limb or two—it’s only a few points and maybe a win or a loss; in a game, for me, it’s very much about the journey rather than the result, but more importantly the results of a game have no ongoing effect on my life. In a board game, once everything is over, you just pack the game back up and put it away and you can have a fresh experience with it the next time you want to play. There are no real consequences, so only a fleeting emotional response to things falling apart.

TEEL: Plus, yeah, the monsters are cute and the idea of them competing in eating contests and being worth more to buyers based on things like how much they poop or how playful they are is silly and fun.

EDISON: Do you want to get into the worker placement aspects here, or are we going to write that piece someday?

TEEL: I haven’t decided. Probably. Maybe. I don’t know. But the worker placement part is also the reason why playing with you would be a little more difficult—in Dungeon Petz, you partially assign your workers in secret. You take your entire family of imps, however many you have on hand at the time, and you divide them into groups. Usually one or two or three, though I’ve seen groups as large as ten; you can also add gold to the groups to effectively increase the size of the group by one per gold. Then, starting with whoever has the starting player marker (which moves clockwise each round) and proceeding clockwise, but really starting with whoever currently has the largest group of imps+gold, each player takes one of their groups and places it (the whole group, spending any gold to the bank) on one of the worker places on the board. This continues in descending group size until all the groups are placed or passed—when it’s your turn you can always opt to keep your current group home to help take care of the pets you already control.

EDISON: So if I put my imps in two groups of three and you made three groups of two, I could get first dibs on the board for both my groups, but you would be able to take three spaces while I only took two? Or if I made six groups of one imp each I could do six things, but would have last pick of options?

TEEL: Not necessarily last pick, but close: Everyone who has any groups of size one would place one of those groups at a time, in clockwise order, until all those groups were placed or passed.

EDISON: I think I get it. So you have to guess how many imps other players will put in their largest groups if there’s something specific on the board you want to get, but if you guess too high you waste your imps and take fewer actions.

TEEL: Right, plus then your next-biggest group might not be able to get anything good, in addition to not having as many groups overall. It’s a pretty good worker-placement implementation, and the Dungeon Petz system of dummy imps to block spaces in the 2-player game works better than the player-controlled system in Dungeon Lords, I think.

EDISON: I haven’t played either, so I’ll have to take your word for it. Is Alchemists also by Vlaada Chvátil? Do you also build things up only to watch them fall apart?

TEEL: No, and no. But it is published by the same company, CGE, and has a thematically similar feel to the Dungeon Lords/Petz games. Plus, I think I read that Vlaada saw Alchemists and put the designer in touch with CGE which is how it got published… but I may have that wrong, so don’t quote me on that.

EDISON: Who would I quote you to? Also, isn’t this thing one big quote?

TEEL: Probably.

TEEL: Alchemists is a combination worker placement and logical deduction game, with a dash of bluffing thrown in. It’s played in combination with a smartphone app which tracks the alchemical properties of all the elements in the universe game. At the start of each game a new set of properties is randomly generated, everyone’s apps are synced to have the same secret set of properties, and during the course of the game part of what you’re trying to do is logically deduce the properties of the elements.

EDISON: Can I make a guess and say that people have claimed that the app-integration is gimmicky, and that you’re about to staunchly defend it as being a meaningful and useful addition to make the gameplay possible in ways which wouldn’t easily be possible otherwise?

TEEL: *nod*

EDISON: Can we skip that part and get back to what makes Alchemists fun? It’s, what, your seventh-favorite new game in the last year?

TEEL: BGG says it came out in 2014, but I think it wasn’t available in North America until 2015. Anyway, yeah, seventh on my list. It’s fun in part because the theme and the mechanics are so well-integrated. You can spend your morning foraging for toadstools and crows’ feet, then in the afternoon mix them together into a potion to try to discern their elemental breakdown—and you can either hire a student to drink your potion and see what it does (this gets more expensive if they’re given potions with negative effects) or you can guzzle it down yourself to avoid paying them (but risk your own bad outcome if it’s a paralyzing or insanity potion, for example). Once you begin to figure out which elements combine to make certain potions, you can sell potions to traveling heroes (probably going to raid the dungeons of the dungeon masters you sold monsters to, a bit ago). Once you begin to unravel the logical knot of the alchemical secrets of the universe, you can begin to publish papers with your claims—or bluff when you have only part of the formula, to get the grants and accolades that come with publishing, and hope you have time and knowledge enough to publish a quick retraction before the end of the game if you turn out to be wrong.

EDISON: It sounds richly thematic, but also brain-meltingly complicated and heavy. And you said it would take a couple hours to play?

TEEL: It depends. Mandy and I once finished in about 35 minutes, but with new players it’s definitely longer and if you don’t get lucky with the alchemical combinations it can be a real drag to logic out enough information to do anything useful. With all-new players, easily two hours. When I taught myself the game, solo/2p (which isn’t great, since each player’s deduction/logic data is secret, as well as their foraged components and whether they’re bluffing a publication or putting their name behind their work—knowing any of those things can give other players an advantage, if they’re clever), it took almost four hours; there was a lot of walking back and forth around the table.

EDISON: That’s quite a range of play-times.

TEEL: No worse than other worker placement games, like Caverna. I’ve played Caverna with only Mandy in about 20 minutes, and I’ve played a four-player game which dragged on for over four and a half hours, and I’ve played a five-player game that was done in about 150 minutes. It depends on the players, and on their knowledge of the game, but mostly on their AP.

EDISON: I suppose that’s reasonable. Would you say Dungeon Petz and Alchemists are the longest, heaviest games on your list?

TEEL: Probably? Aquasphere can be reasonably heavy, depending on how you play it. Maybe mid-weight. Why do you ask?

EDISON: They’re both highly thematic, and sound silly and light in that respect. So if these are the only two heavy games on your list, it seems that the entire list must favor lighter fare on the whole. Considering our earlier conversations about competitive gameplay, it seems like perhaps you’re developing a preference for light party games.

TEEL: Well, I’ve certainly made more of an effort to invest in smaller, lighter games this year—but only two or three of them made it to the list. The reason for the investment in games I don’t enjoy as much, and really I don’t like games to be too light, is a monthly game night Mandy and I have been hosting at a local pie shop. The tables there are physically small, and the people who usually show up aren’t board game hobbyists or serious players looking for a deep experience; it’s a light, easy-going social evening, with a side of games. Our collection now contains more than two dozen small-box, small-footprint games, most of which play quickly and are easy to learn. My preference is for heavier games, probably up to middle weight, or mid-heavy weight, but playing mid-light to light games is usually better than playing no games, or forcing someone to struggle through a game heavier than they’re comfortable with.

EDISON: So, let’s see… Based on box size I’m going to guess it’s Codenames, Entropy, and Burgle Bros.? Maybe Patchwork?

TEEL: Exactly. Let’s start with Patchwork, though, because I didn’t buy it for game night at the pie shop.

EDISON: Why not? Do your friends have something against quilting?

TEEL: Not that I know of, no, but it’s strictly a two-player game. We definitely try to lean toward 4-, 5-, and 6-player games at that game night, so everyone can get involved. No, Patchwork was designed by Uwe Rosenberg, creator of Agricola and Caverna, which are a couple of our favorite games; like Vlaada Chvátil and Stefan Feld, he’s a genius designer whose work I trust. So when I saw the rave reviews Patchwork was getting, and after watching Rahdo run through the gameplay, I started fighting against the fact that it sold out almost instantly every time it got re-stocked. Online stores sold out in hours. Local shops didn’t know when copies would arrive, or how many they’d receive, so they’d get one or two copies and they’d be gone the same day—and they don’t seem to be any good at taking pre-orders; when I secured my copy it was because I’d called the shop every day to see if it was there, was assured every time they’d set it aside for me, and on the day it arrived I went in and found “my” copy out on the shelves. If I hadn’t arrived within an hour or two of their shelving it, I might still be searching.

EDISON: Okay, so it was hard to get. How does it play?

TEEL: It’s great. It’s number two on the list, right behind Mysterium. The theme is fairly abstract—effectively you’re trying to efficiently arrange Tetris-like pieces into a grid, and managing two currencies (buttons as money, and time as progress along a limited track) to try to control which pieces you and your opponent will have access to throughout the game. During end-game scoring you lose points for un-filled spaces on your board, so it’s not unusual for one or both players to end up with a negative score—but highest score still wins.  All these little pieces come together in such a way that almost every decision you make will be interesting and engaging, from which pieces to buy (not just to fit into the puzzle you’re building, but to plan ahead multiple turns & guess what your opponent will want) to how to fit them into your board and whether to try to strive for the patches (single-square pieces, for filling in holes) and/or the 7×7 award (filling in a complete 7×7 square turns out to be surprisingly challenging!) or simply to avoid working yourself into an impossible corner. Or four.

EDISON: So it sounds like it’s relatively light, but without sacrificing the mentally-engaging, puzzle-solving goodness of heavier-weight games. Does it play quickly?

TEEL: I’ve never timed it, but it feels quick, for certain. It definitely doesn’t overstay it’s welcome, and one often reaches the end of the progress/time track wishing for a couple more actions. I wouldn’t usually say it’s true, but sometimes that’s exactly the right time for a game to end—just a little bit before you’re entirely satisfied; leaving you wanting more.

EDISON: Isn’t that the opposite of what you were saying in our piece on deck-building games? Especially after we played Eminent Domain? That games often end too soon, before you really feel you have a chance to carry out your plans?

TEEL: True. Maybe it has something to do with a feeling of agency. In Patchwork, the other player could rush a little bit ahead under the right circumstances, finishing the game while you still wanted another couple of pieces—but because of the way turn-order and end-game are handled, you don’t actually have to stop playing just because they reached the end of the track. In Eminent Domain, especially with those infinite-VP technologies in play, the game can end instantly because of something at least out of your hands and possibly out of your sight. You’re rolling along, building your empire, when suddenly, “BAM!”, the game is over. This is different from games like Patchwork, The Bloody Inn (which we only started playing this week), Dungeon Petz, Alchemists, Mysterium, or Above and Below, where there’s a pre-defined timer built into the game and visible to all players—you feel the clock counting down, and maybe you wish you could have done a little more, but you’re never taken by surprise when the game suddenly runs out.

EDISON: It sounds like you’re bothered by a loss of agency; that you don’t like the end of the game being potentially a surprise and in the hands of another player or a randomizer.

TEEL: That could be right. I was definitely frustrated with the game of 504 we played recently where there was a potentially-12-turn progress track made out of randomized cards in such a way that one of the last four cards would instantly end the game. If it had been the first of the four, three turns would have been left out of the game—that’s a full quarter of potential gameplay. If it had been the first or third of the four, one player would have had fewer turns than the other. It felt really awful and agonizing to try to deal with, and made planning for future-potential-turns almost pointless but also potentially vital to winning.

EDISON: That was definitely less than ideal. I know we’re only 4 games into the 504 possible games in the set, but I’m already worried that the majority of the games in 504 will have at least one dull, broken, or frustrating aspect, based on what we’ve seen so far. How many different games of 504 do you think we’ll get through before you give up on it? Do you suppose you’ll ever find one you like enough to play more than once?

TEEL: I’m dedicated to playing at least nine games, to systematically try every module in every position. Then maybe, based on our experiences with that, I’ll try to come up with some combinations I think will actually be more fun than what we’ve seen so far. As far as repeating a world … I don’t know whether I’ll continue to prefer seeing new worlds over repeating old ones; it would have to be a shockingly-better-than-average game of 504 to really stand out as needing repetition, from what I’ve seen—and I’ve read all the rules, already.

EDISON: I know you were really excited about it from a game design perspective, and bought it without really looking into what the gameplay was like, but–

TEEL: Not only that, but reviews are thin on the ground for 504; since the experience space is so vast, most reviewers don’t seem to have much of value to say. They either stick to their normal tactic of reviewing a game after only one or two plays through, which means not seeing the vast majority of what 504 has to offer before pronouncing their verdict, or they’re gradually working through (at least) the minimum nine games to see every module in every position before really trying to form an opinion.

EDISON: Which I think is what you’re doing, right? Is that why you put it all the way in the back? It isn’t really on the list, yet, is it?

TEEL: Not really, no. I’m not sure what I’ll end up rating it, overall. The four games/worlds we’ve tried so far wouldn’t rate high enough to make the list, for sure, but the overall concept is so intriguing.

EDISON: That gets back to what I was trying to say before you interrupted me: You bought it without looking into the gameplay, but it’s turned out the be quite dry, hasn’t it? So far the rules and mechanics are really only about middle-weight or light-mid-weight, but the themes are dry, dry, dry. No cute or silly monsters or surreal artwork or wacky potion-mixing to be found. The whole thing is barely above an abstract. I don’t see how it fits into your collection.

TEEL: Well, I had a hint it would be a dry euro-style game; it’s designed by Friedemann Friese, creator of such dry, mathematical exercises as Power Grid. Which I own, and which I like okay, but which never seems to make it to the table—there are too many other games in my collection I want to play a little more. Even something as dry and abstract as Prosperity has enough interesting theme to elevate it above Power Grid, for me. I guess I really love thematic games.

EDISON: But not too thematic. You don’t exactly have shelves overflowing with Ameritrash, Teel. I’d say you liked games with a good balance of theme and mechanics, with a slight preference toward heavier, more thought-provoking gameplay.

TEEL: Sure, and 504 provokes my thoughts in spades! Unfortunately, at least half that provocation is about the meta; thinking about how the modules work together, understanding how the rules can be generic enough to be compatible with any other set of rules but also unique enough to bring something original to each different world they’re a part of, and then dissecting how the games actually played, after the fact, to try to learn something about game design. Obviously the games have been long and complex and have been generally full of interesting decisions; you played them with me, you know. But I’m not sure playing 504 is the best part of owning 504.

EDISON: So it’s one of the most interesting, if not one of the best, games of 2015, then?

TEEL: That sounds about right. If I were doing a top-ten-ish most interesting games of 2015, both 504 and Pandemic Legacy would certainly be on the list, even though they probably don’t deserve to be on any “best games” or “most fun to play” lists. 504 is the sort of game I want to keep playing, but not necessarily because I enjoy playing it more than other games. It’s more that I enjoy thinking about and working through its iterations quite a bit, and playing it is the best way to really grasp how the pieces fit together.

EDISON: Which I guess brings us back around to Patchwork, a game which is actually supposed to be on this list. Did you have anything else to say about it?

TEEL: Not really. It’s quite fun, I enjoy playing it, and I look forward to playing it more in the future.

EDISON: Alright, so now we’ve covered the top three games on your list, two games not on your list, and the seventh and eighth games on your list. Where do you want to go next?

TEEL: I’m thinking we go to number four on the list, Roll For the Galaxy.

EDISON: That almost sounds logical, since we’ve already covered one through three.

TEEL: You might think so, but really it’s because the other five games on the list have something in common. Roll For the Galaxy is the only game left on the list which didn’t reach me via a Kickstarter campaign.

EDISON: Interesting. Is there anything else in common among the other games? Publisher, designer, or the like?

TEEL: Two of them are from TMG, I suppose. Not really. We’ll get to that, though. Let’s dig into Roll For the Galaxy.

EDISON: I’m surprised you’re the one trying to keep us on task, for once.

TEEL: It may not last. But let’s take advantage of it while it does. Roll For the Galaxy is a sort of dice-based adaptation of an earlier, very popular card game called Race For the Galaxy. Roll For the Galaxy came out in December 2014, but it was in short supply (as was my budget at the time) so I wasn’t able to play it until 2015—and I put off buying my own copy for most of the year, because one of the people at a game night I attended every week brought their copy with them every week. When that game night got shut down, I immediately ordered my own copy of the game. Soon I’ll order the expansion that recently came out, too.

EDISON: You must really have liked it. Why isn’t it any higher on the list?

TEEL: The game is not without its shortcomings. For example, the end of the game is triggered either by the pool of VP tokens running out or any player constructing their 12th thing (planets & developments)—so it’s got that same problem where you can be head-down, working on your own little empire, when all of a sudden another player instantly triggers the end of the game.

EDISON: Can’t you see it coming, though? Everything they build is out in the open.

TEEL: But dice play a big role in the success of any given turn, too: It’s entirely possible for someone to be struggling to build their next thing for turn after turn because of bad rolls, then suddenly settle two or three planets in a single round, ending the game. There’s a little balance, in that the planets and developments you can build with fewer dice are worth equally lower VP at the end of the game, but there are 6-point developments which can make building a lot of cheaper things worth a lot of points at the end of the game—especially if you can trigger the end of the game before anyone else is ready. Depending on how the dice go for me, and which tiles I pull at random from the bag, Roll For the Galaxy can either feel extremely good, where I’m building a great little synergistic galactic empire with thematic elements that make sense together, or it can feel like I’m racing against another player or two, fighting against a pool of bad dice and bad draws, and the game ends at least half a dozen turns too soon.

EDISON: So it’s wildly uneven.

TEEL: Yes. But each game plays relatively quickly. In an experienced group without bad AP, an entire game (both 2p and 4p-5p) can be over in 20-30 minutes. They don’t even necessarily need to be experienced with Roll For the Galaxy, only to be experienced with board games in general. It’s one of the few games I’ll readily play another game of immediately after finishing a game; normally I prefer to move on to something new, but even two or three games of Roll For the Galaxy in a row are light and quick enough that, like Codenames, I don’t feel … the slog. A lot of games, if you start them again, feel like the game has simply continued; like the game wasn’t a few turns too long, but an entire game’s worth of turns too long. Roll For the Galaxy doesn’t usually feel that way. At least not for the first couple of games.

EDISON: So tell me more about how it plays. You said there are dice?

TEEL: Oh, yes, lots of dice. So many little dice in all the colors, and noisy little dice cups, and it’s wonderful. You start with basic dice and depending on how you expand your space empire you add more and different sorts of dice to your pool, which have different odds of giving specific outcomes. Typically, the more specialized you’re able to be, the better. You roll the dice at the start of each turn and which symbols come up determines what actions you’ll be able to take that turn—you always specify one sort of action to definitely occur (and don’t even need a matching die for that action), but you want to pay attention to what other people are doing because any actions not selected by any players as their definite action do not occur that round. So you might roll a whole mess of dice that come up “Settle a planet”, but if no one chooses the “Settle a planet” action, you don’t get to use any of those dice; you either want to force it yourself, or if you know someone else will be settling, you can force one of the other actions which will give you another benefit—like if you’ll be able to settle a planet which starts with goods on it, ready to ship, you may want to force the “Ship goods” action to immediately get some extra cash (or VP tokens).

EDISON: And you’re saying AP isn’t a big problem in this game? Wouldn’t players spend a lot of time trying to figure out what everyone else is doing, or trying to optimize their actions so they don’t waste dice?

TEEL: There’s a lot of luck-mitigation available in Roll For the Galaxy; you can build developments which let you “Reassign” dice, using them for actions they didn’t come up with, and any dice you’re entirely unable to use (say, because the action didn’t occur that round) go directly back into your dice cup rather than to your dice pool (where you have to pay currency to get them back into your cup), and you always get at least one die in your cup—which you can choose any action with, since the die you use to force one of the actions doesn’t have to match; in the worst-case scenario where you end a turn with no money and no dice in your cup, you know for certain you’ll be able to do at least one action, any action, of your choice on the next round. So while it can be worth it to try to figure things out to the last detail, mostly you’ll be okay simply working with whatever you rolled—and being thoughtful when choosing dice for the next roll. My general philosophy of gaming, these days, is to be very easy-going and friendly, and that’s also the sort of people I like to play games with. As a result, everything tends to be a bit more laid back, especially with a game as brief as Roll For the Galaxy.

EDISON: I suppose that’s probably good for your mental health. You don’t find it limits your gaming experiences too much?

TEEL: Honestly, I’ve been working more in the last couple of months to cut undesirable gaming experiences out; this is, of course, exacerbated by the eighteen games of Pandemic Legacy I played across December and the first few days of January. As you can imagine, I don’t want to repeat that sort of forced march. I went through a similar thing with Tiny Epic Defenders earlier in the year; I kept thinking, “maybe I’ll like it better next time, or with different players, or on a different difficulty level”, but it never got any better. Along those lines, I’ve begun (perhaps too vocally, at first) to refuse to play hidden traitor games and bluffing games and really anything in the class of games built around lying to one another. Secrets and lies are not elements I want intentionally to be adding to my life.

EDISON: Even when you know it’s only a game? What about role-playing; couldn’t you put yourself into the character of someone who would lie in the scenario presented in the game?

TEEL: I’ve never been much of an actor or role-player. In high school I spent a little time on the stage, but effectively ended up playing different versions of myself. In at least two instances, plays were re-written to turn whatever character (or characters) had been there before into someone more like Teel. I never asked for it. I’m not sure I ever even auditioned after the first time went so poorly—I didn’t get the part, but a few weeks later they’d added me into the play, anyway. And that kept happening.

EDISON: You’re very odd. You know that, right? What you’re saying right now is very odd.

TEEL: I know. It’s just to say: No, it isn’t merely a game, and no, I can’t be someone else. When I try, my brain and my heart tend to break in particularly terrible ways. In the past, I’ve given in and played along when the whole group wanted to play something like The Resistance, or Coup, or any version of Werewolf—anything like that. Now I’m trying to avoid playing the games I don’t want to play. Sit it out. Spend the time staring at my smartphone, or thinking about anything, or nothing at all. Starting up a parallel game with anyone else who didn’t want to play. It’s been a little rough; I apparently get explicit in my hatred, at times, which unnerves people; I’m working on it.

EDISON: Helps to have such a large collection of games you do want to play though, I suppose. Which one shall we talk about, next?

TEEL: There we are, back to the old ways. Yes, fine, keep me on task. Let’s see… is there a logical order to go through the rest of these games?

EDISON: Continue from top to bottom, perhaps, skipping those we’ve already discussed? What’s your number five game?

TEEL: *sigh* Fine. You’re so un-creative. It’s Above and Below. My first game by Ryan Laukat of Red Raven Games, it’s given me an urge to buy several other Red Raven games—but they seem to run expensive, go out of print quickly (if you miss their Kickstarters), and I’m so far behind now that it would take a veritable fortune to get my hands on the games I’ve missed. Which, strangely, I believe indicates I may never buy another Red Raven game; I can’t really afford to be a proper collector, but I also wouldn’t want an incomplete collection.

EDISON: Is there something in particular you enjoyed about Above and Below which makes you wish you could collect all the games by the same designer? Is it the artwork, or the mechanics, or some silly thing about the theme and mechanics integrating particularly well?

TEEL: Come to think of it, the theme and mechanics are pretty abstracted from one another. There are mechanics for constructing buildings in your village, but you’re basically just buying cards to get passive bonuses. There are mechanics for training up villagers to work for you, but you’re basically buying action flexibility for future turns—and the number of actions you can take only really goes up if you build the right buildings; it isn’t based on the number of villagers you’ve trained. There’s a very distracting set of mechanics for sending your villagers of little CYOA-style explorations (usually with one “choice” each), but it comes down to using half or more of your available actions to roll some dice to maybe get some goods. You can mitigate the luck involved by training villagers who are better at exploring and by sending more villagers (using up more of your available actions each round), but it isn’t as though the villagers have any explicit stories about who they are and why they’re any better at completing a random story/exploration than another.

EDISON: It almost sounds like you don’t like this one, Teel. Are you certain it’s in your top five games of the year?

TEEL: I do like it. I was just explaining that, unlike games like Dungeon Petz/Lords, Alchemists, or even Mysterium, where the theme and mechanics are particularly well integrated, Above and Below has theme, and it has mechanics, but they run almost entirely parallel to one another. I’ve heard (and seen, in Rahdo’s run-throughs) that the same is true of Ryan Laukat’s other games, such as City of Iron and Islebound (both of which I wish I’d been able to afford last year), but it’s not a deal-breaker for me, at all.

EDISON: Why not? What makes Above and Below different from, say, 504?

TEEL: 504 has only the thinnest veneer of theme applied to any given world. Ryan Laukat’s games take place in a rich, engaging world full of interesting people, species, locations, and cultures—all depicted in Ryan Laukat’s original (and breathtaking) artwork. In Above and Below in particular, when you send your villagers on adventures (when they explore), one of the other players reads a little story to you about what they come across on their adventure, and gives you a choice about what they should try to do next; this adds significant depth, over the course of several games as you explore more and more of the world, to the world of the games. Though honestly, I think I’m won over first by the artwork and second by the interesting mechanics; I’d like looking at the gorgeous artwork of Above and Below even without any flavor text or mini-stories to give it background and depth.

EDISON: It looks like Above and Below is almost entirely language-independent, except for the book full of stories. None of the villagers or locations have names, there’s no flavor text, no backgrounds, it’s all just beautiful images and the icons used for playing the game.

TEEL: That’s correct, but if you look at something like Dungeon Petz you’ll see the same thing—and there’s no shortage of story communicated by those images. I admit that the Dungeon Petz manual does name all the monsters, events, and dungeon masters and gives them a little story, a little background, a little flavor text—but you could figure most of it out from the artwork and the icons. To a lesser extent, the same is true for Above and Below.

EDISON: Which I suppose explains why it’s a couple places lower on your list, right? At least in part?

TEEL: At least in part, yes. It can be fun to try to make up stories about the different villagers, or to guess how the different buildings might be to be able to provide the bonuses they do, but I certainly wouldn’t turn down an explanation from the creator of all those people and places about what’s really going on.

EDISON: Not being a role-player, you like to have your stories handed to you, rather than having to make them up yourself, on the fly.

TEEL: Yes and no. I’m an author and a storyteller, and I can be quite creative and verbose—but I also respect the work and imagination of other creators. Coming up with a dozen stories to explain what the ghost in Mysterium might have meant by the dreams/visions they gave you is no problem, and since we’re left at a loss I also tend to make up stories about the villagers in my employ during Above and Below, but if Ryan sent me a PDF with as little as a one-sentence description and name for each villager token, the entire game would become instantly more rich and vibrant—and a better jumping-off place for inventing ever more new stories about their ongoing experiences. Maybe knowing a particular explorer’s background would make it easier to imagine what they would do when faced with a specific situation from the book, making it more an exercise in role-playing than in trying to optimize to get the most goods per explore action. It’s difficult to say.

TEEL: What I can say is this: Above and Below is fun to play. It provides more than enough interesting decisions, and it ends what feels like one or two rounds too soon—but it has its rounds-countdown running the entire time, so at least you know it’s coming. Honestly, I suspect that adding more turns would only make it feel like it had a runaway winner problem; I suspect it’s been tested to show that the outcome is achievable in exactly this number of rounds and not very alterable when given more. I like the stories, I love the artwork, and I look forward to sharing it with new people this year. If I can come up with the money, I’d love to add City of Iron & Islebound next to it on the shelf, though I am a bit miffed about how they handle Kickstarter stretch goals.

EDISON: I’m guessing they don’t include them in the retail version, based on your tone.

TEEL: Exactly. Either you backed the Kickstarter and get the full game experience with the best components, or you buy it at retail and get a little less. I’d prefer to be able to buy directly from the publisher and get the extras, or buy the extras in a separate pack for more money—not being able ever to get the full game is almost reason enough never to buy the game at all.

EDISON: That seems a bit extreme, don’t you think? What sorts of extras did you get for Above and Below for backing it on Kickstarter?

TEEL: They recently emailed me a PDF containing two more sets of stories for your explorations to take you on—literally hundreds of new stories that won’t be available to anyone else. Plus extra components to reach those stories, plus several unique villagers, plus some extra components to add new game modes and increase replayability. They amount to one extra punch board and a PDF, and I have them and anyone who buys at retail does not. Can not. It baffles the mind.

EDISON: Well, perhaps you can get someone’s used Kickstarter editions of those other games, someday.

TEEL: Maybe. I much prefer TMG’s policies with regard to Kickstarter stretch goals: They make the game better for everyone who buys the game. For example in Scoville, game number six on the list–

EDISON: Whoa, there! You don’t think you’re being a little too organized now, do you?

TEEL: We’ve been writing this off and on for almost 24 hours and have spent at least 8 hours writing, but there are four more games remaining to write about. Are you encouraging me to proceed at random and go on more long tangents?

EDISON: No.

TEEL: Because I can.

EDISON: No. Please.

TEEL: And I was planning to. The final game on my list, number eleven, is another TMG game, so I was going to talk about it after Scoville.

EDISON: Number eleven? Your top ten list has eleven games on it? Doesn’t that mean the game doesn’t make the cut?

TEEL: It definitely does make the cut, and all told we’ll have talked about at least thirteen games, so stop worrying about the numbers and look at this game board:

Scoville

TEEL: Look close. The board has cut-outs for these awesome custom pepper-shaped bits. There are little custom farmer-shaped meeples that walk around on the board breeding peppers during the game. The peppers come in nine colors, four heights, and one of them is glittery/clear acrylic!

Scoville - close view

TEEL: All those things were Kickstarter stretch goals and some were backer suggestions. Originally, they were going to use colored cubes (and other boxes of the varying heights and colors) for the peppers, because they didn’t think it would be stable and were worried the non-standard orientation of the peppers would make reading the status of the board at a glance a potential gameplay challenge. Backers made suggestions, there was much conversation, and TMG communicated with their manufacturers about costs and options—and they came back with new and improved stretch goals for pepper-shaped bits and a board with recessed pepper-shaped cutouts for the bits to fit into so the board would remain readable and the peppers would remain stable. We hit all those goals (and the ones they’d originally planned, for the farmer, and more recipes) and we came together as a community to suggest recipe names for the different hot sauces you can make from the peppers you farm in the game, and if you find a copy of Scoville on the shelf at your FLGS, it’s all in the box. It’s all there. All the upgrades. If you didn’t hear about Scoville during the one month it was on Kickstarter in mid-2014, you don’t miss out on bits for a sixth player, or custom-shaped bits, or an upgraded board, or more recipe cards. You get it all.

EDISON: That sounds like a sound business decision. Fewer SKUs, easier distribution & manufacturing, and customers who find your products late aren’t put in a position of feeling like they’re missing out on the complete experience. How does it play?

TEEL: Very different from almost every game I’ve ever played. You plant peppers into the field, and depending on what colors are adjacent, you can pick peppers of other colors. You walk your little farmer around the board, but his movements are very restricted and become more restricted by other players’ farmers, which you can’t move through, so you’ve got to try to plan your movements while taking into account what other players may be after and then there’s the matter of turn order: I’m not thrilled with auction mechanics, especially for turn order, but if you absolutely need to move first (or last, if you want someone out of your way), you’re obliged to try to bid more than them in the auction to secure your preferred place in the turn order. As I alluded to, there are recipes to try to complete, which require complex sets of specific colors of peppers, and easier-to-achieve “market orders” which usually only need you to provide one or two peppers for a much smaller bonus.

EDISON: Sounds like a lot of moving parts. How easy is it to teach?

TEEL: It’s one of those moderately-easy-to-learn, challenging to master games. Most groups I’ve played with have only felt they were beginning to get a handle on what they’d done wrong in the first half of the game as the end of the second half began to close in on them—at least in their first game. But, at least for myself, that hasn’t diminished from the fun of just running around in a field, planting and picking peppers, and making hot sauces. Sometimes I can win, sometimes I end up having fun trying and failing to get the pepper combinations I’m looking for while running haphazardly around the field. I particularly like that it supports up to six players but plays reasonably well with two. The field certainly feels more claustrophobic and remains cramped for longer at two players, since it takes more turns to get the same number of peppers planted, but by the end of the game there’s plenty going on but not so much that players aren’t still stepping on one another’s toes; it’s a nice balance.

EDISON: The theme is certainly unique. It and Patchwork are possibly the most unexpectedly-themed games on the list. Possibly in your collection as a whole.

TEEL: Well, the next game I wanted to talk about is Aquasphere, my number eleven. It’s set in a futuristic undersea research facility—a set of underwater domes on the floor of the ocean where scientists, engineers, and their army of tiny programmable robots do science.

EDISON: Clearly, an everyday theme for board games.

TEEL: It’s not zombies!

EDISON: No, but it made your list despite dropping below the traditional cutoff point for a top-ten list. Why was that?

TEEL: It’s another one where the theme and mechanics are really well-integrated. You can play to win, but if you don’t want to take too long figuring out every action or planning multiple rounds ahead, you can also just run around in an undersea lab, playing with your robots, tangling with “Octopods” (little tentacled creatures which keep sneaking into the lab), deploying submarines, and otherwise having a blast in what amounts to the world of Sealab 2021 or The Abyss. Your scientist & robot meeples have no backgrounds, names, or personality, but the entire scenario is rife with flavor and you can really put yourself into their shoes. Mechanically: It’s a Stefan Feld. If you’ve played a Stefan Feld game, such as the wonderful Castles of Burgundy or the ever-popular Trajan, you have some idea what it might be like to play Aquasphere—it’s a Feld set in an undersea research base. Some people love a Feld (they’re even designed to be collectible), some people don’t. I quite enjoy them.

EDISON: And you said you got this one on Kickstarter? What sorts of stretch goals did it have?

TEEL: None. TMG is not the original publisher of Aquasphere, but they obtained the North American (and perhaps Australian?) distribution rights, and worked with the original publisher on the English-language translation. The Kickstarter was very short, there were no stretch goals, it was literally only to gauge interest so they wouldn’t over-manufacture. I didn’t have the money that week, so I wasn’t actually a backer. Of course, it seems they may have tapped most of the market during the Kickstarter, because very quickly after delivery to backers, TMG began putting it on sales. I got it for the discounted Kickstarter price, and was playing it within a couple weeks of backers—because at that point I did have the money. Just this week I saw it on sale for half of what I paid; if you can get Aquasphere for $40 or less, it’s certainly worth it, in my opinion. For $20, don’t hesitate. It’s a great little puzzle with a unique SciFi theme.

EDISON: Which brings us to number nine and number ten, by process of elimination. Which will you leave for last? My money is on nine.

TEEL: That’s a smart bet, largely because number ten is easier to talk about. It’s Entropy. I fell in love with the art for the game at first glance. It’s beautiful. I particularly love the way the different sets of cards come together to form coherent panoramas of the five alien worlds. When I was first glancing over the Kickstarter the other thing which I liked about it was that they were working with an author to write a novella telling the backstory of the worlds/characters with which Entropy takes place, and had produced a soundtrack for the game, as well. It wasn’t merely a small card game with great art, it was part of a coherent multimedia experience, and it wasn’t the first game they’d gone to those lengths for. I ended up pledging not only for Entropy, but also to get their prior Kickstarted game, Rise to Power, and all the multimedia goodies for both games.

EDISON: Were the stories any good? Do you refer to them when you play? Do they give the game the depth you were wishing were in Above and Below?

TEEL: *ahem* Err… I haven’t actually sat down and read the novellas, yet. Or listened to the soundtrack. In fact, I hadn’t even bothered to learn about the gameplay of either game when I pledged. I simply wanted to support that sort of game development. Because that’s just the sort of thing I can see myself wanting to do and backing down from, imagining there’s no market.

EDISON: Okay, but Entropy made it to your best-games list, so it must be fun, right? Even without the backstories.

TEEL: It is. It plays fast, supports up to six players, it’s super-easy to teach, and it’s pretty satisfying when you can figure out your opponents and get your reality to come together in front of you. The core concept is that your reality (and the realities of your opponents) has shattered into pieces which are all jumbled up in the “Nexus” (e.g.: a deck of cards) and the winner is the first one to piece their reality back together—by any means possible, including substituting “wild” fragments of reality for their own (but never fragments of their opponents’ realities). The game is played via simultaneous action selection: Each player has five cards which are identical to one another’s and one card (or two, with the Ronin) which has a unique action for their character. Each player selects the one action they want to attempt for that turn, simultaneously and in secret, and then everyone reveals their selections at once. Any players who selected the same action (all the unique cards are numbered the same, so they clash too) “clash” and they don’t get to take their action (unless they have the “Anchor”—which immediately returns to the Nexus when its possessor clashes). Everyone else resolves their actions in ascending numerical order.

TEEL: The actions let you do things like take fragments from the Nexus, steal certain fragments from other players, “reveal” your face-down fragments (locking them in, if they’re yours, so they can’t be stolen), taking the Anchor, et cetera. Entropy plays almost as quickly with 5 players (the most I’ve tried, so far) as it does with two, though there are a lot more clashes with more players. Luckily, if you’re involved in three or more clashes in a round (of four actions, before you take all your used action cards back into your hand and the Nexus re-shuffles), you have a chance to get a free fragment of your reality, so there’s some consolation if you’re particularly bad at reading your opponents. (Or if they’re particularly good at reading you.) Entropy is fun, it’s fast-paced, it’s beautiful, and it’s satisfying to work toward rebuilding your reality. Trying to figure out which actions to take and in what order is a great little puzzle which is a little different with every group, every shuffle, every round.

EDISON: What about their other game, Rise to Power? Why isn’t it on the list?

TEEL: It’s good, but it’s not great. It’s possible I simply haven’t played it enough times to really appreciate it, or that all the different in-box expansions add a lot to the gameplay which is missing from the base game—but the one relates to the other; I don’t want to try adding complications to the game when playing with anyone who has never played it before, but I’ve never yet been able to play it exclusively with people who already knew how to play the base game. So I don’t even know all the expansion rules, myself, at this point. I think it’s great they hit all those stretch goals (in a campaign I never saw) and added all that content & extras. I especially appreciate that it’s all in the retail version of the game. But the base game is just complex enough that it’s too much for our pie shop game night group, and too much to introduce to other new people with any more complexities. It’s a good game, but I’m not sure whether it’s a great game. Entropy is a great game.

EDISON: That seems reasonable. Any idea what they’re working on next?

TEEL: They recently did another Kickstarter—this time for a card game about building hamburgers. The artwork didn’t get me, there’s no backstory or soundtrack, the theme does very little to entice me, and the gameplay looked … uninspiring? I might have pledged (even with the expensive shipping from Australia) if so much of my board gaming budget hadn’t already been spoken for at the time, just to support the company—but my budget was already spoken for.

EDISON: That’s too bad. Hopefully you’ll be more engaged by their next game. But before you begin daydreaming about that, I believe it’s time to move on to the last game on your list, number nine of eleven. We’re nearly finished!

TEEL: Correct. Almost done. This game may end up moving up my actual rankings when I’ve played it more, but I didn’t receive the board for it until about a month ago. It’s by the designer of my all-time number two game (right behind Scrabble), Paperback, Tim Fowers, and features neat artwork by the same artist who worked on Paperback, Ryan Goldsberry.

EDISON: Is it another word-building or literary game?

TEEL: Not even a little bit. It’s a cooperative heist game called Burgle Bros.. Players play as a team of experienced burglars breaking into a highly-secure facility to crack the safes, steal the loot, and get to the roof without anyone getting caught. Each different burglar has unique abilities, each room of the building has different effects, and there are guards patrolling the building—all aspects of which are randomized each play-through, so it’s a different experience every time. The rooms have everything from alarmed sensors of every type (motion sensors, laser grids, fingerprint scanners, et cetera) to basic roadblocks (deadbolts, keypads) and common rooms (atriums where you can be seen from above/below, lavatories which give you extra hiding places, et cetera) as well as stairwells connecting different floors. The default-difficulty scenario has three floors, and if you have only the game you lay the floors out side by side like blueprints—but I love Paperback so much and had so much faith in the idea of Burgle Bros. that I put down the extra money and ordered the optional High Rise tower:

Burgle Bros. - High Rise tower

EDISON: That’s pretty impressive. It doesn’t come close to fitting in the box, of course, but it’s very impressive. How does it play? Do you have enough room to reach everything & see all the rooms easily?

TEEL: Oh, yeah. Plenty of height between floors without being too tall for short people to see what’s happening on the third floor—though everyone has to stand once the action moves to the third floor. Some people seem to have trouble with the spatial dynamics of the side-by-side-on-a-table version of the floors layout, but which floor is directly above/below a space is entirely obvious with the High Rise tower/board. The only complaint I have with the High Rise is that it isn’t always easy to put together or take apart, but it also sometimes tries to come [partially] apart during play; the design could perhaps have used a little more polish before shipping to backers.

EDISON: Have you actually had a problem with it coming apart during play? Like, did it fall down or shift or anything?

TEEL: Nothing like that. But sometimes one of the legs will come loose on a level or two, slipping out of joint by a quarter inch or so, threatening to come free. If we didn’t notice it getting wobbly, it might have led to real instability, but it’s pretty obvious when it’s slipping, and you can push it back together in a second or two. I heard Tim was working on an improved version, and when I hear more I’ll probably order it as soon as my budget allows.

EDISON: That doesn’t sound so bad. And you enjoy the gameplay?

TEEL: So far. As I said, I’ve only had it a few weeks and have been focused on other games at home (Ugh, Pandemic Legacy), but from what I’ve seen, it’s a hoot. It’s also the sort of cooperative game where one player’s bad decisions can sabotage the entire team (since if any one player gets caught, we all lose) and where one or two players could end up “quarterbacking” the entire game, making decisions for everyone the entire time. I’ve already found one person I’ll never play it with again (total sabotage), and I do my best not to quarterback, myself. It also has great potential as a solo or solo-multiplayer game, so you can expect to play it with me soon, Ed, and see for yourself how you like it.

EDISON: That sounds nice. Can I expect to do another piece like this, any time soon?

TEEL: Perhaps. This best-of-the-year list has been on my mind for several weeks, but I don’t have anything else specific in mind so it might be a bit. One thing I’ve been considering is doing in-depth discussions on individual games, or sets of games in the case of things like Agricola & Caverna, or Dungeon Lords and Dungeon Petz.

EDISON: I’m definitely up for more projects, especially if you actually let me play the games before we begin. I hardly had anything to add to this one, because I’ve never played any of the games on the list.

TEEL: Except 504.

EDISON: Which wasn’t actually on the list.

TEEL: Right. Well, maybe after another five games we’ll write a long piece about 504, then, to start.

EDISON: Or perhaps some of these other new-in-2015 games you bought but haven’t played enough to make it on the list yet, like Orléans, Portal, and The Bloody Inn?

TEEL: Perhaps.

Card Drafting Games (a review, of sorts)

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Card Drafting Games

EDISON: Is this it? Looks like we may finally get a short “review”, this time.

TEEL: Seems to be; I went over every game in my collection, and these are the only ones which use drafting as a central game mechanism.

EDISON: …are we going to head off on a long tangent about all the games which use drafting as a non-central mechanism, then?

TEEL: I guess so, since you asked so nicely.

EDISON: That’s not what I…

TEEL: Too late!

EDISON: *sigh*

TEEL: I’ll try to be brief.

EDISON: Like that ever works…

TEEL: There are plenty of other games that feature drafting, in one form or another, and which use it to greater or lesser extent, but I only have a couple of others in my own collection, and have only played one or two others beyond that, so it shouldn’t be too long a tangent. Mostly, games seem to use a small amount of drafting during setup or, more properly, in a sort of prologue mini-game—games like Seasons, Mage Tower, and Agricola (in a variant I’ve never actually attempted) let players draft a small number of cards which represent a small aspect of future gameplay.

TEEL: Unfortunately, this sort of design is nearly antithetical to my general philosophies and preferences regarding board games: They favor expertise, and handicap new and novice players. The cards you draft at the beginning of the game, while a small part of the game mechanically, tend to act as levers to spell the difference between having a very strong game and a very weak one—but the only way to know which cards to select in the draft is to already be quite experienced with the game.

EDISON: So the first time you play, you can only guess which cards will actually work together to help you, whereas expert players can strategically manipulate the draft to ensure they get an unbeatable starting position. For a certain type of gamer, I’m sure that sounds like a really good thing—if a group were playing a game over and over again so that everyone were at least moderately experienced with the game, then the draft makes sense and can allow players to craft a strategy from whatever random cards get drawn, rather than pursuing the same formula for success in every play-through. The draft adds variety, for a group that repeats the same game many times.

TEEL: Which sounds fine, but as we’ve discussed before, I prefer to get my variety by playing a large number of games—and loathe expertise.

EDISON: Which is still a little ridiculous.

TEEL: I’ve been giving my position a little thought since the last time we sat down together, and I think I have some clarifications: I’m not wholly against expertise of all kinds. Certainly, I’m glad there are expert plumbers and expert surgeons and expert mathematicians and expert chefs and many other sorts of experts in the world. I’m even an expert in several areas, myself, and strive from time to time to reach expertise in several additional areas. Expertise, itself, is not the problem.

EDISON: So what is the problem?

TEEL: Games are play. They’re a leisure activity. I totally respect someone who puts in the effort to become an expert in their field, or in a creative or productive endeavor, or even in something relatively abstract like meditation or theology. On the other hand, I have mostly disdain for people who put in so much effort to become an expert at a recreational activity. Professional sports players represent some of the worst of this and, to me; professional sports as a whole represent a massive waste of time, money, effort, and cultural potential. Play can serve a lot of purposes, but this sort of twisted manipulation of recreational activities into narrow, competitive, extremely serious pursuits, and especially into businesses designed not to create more play but to extract the most money possible from the least amount of play—these are horrible, evil things to be scorned.

EDISON: That’s quite a strong opinion, but it seems generally in line with your apparent anti-competitive preferences within games—at least, conceptually. When you’re actually playing games, it certainly seems like you’re striving to compete and win, much of the time.

TEEL: I’ll try to pay more attention to it, but as far as I’m consciously aware, I’m only trying to strive to do my best and to have the most fun. More like a runner trying to get their best time than like a runner in a race trying to beat the other runners. I know I certainly try to help other players, my “competition”, make the best plays possible, pointing out alternate strategies and tactics which may help them do their best as well.

EDISON: Which is weird, by the way. Everything about how you play games is a little weird, Teel, and I don’t mean that you sometimes play them with a stuffed monkey instead of other human beings.

TEEL: I know, I know, but deviating from majorities and standards isn’t, in and of itself, a bad thing. Most of my best work has come out of my own weirdnesses.

EDISON: We can all see where that’s gotten you, though. You write weird books, draw weird comics, design weird games, present a weird brand to the world, and then you sell very, very few books, comics, games, et cetera. Have you considered trying to be less weird?

TEEL: Ugh, yes. You missed most of that, while you were galavanting around the globe with your own weird friends, but I tried writing formulaic pop fiction for a few years, I tried painting what people were asking to buy at the art walks, and although I didn’t do much to alter my weird vision for the game, I tried marketing Teratozoic in a very normal, traditional, and relatively mainstream way. Each time I tried this, it resulted in a nervous breakdown followed by a cessation of creation (and further separation from the world)—I’ve painted roughly five paintings in the five years since trying to be commercial at art walks & festivals broke my spirit, I haven’t written anything substantial until this review series since trying to write & sell formulaic pop fiction broke my brain about three years ago, and haven’t been able to work on any games beyond semi-functional prototypes since Teratozoic shipped; the dark cloud of marketing and sales, manufacturing complexities and scale, and the expected year-long grinding down of my soul by the toothy gears of “market realities” between a finished design and shipping the last copy—it all makes it too hard to let myself reach a finished design, any more.

EDISON: You keep going really dark and personal in these things. Aren’t they meant to be board game reviews? We’ve barely mentioned board games, but you’re digging deep into your own depression and anxiety.

TEEL: You asked whether I’d considered trying to be less weird. I was explaining that I have, and that it kills me. Grinds me down. Snuffs out my creativity. Leaves me a paranoid shut-in. I was much better off being weird and being okay with being weird. I’m trying to be okay with it again, and somehow learning to be okay with the fact that nothing I do is worth anything according to “the market”, regardless of how normal I try to make it or how weird I let it be—if I could more thoroughly accept that there’s no money in being me, and a terrible combination of no money and terrible emotional and psychological suffering in trying to be normal, I suspect I’ll have a much brighter future.

EDISON: Which, I suppose, is why you’re here talking to me about board games, right now. This is you being yourself, creating what you enjoy creating, and sharing it out to the world without any concern for its marketability or a return on your investment.

TEEL: Something like that. Plus, I have a lot of thoughts about games and things, and blogging is dead.

EDISON: So should we get back to it? Would you like to play a game, first, or get into a long narrative about how and why you acquired these games?

TEEL: Uhh… I guess we could run through 7 Wonders. I’ve never tried the 2-player variant, and it’s technically the first drafting game I ever played.

7 Wonders

EDISON: There’s a much bigger difference between playing a board game with a stuffed monkey and playing a board game which requires a dummy player than I would have expected.

TEEL: Certainly when the game expects players to use the dummy player strategically, as 7 Wonders does, yes. There’s a huge difference between one, which amounts to role-playing or simulating multiple personalities, and the other, which strongly favors highly competitive take-that style choices—frequently in trying to decide what cards to have the “free city” play, the main consideration had to be “what cards do I want to keep Edison from getting?”.

EDISON: Whereas when I’m playing my own turns I’m primarily concerned with what’s going to improve my position, sure. The free city ended up about a third behind our nearly-tied scores, because neither of us was in any way making choices to try to create the best free city; we were using the free city as a way to further manipulate which cards and resources the other would have access to.

TEEL: Congratulations on your win, by the way. You did well, despite it being your first game—which is exactly what I keep talking about; I prefer games which are accessible to new players!

EDISON: I only won by one point, and if I’d remembered I could discard for coins sooner, I might have done a bit better. There are certainly advantages to a little experience. Being able to plan out which cards would be coming back to me and being able to see what resources you had available so I could know for certain that you couldn’t afford a particular card yet made for a lot to try to hold in my head at once. The extra card drawn to the player in charge of the free city each hand was a real monkey wrench, though; I think I’d prefer to play it with three or more players, so the game state would be knowable after two turns.

TEEL: Well, this is where the expertise problem rears its ugly head: The game state is mostly knowable, because the cards dealt out in a three player game (which are the same set used in the two player game) are the same every single time. You could memorize them. The same is true for every other player count—a specific subset of the cards is used, to try to maintain balance.

EDISON: Which explains the long, tedious setup procedure. I suppose it gets easier the more players you have?

TEEL: It stays about the same unless you’re playing with the full seven-player limit; you still need to sift through every single card in each of three sets, regardless of which subsets you’re pulling out. This means that setup is best/easiest with seven players. Play is a different matter: With a full set of seven players, you never see any of your passed cards again.

EDISON: So how can you plan ahead? And why would you pay attention to your neighbors at all? I mean, except for the military strength of the two closest players… but as I learned in the last couple of hands, people can surprise you—it has to be even worse when the cards are effectively random when they reach you, rather than a known set you can plan around.

TEEL: I suspect the best players can, by observing what other people are playing, make an educated guess about what will and won’t come their way over the course of the game. I probably wouldn’t want to play with those people, though the more people you play with the more like multiplayer solitaire it becomes, so it might not be too much of a problem until endgame scoring. Always a surprise there, almost never good.

EDISON: I’m not sure how I feel about that. I mean, most of the points I could see as they were played, sure, but it wasn’t obvious how they’d add up or how they’d compare with other players. I can especially see how it might be worse if either of us had decided to go for science; the scoring on that looked a bit mad.

TEEL: It’s certainly… not intuitive, at first. But you can still tell at a glance, “Oh, that person has a lot of green cards, they’re going to win with science.” And then you can try to stop them from getting green cards.

EDISON: Yeah, even in a multiplayer game I can imagine that most of the interaction between players is in trying to manipulate which cards people have access to. Blocking them by building your wonder or discarding cards, or by playing them if you happen to have similar needs. I’m pretty sure that in the real world that sort of competition is actually, legally termed “anti-competitive”.

TEEL: You almost sound like you’re on my side of the debate over competitive play in games.

EDISON: I wouldn’t go that far, but it doesn’t seem like preventing your friends from playing is a very fun core mechanic for a game to rely on.

TEEL: Wait until we get to worker-placement games. In most of those, the primary (sometimes only) form of interaction between players is in blocking them from taking a specific action or gaining a specific resource. Some people decry them as being quite far on the multiplayer solitaire end of the spectrum, but what interaction they have tends to be some of the most brutal remaining in modern board gaming. It’s the equivalent of the thoroughly-decried “lose a turn” of yore.

EDISON: I don’t know whether I’d call it brutal, at least from what I can see in 7 Wonders—there are plenty of other good cards and options to take, each hand, even if the best one you were hoping for gets taken.

TEEL: Depending on that game, that’s usually also true in worker placement games. Still, even if you’re trying to play for fun, or mentally only competing with yourself, a few “non-optimal” turns can suck all the fun out of the game and keep you leagues away from your own best play. Interestingly, it seems to feel like an equal betrayal when a player intentionally blocks you as when they do it by accident in pursuit of their own agenda; the heart doesn’t seem to know the difference.

EDISON: There’s a lot the heart doesn’t understand.

TEEL: Very true.

EDISON: I suppose I should try to weasel out of you what you actually think about 7 Wonders, now. Try to get an opinion or two about games into this games review.

TEEL: Meh, I guess we can try that.

EDISON: So, Teel, what do you think of 7 Wonders?

TEEL: There’s a sort of a funny story about that, actually.

EDISON: Wait, no. Really? *sigh*

TEEL: Really. So, 7 Wonders was the first game I played where card drafting was the core mechanism—but I wasn’t aware that was what I was doing, at the time. A friend simply brought 7 Wonders with them to a game night one time, and we played it.

EDISON: Is that it? That’s the whole story?

TEEL: Almost. I played it, it was okay, and for at least a year afterward, I didn’t think of it again. I didn’t play it, I didn’t want to own it, I never asked for it to be brought again. Poof, gone. I own it now (which I’ll explain in a moment) and I suspect the only time it would ever approach the table is if we had six or seven people looking to play one game and at least a couple of them specifically requested 7 Wonders. I haven’t bought any expansions for it—though I’d consider them, if the price was right and my budget wasn’t already spent, if just to try the mechanics.

EDISON: You seemed to have an okay time playing it. What’s the deal?

TEEL: Meh. It’s okay. Not terrible, not amazing, and even though I apparently only own five card drafting games, 7 Wonders probably ranks third or fourth among them. …Actually, maybe fourth or fifth. Like the rest of these games, I bought it for research, because I wanted to study a variety of highly-rated card drafting games before spending a lot more time working on my own.

EDISON: We’ve discussed this before, though. You don’t mean Paved With [my…] Intentions. You designed and published that game before ordering any of these others. Before Teratozoic even reached Kickstarter.

TEEL: Correct. When I designed Paved With [my…] Intentions, I don’t think I even had a firm grasp on the idea of card drafting games. I certainly wasn’t aware I’d played one (7 Wonders) before, or that I was designing another. I’d been thinking a lot about interactive narratives, fiddling around with choose-your-own-style stories, and also thinking a lot about game design. They combined in my mind in a couple of ways, the first of which was this idea of presenting a very short story, one sentence or sentence-fragment at a time, via cards.

TEEL: Obviously, I’d seen drafting mechanisms before. I’d played 7 Wonders and Nightfall and Seasons and Mage Tower and more, and I already had the idea of “you get a hand of cards, you pick one and pass the rest, you repeat this with the new cards handed to you until there are no cards left” in my mind—I simply wasn’t thinking of it as card drafting until I had to sit down and think about how to describe the game I’d designed, and later to post it on BGG.

TEEL: Honestly, for me that’s the best way to create anything—totally free from constraints and labels and preconceptions, not knowing what you’re doing or where you’re going and not having a clear intention in mind except to create the best whatever-this-is you’re able to create. Like these things you and I are doing now, Edison: I have no real idea how to describe them, how to write marketing copy or what to tag them or how to categorize them on Amazon, let alone imagining who would want to read them or what they would get out of them. But in part because of that ignorance, writing them is bliss. Just as designing Paved With [my…] Intentions was.

EDISON: With a name like that, I can’t imagine you were thinking about marketing or SEO or even customer comprehension and memorability, there. What does it even mean?

TEEL: The title makes sense in the context of the game. As I said, you build a short story out of little snippets on cards. The story fragments are all color-coded and each player only gets one card of each color, then reads them in a specific order (white, purple, blue, green, yellow, orange, red—they correspond to the 7 chakras). By so tightly controlling the cards in this way, I was able to ensure that they all work together correctly— no matter which cards you select from the deck, as long as you read them in the correct order they form a coherent and valid [though frequently abstract or weird] story.

EDISON: It sounds interesting, but it doesn’t sound like much of a game.

TEEL: Well, there were two other things. You remember about the dick-stabbers we talked about before? In addition to my thinking about interactive fiction and game design, I’d wanted since first hearing the phrase to design a game where a player actually had to make a choice between making love to a beautiful woman for ten points and stabbing yourself in the dick for eleven points. Paved With [my…] Intentions is that game.

EDISON: Really? What kind of stories does this thing tell?

TEEL: Depends on the cards you choose, and how many points you want in the end, but a little over half of them are pretty horrific, and most of the rest come together pretty twisted, in context.

EDISON: Do I want to play it? Should I even ask?

TEEL: We can play, if you want, but you can probably get the idea by looking at the cards. In order to implement the choice while also creating a lot more story options for the game, I made the cards two-ended; you can rotate them 180º to get [in most cases] either a positive-sounding story fragment or a terrible-sounding story fragment—and then I gave them scores; positive numbers for the “good” stories and negative numbers for the “awful” stories. By saying the absolute value of your total story score determines the winner, players remain free to choose whether to put together an all-good or all-awful story (if they’re playing for points) or whether to focus on putting together the most entertaining story they can from the fragments provided. I also said that a zero ties all scores, and ties are decided by voting on the best story, to add a little more depth of strategy for people who wanted that sort of thing.

EDISON: Have you ever scored a zero?

TEEL: It’s incredibly difficult, if you’re playing with a lot of people, which is usually when this game gets played. The base game supported six players, and a little while later I added a little expansion (Have You Met [my…] Family?) to expand that to ten. All told, there are a total of six hundred and forty million coherent stories within that little deck of cards—it’s got quite a broad probability space. Most players will tend toward seeing only ten to twenty million of them, since they’ll be trying to optimize their scores rather than explore the entirety of the story space.

EDISON: That’s still a very impressive number. I suppose you count that as stories you’ve written when talking about yourself as an author now, don’t you?

TEEL: Sometimes. Usually in a pretty jokey manner. It’s hard to quantify this sort of thing, though. With the cards, especially, but even with other forms of interactive story. I wrote a sort of CYO-story for a contest once, and while it has one beginning and it’s [mostly] about one character’s journey, it’s composed of (if I recall correctly) twenty-five distinct story chunks (many with a fair number of conditional/alternate internal formations, certainly, depending on how you reached them) which together allowed for one hundred unique paths through the story-space. Most paths through were about the length of a short story and all of them together were shorter than most short novels. But back to quantification: How many stories did I write? There were at least half a dozen endings, most with multiple variations (depending on your journey), and the overwhelming majority of them resulted in “good” endings (if not happy endings). There were paths where the protagonist changes. There were paths where nothing changes. It was a rich and varied experience, if you went through it enough times, and with enough care. (Doing a bit of math wouldn’t hurt—better than punching coordinates into a time machine at random, anyway!) So was it one story, or six, or twenty-five, or a hundred?

EDISON: I honestly don’t know, but I’m eager to read it, now. Is it still available, or did you archive it to the depths of the internet?

TEEL: As far as I know, it’s still available in the Future Voices app on iOS. They certainly treat it as one story, there, which seems quite reasonable to me. But with the game, with Paved With [my…] Intentions, if you have the expansion included there are ten distinct story frameworks to choose from, and which one you choose has a huge impact on the narrative you’re able to piece together. This goes back to the titles; on the first card of each story, the white card, there are one or two introductory paragraphs with two words printed in red instead of black. (Things like “my boss’s” or “my father’s” or “my nightmare’s”.) On many of the remaining cards, the colored cards, there are places where in the midst of the story fragment, in red, will be “[my…]”—and at the end of the game when each player reads their story aloud (Did I not mention that part? It’s great!) they substitute the red words from their white card into all their other cards.

EDISON: So the story will be about whatever the white card says it is. A story about their boss, or their father.

TEEL: And all the stories are written in first-person perspective, which makes reading the awful versions of the stories (and the mixed ones) especially awkward … or really fun at the right kinds of parties. Because some of the cards are telling stories about a crazy serial killer, and others are describing a recurring nightmare, while others are about dealing with your pets, your children, or your parents. It all becomes very personal, but usually ends up with an interesting twist or two, so every story is unique, and made more unique by the person reading it and the group they’re reading it to. Which makes me want to lean more toward the six hundred and forty million stories direction, honestly, if I thought a lot of people were actually playing it.

TEEL: On the other hand, I have a feeling like a story is hardly a story if no one has ever read it—which may be why having so few book sales bothers me so much. So maybe the game only contains as many stories as the number of people who play it.

EDISON: But at up to ten players per game, it’s surely outnumbered the number of stories you’ve written and published by other means, already!

TEEL: Certainly. Yes. Dozens and dozens of stories, at least. Speaking of a dozen, sixteen months ago I ordered fifteen copies of the game to try to sell—and I have a dozen left.

EDISON: That means you’ve sold three copies! Way to go!

TEEL: Five, with online POD sales…

EDISON: That’s more games than I’ve sold! More than almost every human in the world. You created something, you put it out there into the world, and a few people said, “Yes, this, I want more of this in my life! Thank you, Teel, for creating it!”

TEEL: You may be giving them more credit and thoughtfulness than is due. It’s just a little game.

EDISON: Isn’t this what we started out talking about, Teel? You’ve got to learn to disconnect your creative process from the need to be validated by commercial success! You’ve created an amazing thing in this little deck of cards, containing multitudes of unique stories and a platform for people who have never put together a story in their lives to craft a custom fiction about themselves in a matter of minutes. Don’t sell yourself short, here.

TEEL: Well how about this: The real reason I bought these drafting games to study, the project I wanted to do with them, I couldn’t figure out how to do right—at least not without driving myself insane. I really liked the idea of crafting a unique story through gameplay, and I wanted to be able to have players putting together a coherent multi-act story with interesting characters, a meaningful and interesting plot, and a satisfying resolution—all via game mechanisms. Still mostly a drafting game, I thought, but deeper and wider than Paved With [my…] Intentions, and more satisfying for experienced & serious gamers to play. Ideally, I wanted to design a game where game players would be satisfied with the game they’d played, and the stories they’d crafted would represent usable outlines which writers could use to write the story they’d blocked out during play as a full-length novel or screenplay.

EDISON: That sounds extremely ambitious. Really interesting, if you could pull it off, but I can see why you haven’t solved it quite yet.

TEEL: Quite yet?

TEEL: *sigh*

TEEL: Alas, a core feature required to make the game functional is that players craft formulaic fiction. The writing, reading, and even often the thinking about which is quite like drinking poison, for me. The closest I could probably come is to trick myself into doing the entire project as a deep satire of formulaic pop fiction—but I’m still quite unsettled by how my past attempts at this have been embraced by readers as what they were trying to satirize.

EDISON: You have to leave your readers out of your creative process, Teel. Forget about your potential future audience. Don’t think about how your games and stories will be received. Simply create. Make the best games you can. Tell the best stories you can. Don’t give up.

TEEL: I haven’t entirely given up, but I’ve definitely scrapped most of my work on the thing a couple of times, now. My latest thoughts on the game include worker placement and area majority mechanics, but the core idea is still crafting unique, coherent, multi-act stories through engaging gameplay. I don’t know whether it’ll go anywhere, or if I’ll be able to escape the anxiety of trying to actually publish & market a game to get it beyond a prototype, but I’m still thinking about it.

EDISON: Good. Now what did you learn from these other games?

TEEL: Let’s see… Sushi Go, which gets significantly more play than any of these others, showed me how little is needed to create compelling gameplay. It offers much of the same depth and the same interesting choices as 7 Wonders, but it’s remarkably easy to teach (even to non-gamers), it’s easier to score (and to understand scoring), and it plays in less time. Plus it’s super-cute.

EDISON: How does it play with two? Does it also require a dummy player?

TEEL: It plays fine with two, and doesn’t require a dummy—though it’s definitely more fun with four or five players. Cards like the Maki Rolls and Puddings aren’t as interesting with two players, since they each only offer points to two players out of the group. Of course, one of the things I really enjoy about Sushi Go is how obvious the scoring is—the number of points a card is worth is printed right on it, and doesn’t differ depending on what your neighbors are doing, or on comparing the end-game value of a currency with the apparent value of a card to determine relative/net-value; if you played the card or completed the set, you get the points. Likewise, there are no costs or pre-requisites; if there’s a card in your hand you want to play, it doesn’t matter what you played earlier; play any card you want.

EDISON: Doesn’t that take away some of the strategic depth? In 7 Wonders we spent a lot of turns simply playing resources to use on future turns—and the resources we each failed to have on hand had a meaningful impact on our late-game capabilities.

TEEL: There is a difference between complexity and depth.

EDISON: Do you know what that difference is? Do you think this is an example of that? You’re being annoyingly vague and condescending.

TEEL: I didn’t mean to be condescending, and yes, I was trying to say that this seems like an example where the added complexity of the resource management of 7 Wonders, especially at higher player counts where certain resources may never even reach your side of the table, don’t really represent any added depth—only a stumbling block. Much of the balance of the extra cards added with increasing player count is in keeping resource availability and expenditure balanced across the number of players in the game; most of the time, everything will work out in a very balanced way where everyone has access to most or all of the resources in the game within a budget of currency available to them through the same trade network they’re spending into.

TEEL: Which is a fancy way of saying: Most of the time, the resources (and currency) are a waste of everyone’s time.

TEEL: When the resources do come into play, it’s by making a player’s decisions for them—if you don’t have access to three ore, even with your neighbor’s resources, a card costing three ore has been ruled out for you not because you chose to pass on it but because a bad shuffle didn’t get enough ore to your side of the table earlier in the game. In Sushi Go, all the cards are options in every hand—so you actually get more interesting decisions from the same number of cards.

EDISON: You aren’t saying that the decisions are more interesting, but that there are more decisions, right?

TEEL: Both, I think. The decisions are mostly-as-interesting as those in 7 Wonders, and there are more decisions to make, since every card is available. On the whole, more interesting decisions—ambiguity intended.

EDISON: I guess I’ll have to take your word for it, since you don’t seem to want to open the box and play it with me. What about this other one, Fairy Tale? Can we play that?

TEEL: I haven’t played that in a long while. I guess we could give it a run through.

Fairy Tale

EDISON: Well, that went fast.

TEEL: Yeah, I guess it’s a pretty quick game. Sorry I beat you by so much.

EDISON: I think I ought to have spent less time focused on trying to have any kind of long-term strategy and more time focused on blocking you from making huge combos. You had more points from half your cards than I got from my entire tableau.

TEEL: I was a little surprised you kept passing the cards I needed back to me.

EDISON: Toward the end I got a little distracted by trying to chain together a clever series of flipping and un-flipping actions to maximize my points, but when I finally had to decide which three cards to play I realized I didn’t have anything worthwhile in my hand.

TEEL: You netted twelve points from those three cards which, honestly, isn’t bad at all. Except for the big multipliers, which competitive play makes a challenge to assemble, the average card is worth less than four points—so that hand was above average.

EDISON: Possibly, but it’s the multipliers where winning and losing is decided. I think my main beef with Fairy Tale is that by the end of the game we’d only seen about forty percent of the deck. Combined with the very-short drafts, it turned out to be impossible and worthless to attempt any sort of long-term planning. There were plenty of cards which were designed to work with other cards, either a specific one or simply one from the same family—and while we knew within one pass of the cards whether their mate was immediately available, there were three or two or one more hands left to go where the needed cards might appear; doing a statistical analysis and making a rational decision based on the rarity information printed on each card isn’t exactly my idea of a fun time—or even something possible during a fast-paced card game intended to be played in under half an hour.

TEEL: Yep. You go through most of the deck with four players, so that’s less of an issue when you have a full game, but it’s clearly an issue. Additionally, even more of the strategy comes from take-that style actions, on account of the card-flipping mechanics.

EDISON: Most of them seemed only to affect my own cards.

TEEL: We were playing the “Basic” version of the game, which leaves out most of the PvP cards; I’ve never played the “Expert” version, and I don’t intend to. Though honestly, Fairy Tale has turned out to be a lot like Nightfall, Resident Evil, and Ascension; I haven’t played it since the month I bought it and studied it. The art is a little weird, the promise of a narrative (which was part of why I ordered it in the first place; I was led to believe the playing of the cards told stories) goes completely unfulfilled, and the mechanics strongly favor the sort of blocking-your-opponents play we were discussing earlier. Think about drafting five cards and discarding two of them, face-down; you can pretend it’s an innocent way to avoid playing a couple of less-than-great cards, but mathematically you’re best-off using it as a way to block your opponents from getting both the cards they need to get the most points and the cards they could use to hurt you.

EDISON: Are you sure you don’t want to try the Expert version with me? It’s an awfully quick game, and I’m not really another person…

TEEL: No, thanks. I don’t like that style of gameplay, even by myself. I also don’t expect to ever play the little expansion I paid extra for in Tiny Epic Galaxies—I paid the extra money to show my support for a local games publisher, not because I wanted to add an extra layer of PvP to the game.

EDISON: You really seem to take things to extremes. But I guess you know what you like.

TEEL: I’m trying to. Trying to avoid experiences I dislike, and to spend more time on experiences I do. For an example of an error I’m trying to avoid repeating, I probably played Tiny Epic Defenders at least twice as many times as I ought to have, considering how much I enjoy it.

EDISON: Which, from the sounds of it, isn’t very much?

TEEL: Correct. I kept playing it and playing it, giving it chance after chance, trying it with different groups, with the full version instead of the PnP, with different difficulty levels and different numbers of players—it never clicked. For me, it simply isn’t fun. I like the turn order mechanic, conceptually—though in practice it seems to make the game very unpredictable and swingy. I like supporting another local creator. I don’t like games designed and balanced with the idea that the players should lose most of the time. I don’t enjoy it in board games, and I really dislike it in video games—especially when they’ve designed the game around the idea of requiring expertise; I really, really, don’t want to have to work to enjoy my play. I don’t want to have to repeat the same mission/area/fight again and again until I’ve memorized it or mastered it in order to move on to the next (usually very similar in feel, if not in moment-to-moment execution, since you’ll have to master it, too)—this is not why I play games. Not at all.

TEEL: I want to win, or at least to feel like I succeeded. We discussed this after our game of Eminent Domain; I like to have the opportunity to bring my plans to fruition, usually to my satisfaction even when they don’t net me the most points in a game. I want to feel like I’m executing a strategy to the best of my ability. In board games, there’s also the social aspect of wanting to have a good time and to help my friends have a good time, too. I don’t like to go through a game with the nagging certainty that no matter what I do, I’m going to lose—or the general feeling that doing well in the game is largely out of my hands.

TEEL: This can be a narrow road to walk. Especially in cooperative games, you want the players to feel like they’re overcoming a challenge, not walking a cake-walk, while at the same time if you balance your game so they lose more often than they win (at least for me) it’s as bad as a cooperative game where, due to expertise, the game presents no challenge; either way we lose interest in ever opening the box again. I’m not 100% certain how to do it right.

EDISON: I suppose you know it when you see it?

TEEL: I dunno, sometimes?

EDISON: We’re closing in on the end of the list, here; is Among the Stars a shining example of hitting this balance, and you’ve left the best for last?

TEEL: If only I’d planned that far in advance. But no, I apparently have no idea what I’m doing, and have been largely addressing these games in random order. Among the Stars is pretty good. I really like the way the square cards get laid out to form your space station, and how their different adjacencies affect your score and ability to play future cards. I particularly appreciate the theme, at least out of this group; same as before, SciFi is appreciated, Fantasy is the opposite, historical games are hard to stomach and must have superior gameplay, and … Well, I guess I like sushi and cute art. But SciFi is my preferred genre, so Among the Stars gets a lot of points for being SciFi.

EDISON: How thematic is it? Can we play?

TEEL: I don’t really have time, right now. Mandy’s going to be coming home from work soon and I’ve got to make dinner. Among the Stars usually takes Mandy and I about forty minutes to play, and you and I always take a little longer at games with simultaneous actions, so … maybe another time? But here, look at the cards. The theme is pretty-well integrated into every card—at least in this base set. I don’t have any of the expansions at this point, and I’ve heard they make setup a little complicated and frustrating so I’ve been putting off on them. Anyway, you can see that the different classes of structures are color-coded, so administrative and security are blue and inter-species diplomacy and interaction is green and entertainment facilities are purple while military stuff is red.

EDISON: And then you get set bonuses for the colors? Or can only play next to the right colors?

TEEL: Lots of stuff like that, yes. It depends on the card. So, some cards require power and have to be placed within a couple spaces of a power plant. Gardens give you point bonuses if they aren’t placed near power plants or military stuff. Security offices score the most points if they’re entirely surrounded—giving your security staff then best access to facilities. Restaurants are worth more points if they’re near lots of different sorts of things—so they have a broad enough clientele to thrive. Transportation hubs are worth more points for every other transportation hub on your station. It goes on and on, and almost all adds to the cohesion of the theme and mechanics.

EDISON: How does it play two-player? Fairy Tale was frustrating in using a random-but-truncated deck. 7 Wonders curated a balanced deck for most player counts but required a dummy player for 2-players. What does Among the Stars do?

TEEL: A bit of both, I suppose. I think the original 2-player rules had dummy players, but the book includes (and the internet so strongly recommended to me) a variant adjustment that I’ve never played it any other way: For two players you use the same set of cards as the four-player version, both players draw an extra card at the beginning of each hand and then both players discard a card (in addition to the one they play or discard for coins) before passing. It’s a bit like the 7 Wonders dummy player, in that it gives you these out-of-left field extra cards all the time and an extra mechanism for blocking your opponent from getting a specific card, but there are so many extra cards (twice as many (relative to default hand size) as 7 Wonders, a full doubling of the number of cards passing through hands) and so many excellent ways to build a space station that we don’t get too much take-that feeling when we play. A lot of the time we find ourselves facing a hand of cards all of which we would love to have in our station, and having to choose which one of those wonderful cards we have to say goodbye to. Or two cards, if we run out of credits.

EDISON: What about the three-player game, then? Do you not go through the entire deck?

TEEL: This is part of what, apparently, makes having the expansions so frustrating to set up. In the base game there are effectively three different decks to begin with: The cards for three players, the cards to add with four players (or two), and a deck of “Special” facilities from which a set number of cards-per-player is added to ensure the deck draws out perfectly. This is much like the curated sub-decks of 7 Wonders, but lacking in player counts above four. The result is a quite well-balanced deck at any player count (2-4), and a deck which always looks like you’re drawing every card, which feels satisfying. In an effort to keep the game balanced when playing with the expansions, I hear there are rules and charts which go over in detail how many of which types of cards you should add and remove to maintain a well-balanced deck—it’s complicated and time-consuming enough that many players apparently set it up and then don’t change the mix, either for several games or until they buy the next expansion, even though it’s designed to be built fresh every play.

EDISON: Whereas with the base game, the variation from the Special cards being an incomplete set adds at least some variation from game to game.

TEEL: I’m starting to get to the bottom of that well, actually. It’ll probably only take a few more games before I won’t want to touch it again without an expansion—at least not for a long while. Partially it’s due to familiarity with all the cards in the game, but it’s also about expertise again. By being familiar with the entire set of cards and having built several space stations with them, I’m unintentionally developing a sort of mastery of the base game where I can tell at a glance which card I want and where to put it and even develop medium-term plans for the rest of the cards in the current draft based on knowing how everything works together. It’s terrible.

EDISON: Sounds lovely. Isn’t that what you were saying you wanted not long ago? Forming a plan, coming up with a strategy, and then being able to see it through? How is this different from that?

TEEL: Maybe it’s in the wondering. Wondering whether I’ll be able to see it through. Or maybe it’s in the novelty, too; wondering what cards I’ll see this time, and next round, and how they’ll work with the cards I’ve already seen. Novelty is very important, psychologically.

EDISON: And you’re clearly a slave to novelty; I’m sure it’s why your collection is so large, and why you’re satisfied playing a game only a few times and lose interest in a game after only a few plays.

TEEL: Speaking of which, I believe we’ve covered this part before, and I’ve got to go get started on supper. Do you mind if I–

Deck-Building Games (a review, of sorts)

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Dominion

TEEL: I haven’t played Dominion in a long time… Must be several years, now.

EDISON: That’s no excuse, and neither is beginner’s luck. I beat you fair and square.

TEEL: Oh, I’m not denying that. Just reminiscing. Have I told you that Dominion, in addition to being the first real deck-building game in the world, was my first deck-building game? It was one of the first handful of modern board games I was exposed to, too.

EDISON: Is that why it was the second deck-building game you wanted me to play? To walk me along the same path you did?

TEEL: In a way, I guess. I mean, you said last time that you wanted to actually get a chance to play the games we were talking about, right?

EDISON: Of course. What sort of reviews do you suppose we’d be able to write if only one of us had ever experienced the things we were reviewing?

TEEL: Honestly? As good as any. You’re a stuffed animal.

EDISON: That doesn’t mean I can’t form my own opinions about things. Or beat you at your own games.

TEEL: You haven’t played any of my published games yet, Ed. Wait and see.

EDISON: I’m eagerly anticipating it.

TEEL: Anyway, you remember the gaming group I mentioned before, who I got to play through my entire Scrabble collection over several months?

EDISON: Sure.

TEEL: They were originally my friends through NaNoWriMo, plus a few friends-of-friends of theirs, and they largely introduced my wife and I to modern board games. I mean, we’d played Settlers of Catan and its many expansions, and a couple variations on Fluxx, but we were relatively inexperienced when this began, five or six years ago.

EDISON: And now look at you, with your ridiculous collection of games, including a couple you published yourself.

TEEL: Sure, but even before I got back to the point where I thought designing games was a good idea–

EDISON: Got back to? You’re not talking about the terrible prototypes you were cobbling together back in ’02, are you?

TEEL: Yeah, that, but I was also working with friends on developing their card games in the late 90’s, and I definitely designed a few games back in High School. Plus, there was way more work on games in ’03 than in ’02.

EDISON: As you may recall, I wasn’t actually around for that

TEEL: Sorry.

TEEL: Anyway, ’02 wasn’t the first time I was thinking about game design. I’ve probably roughed out dozens of different games.

EDISON: Nothing worth reviving and publishing?

TEEL: There are very few records from my life prior to … let’s say the Y2k bug … and as I’ve recently re-discovered, large chunks of my digital life since then are completely missing. I spent a couple of hours last night digging around in my computers trying to locate any trace of an old art project I was working on in 2003, but it was lost without a trace—though at least one other project from 2002 was still there, along with several things from 2005.

EDISON: What about your memories? Can’t you remember what the games were like and reconstruct them? Didn’t you save any paper copies?

TEEL: You watched me digging through my filing cabinets—I have a fair amount of totally disorganized paper remnants from my various creative projects, both later completed and never finished, but significantly more have left no discoverable trace. And my mind is a bit like a sieve, but much more like the Swamps of Sadness.

EDISON: Where Atreyu died?

TEEL: Exactly.

TEEL: Regardless, I definitely have a lifelong history of intermittently designing and developing games, both physical and digital. But before this most recent and sustained period, there was a while where I didn’t even play many games. And then I started getting invited to a regular game night, and was introduced to games like Agricola, Betrayal at House on the Hill, and Dominion—among many, many others.

EDISON: Is that why Agricola is on the table? It doesn’t say it’s a deck-building game like these others.

TEEL: I’ll get to that. First, let’s talk about Dominion. It was the first deck-building game, and plenty of people still consider it the best deck-building game. There are something like 9 expansions for it, each adding hundreds of new cards to randomize into the setup, none of which I own.

EDISON: So I can’t comment on them.

TEEL: No, I suppose not. But the base game; what did you think?

EDISON: Well, it played a lot like Paperback, which you taught me last week, except it was a lot more restrictive, and felt very limited. I mean, there were only 10 different potential action cards to choose from, and only 2 or 3 of them were worth buying. I mainly just bought silver and gold so I’d be more likely to be able to buy victory points. I guess that’s why it needs all those expansions, right? To add variety and interest to the game?

TEEL: In a way, but you always only have the 10 buy piles, and they’re supposed to be randomized.

EDISON: Sounds awful.

TEEL: Combinatorics says that even in the base game there are thousands of potential combinations—more than you’re likely to play through in a lifetime. With all the expansions included there are millions and millions of possible setups.

EDISON: But how many of the different cards would you actually want to buy? If 80% of the cards aren’t very good, are they only there to confuse new players who don’t know any better?

TEEL: It’s that variety you were wishing were there; all the cards are potentially useful, especially in specific combinations.

EDISON: But what are the odds the right cards will even be out, unless you stack the deck in your favor during setup? Look at Paperback, where every single card is useful, because they’re letters—there’s no letter in the dictionary with a blank page instead of a list of words!

TEEL: But not all the extra abilities on Paperback’s cards are useful.

EDISON: Sure, but at least they’re still letters. At least they still serve double-duty as currency! So what if I don’t want to trash the top cards of two offer stacks? A ‘Y’ is still a ‘Y’, and it’s still worth 3¢ when I use it in a word.

TEEL: Paperback is a bit of an odd duck. It’s harder to explain why until I show you Ascension.

EDISON: So show me Ascension.

TEEL: May I at least get to the part of the story where I first played Ascension?

EDISON: Must you?

TEEL: I must.

EDISON: *sigh*

TEEL: I’ll try to be brief. As I said before, several years ago I had a weekly game group Mandy and I could attend and where we were introduced to a lot of modern board gaming. Then in 2012, after publishing Never Let the Right One Go, I began seriously to work on games development again. I’d played a few different deck-building games (my friends had all the available Dominion expansions, and Nightfall comes to mind, but I’m sure there must have been others) and really liked the mechanic, so was trying to think of what new things I could do in combination with it.

TEEL: My first thought was to add things like area control and resource management—I really wanted to have a big map involved, where the cards you drew from your deck had an impact on what you could accomplish on the board. I was also fooling around with the idea of making it a cooperative game, since I’m quite conflict-averse. I had some budget (from book sales) which I could invest in board games for research, and I picked a bunch of different games to investigate their differences and dig into their rules.

Stack of Deck-Building Games

 

EDISON: Is that what this stack is?

TEEL: Partly. I ordered a copy of Dominion, partially because I’d never seen the actual rule book, but mostly because it was “the first”, which seemed like a good starting point. I ordered a copy of Nightfall, because of its drafting and chaining mechanics, plus the integrated combat system. I ordered the Star Trek and Resident Evil deck-building games because I thought I’d appreciate their themes and was looking to see how they’d adapted familiar themes into their mechanics—I was hoping they’d have interesting narrative arcs built via gameplay. I also ordered Thunderstone, partially because it was highly-rated, but mostly because the actual description of the game said specifically that it had a coherent narrative arc built into the game mechanics—despite my aversion to that flavor of fantasy. I ordered Ascension and Eminent Domain because they were among the highest-rated deck-building games on BGG (a site I wasn’t at all familiar with at the time, and was barely bumbling around), while also promising significant mechanical variation from Dominion. I ordered Penny Arcade The Game: Gamers vs. Evil because I’ve been reading Penny Arcade since forever, and wanted at least one game I was sure I had a chance of wanting to play.

EDISON: Did you?

TEEL: What?

EDISON: End up actually wanting to play the Penny Arcade Game?

TEEL: Well, unlike most of those games, I haven’t sold it, it isn’t in my to-sell-or-trade pile, and I actually bought the expansion.

EDISON: But do you play it?

TEEL: A couple times a year, yeah. It’s not amazing, but I consider it worth keeping in my collection.

EDISON: But you got rid of the worst of them? Eminent Domain, Star Trek Deck Building Game, and Thunderstone were terrible?

TEEL: No, no, not terrible… and I think I just forgot to pull Eminent Domain off the shelf; we love it, we’ve got the first expansion integrated into the base game and wouldn’t play without it, and we’ve pledged for the second expansion on Kickstarter. Eminent Domain is great.

EDISON: Wonderful. When can we play?

TEEL: Soon, soon, hang on.

EDISON: I’ve been hanging on. You just spent, like, a million words just listing off all the games you bought without saying anything meaningful about them. When do we get to play another game?

TEEL: If you’d give me a chance, something meaningful was about to be next.

EDISON: …and then we play another game, right? You aren’t just going to keep talking generally about the games without giving me a chance to try them out, are you?

TEEL: That isn’t the plan for all of them, and I will let you try Ascension, but we don’t need to get into Nightfall or Resident Evil, and can’t get into Star Trek or Thunderstone.

EDISON: Because they were terrible.

TEEL: That’s not what I’m saying. It’s more that … they weren’t for me. I suspected when I ordered Thunderstone that, even if it excellently implemented a narrative arc into the mechanics of a deck-building game that I wouldn’t enjoy it, and I was right. That sort of fantasy, with the elves and the dwarves and the dragons and magic and knights and delving into dungeons and blahblahblah, I don’t care! Ugh. I’ve tried to read Lord of the Rings at least three different times, and I’ve yet to “get out of the Shire”; it’s just impossibly boring. To me. Other people are welcome to enjoy it, and I do not begrudge them that joy; in fact, Thunderstone was the first of my deck-building games which I sold to another player—who has since gone on to buy nearly every one of its many expansions, since they quite love that sort of fantasy setting.

EDISON: What have you got against fantasy?

TEEL: I don’t know; it’s just a matter of taste. SciFi tastes good to me, and that sort of Fantasy doesn’t. I also don’t enjoy cilantro or okra or modern pop country music.

EDISON: Wait, is there some sort of country music you do like?

TEEL: Uhh… I’m not much good at music, but … old-timey bluegrass, maybe? Some of what Johnny and Rosanne Cash do—though not all. Certainly all of the O Brother, Where Art Thou? soundtrack. But I also like gospel music and hymns.

EDISON: This is so weird. You own every disc released by Nine Inch Nails and Marilyn Manson–

TEEL: And Radiohead, They Might Be Giants, Third Day, and a lot of David Bowie, plus most of the non-children’s music by Lisa Loeb, Sarah McLachlan, Shawn Colvin, and Suzanne Vega. I actually like all the dubstep I’ve heard, and have considered trying to figure out how to listen to more. I honestly listen to a lot of different music… when I remember to listen to music.

EDISON: How do you forget to listen to music?

TEEL: Depends. For example, I can’t usually listen to anything with words while I’m writing or otherwise working on the written word—so most of the last decade has been without much music. Writing books, editing books, recording audiobooks, doing marketing… it’s all work requiring silence or, at most, instrumental tracks.

EDISON: There’s a lot of instrumental music out there.

TEEL: Once one gets into a habit of silence, it forms its own inertia; this is the forgetting to listen to music I was trying to explain. Even when I would remember to turn on music at one point during the day, as soon as some small writing task interrupts the music, it’ll easily be hours or days before I again remember that music even exists.

EDISON: That’s ridiculous.

TEEL: Did I ever claim to be anything but ridiculous?

EDISON:

TEEL: Now don’t pretend it’s only me getting us off the track of talking about games and what we think of them.

EDISON: But this is really interesting! Is this why we’ve never done music reviews? You don’t remember to listen to music?

TEEL: Probably. I’m not sure I even like music in the same way other people do. I mean, sometimes I’m certain, but other times I have the distinct impression that other people are having a wholly alternate experience to me when listening to the same piece of music.

EDISON: Can you give an example? You’re making me really curious.

TEEL: Well, for the longest time I was convinced that I could never enjoy or appreciate attending a live musical performance—but we’re not here to talk about music, Edison; we’re here to talk about deck-building games. I played a couple of them, I liked the idea of the mechanic, I wanted to develop my own, and in accordance with my research technique for the last couple of my books at that point (wherein I would read through a big stack of related books before sitting down to plot out & write my own; e.g.: read a bunch of Y.A. dystopian/romance books and Y.A. adventure books before attempting to write my own) I bought a big stack of games with mechanisms similar to what I wanted to work on, to study before beginning.

EDISON: So no more music talk?

TEEL: Not tonight.

EDISON: Alright, alright, I’ll go back to feeding you leading questions until you let me play another game. sigh So, how did your research go?

TEEL: Alright, I suppose. I studied the rule books. I studied the cards; both their text & mechanics and their designs & layouts. I studied the boxes, their inserts and organization systems (or lack thereof). For the games I had never played before, I played—most usually solo against myself, playing multiple simultaneous decks, but occasionally I managed to get other people to play along with me.

EDISON: What happened to your gaming group?

TEEL: It had begun to break down by then, but I was also trying to work at a fairly serious clip—it was effectively my full-time job to be playing & thinking about these games, but most of my friends had day jobs & couldn’t really keep up. I’d also found and lost a potential business partner around that time—before I went forward with my plans to work on games, before I ordered hundreds of dollars’ worth of games, they had agreed to work with me on game development; within a matter of days the whole thing fell apart and I ended up without a design partner, and with a big stack of games to play by myself.

EDISON: Probably for the best that it fell apart quickly, rather than getting dragged out, or having one of you drop out after partially or completely designing something, right?

TEEL: *shrug* Maybe. They later came back as a significant financial supporter of my game designs, helping me get Teratozoic in front of reviewers before the Kickstarter, which really made a big difference in the number of people who saw the game. I’d still liked to have been able to work with them on a design, and perhaps someday I’ll get to, but yeah, I guess for that particular project it’s alright that their dropping out came before the design had much begun. On the other hand…

EDISON: What? What ever happened to that game design?

TEEL: Exactly. It never went anywhere. I couldn’t crack it. I think I was doing too many things at once. Deck-building, plus area control, plus resource management, plus combat, plus it was a cooperative game versus a mean boss deck. I think that at its peak complexity the game had players trying to manage as many as a dozen different currencies—each of which was functionally identical to one another, only provided by different controlled areas and required to purchase different types of cards. Plus it was a ridiculously unbalanced mess, mathematically. That’s solvable, but with all the other problems, it wasn’t worth it. And then we had to move.

EDISON: Which didn’t exactly make it easy to find you, once I’d escaped.

TEEL: Don’t pretend it was hard; my brother and sister still live at the address in North Phoenix we moved here from.

EDISON: When we left for Maui, we lived in Tempe.

TEEL: Oh. Yeah.

EDISON: Yeah. Three addresses later, here we are.

TEEL: Circumstances change! When we left for Maui I had a stable job earning the most money I’ve ever earned in my life doing a job I enjoyed, living in a house I loved, and beginning again to work on writing for the first time in a long time. A month later I was laid off, and within a couple more months of fruitless searching for work my grandfather’s cancer came fully out of remission and I decided it would be best to move up North to help take care of my grandparents.

EDISON: Which I suppose was so distracting a set of circumstances that you consider it reasonable not to have noticed I’d been replaced with a stuffed monkey.

TEEL: You are a stuffed monkey! How was I to tell the difference?

EDISON: I didn’t seem abnormally quiet to you?

TEEL: …I was distracted?

EDISON: As I thought. Shall we get back to the question of your first attempt to design a deck-building game?

TEEL: There’s not much to say. I’d produced a couple prototypes (only disassembled in the last month or so) but it didn’t work and I knew I needed to spend more time thinking about it before moving forward, so I shelved it. And then we had to move. Which led to a couple of months of house-hunting, a lot of stress about money, even more stress about the actual home-buying process and the concept of home-ownership, a difficult move, and then moving in and … ugh. Anyway, it was so stressful I didn’t accomplish much, creatively, for several months.

EDISON: That’s not so bad, I guess. I’ve heard it can be a year or more for people to get over a big life change, and I know you’re particularly fragile.

TEEL: Way more fragile nowadays than before you left—but that is another story, and will be told another time. Suffice it to say, the game I’d hoped to design has not yet been developed, and may never be—though I’d certainly still like to revisit some of the ideas. Ooh, did I mention Trains? I think I forgot to say about Trains.

EDISON: What about trains? Should I have taken a train to find your new place? I did notice you live pretty close to the light rail, now…

TEEL: No, no, it’s a deck-building game called Trains. So I thought I had come up with a brand new idea for a game, combining deck-building mechanics with map-based play where the cards you buy & draw into your deck are the source of your ability to influence and act on the map—this was back in the late summer and early fall of 2012. Then in late 2012 I heard about Trains for the first time. It was a pretty big hit, emotionally, and I’m sure it was a meaningful portion of the reason for shelving the game at that time—at least until I’d gotten a chance to play & analyze Trains for myself.

EDISON: Let me guess, is Trains a deck-building game with a map, and you use the cards in your deck to carry out actions on a map? Probably laying train tracks to connect cities?

TEEL: Did I not say? Yeah, exactly. We’ll play that later, too.

EDISON: Will we? There’s been a lot of talking about games and not a lot of playing them, and so far I’ve only played two deck-building games.

TEEL: Oh, hold on…

Ascension

EDISON: Wow, that was a lot closer than I thought it was going to be! You were way ahead of me on gems. Err… Honor points?

TEEL: Yeah, “honor points”, or as we normally call everything like that, VP. I’m actually surprised you didn’t win; you were focused a lot more on getting the high-value cards and I … well, I didn’t intend to have much focus, but ended up going heavy into military might. I forgot to buy any Mystics, so I often couldn’t afford more than Heavy Infantry.

EDISON: I was just trying to do the same thing that worked in Dominion; I bought the higher-currency cards as quickly as possible, trashed the starting cards as often as possible, and focused on buying as many VP as I could as quickly as I could.

TEEL: And you would’ve won if I hadn’t done a re-count—you only lost by 2 points, and you’ve never played this game, or any Ascension-style deck-builder, before! What did you think of it?

EDISON: Having to read all the cards upside-down wasn’t the best, and it was only exacerbated by the fact that there were so many different cards. In Dominion I only had to read the 10 cards that you put out in setup, and in Paperback the important part was just one or two letters—or at most about 5 relatively-readable words explaining the extra powers of the letters. In Ascension there were dozens and dozens of different cards, each with at least a couple lines of tiny text. I can’t imagine how difficult it must be for two or more people to play; I’m short and I was sitting right on the table so I was pretty close to all the cards, but humans are big and sit back in chairs—how do they do it?

TEEL: Depends on the people. Some people like to play the same game over and over again, so they’d tend to memorize the cards and know what they were at a glance. I’ve played games like this with other people who simply pick up every card that comes out, whether it’s their turn or not, to read all the text. I suspect that a lot of people simply suffer.

EDISON: I’ve seen you playing the Legendary games with Mandy—you both sit on the same side of the table, so you can read all the cards. This is what we were talking about in the Scrabble review, where you wish Legendary had a deluxe version with a lazy susan.

TEEL: Well, I don’t know that I “wish” it did, only that it was the first thing that came to mind when I thought about what other games could really use that feature. It’s all Ascension-style deck-building games which go heavy on text on their cards. It’s easy to read small text like that when a card is in your hand, but if other players are expected to be able to read it from halfway (or all the way, with cards like Ascension’s constructs) across the table, the tiny text is a real pain.

EDISON: So there are Dominion-style deck-building games and Ascension-style deck-building games. Are there other styles?

TEEL: None so popular as to have a sub-genre named after them, but there are plenty of variations which have come out over the years. Paperback is an excellent example of a cross between the two, since during setup you lay out stacks of cards–

EDISON: Like in Dominion, but not really, since you don’t randomize anything; you put out all the stacks in Paperback.

TEEL: Right. Plus, each stack, while having things in common, is like its own Ascension-style deck; a pile of unique cards. You have two cards available from almost every stack, so there are more options than most Ascension-style deck-builders, but every time you buy a card something new and never-before-seen is going to come into view, which is just like Ascension-style deck-builders.

EDISON: I definitely noticed that the letters were pretty random, but clearly divided into groups of similar letters.. All the double-letter cards were in the first couple of piles, and didn’t have extra abilities, and all the really challenging letters like ‘Q’, ‘J’, ‘X’, and ‘Z’ were in the last pile or two—they cost a lot, but had some of the highest values and most powerful abilities. It was a really smooth arc, growing from super-basic words to big, complex words with a wide variety of letters over the course of the game.

TEEL: Which is more similar to Dominion than Ascension; in Dominion you start out only able to afford the cheapest cards and the whole game is ramping your deck up to be able to buy the really-expensive VP cards, with the moderately-expensive random cards in between. Same thing in Paperback, but it’s the moderately-expensive (and also harder to play) letters in between you and the high-value VP wilds.

EDISON: Alas, Ascension doesn’t have that satisfying arc. I mean, I know my deck kept improving as I bought better cards, got out some constructs, and got rid of my starting cards, but the cards on offer were so random—we spent six or seven rounds with nothing to attack in the center row, and your deck was almost all attack power, and I couldn’t do much to help the situation because the cards that were out were so expensive I could only afford one or two of them a turn. Of course, then in the final round five monsters came out and five other cards costing only one came out, and we churned through more cards than the prior five rounds put together.

TEEL: Yeah, its a problem found in almost every Ascension-style deck-builder; with the main deck completely random, there’s no opportunity for a proper power arc. Worse, due to random opportunity, players can get an early (and frequently unstoppable) advantage—I have a great little Ascension-style deck-builder called Star Realms which a certain type of experienced player can see within the first couple of rounds who will almost-inevitably win.

EDISON: Then why do you say it’s “great?”

TEEL: First, I’m not that sort of player. I don’t like to do that sort of analysis, I haven’t set aside any of my mental capacity for it, and even when I read people’s descriptions of problems like that, my mind won’t parse it into something comprehensible; I only retain that there is a problem, not the specifics of how to see and/or exploit the problem.

EDISON: If you aren’t doing that sort of analysis, how can you develop balanced games? Won’t there inevitably be exploits and problems you haven’t identified?

TEEL: *shrug* Maybe. Probably not.

EDISON:

EDISON: You can’t just say, “Maybe, probably not,” and leave it at that. What are you doing to prevent it?

TEEL: Honestly, it’s mostly like everything else I do: I think about everything involved for a long, long time before I take any action. I study things—in the nine months before I put together my first functional prototype deck-building game (after shelving the first one), for example, I studied that first set of games I had purchased, plus one more Mandy got as a gift, the DC Comics deck-building game. I read all the rules closely, I read all the cards, I analyzed how each card functioned individually, classified them, studied distribution of the different classes of cards & different types of actions, made spreadsheets with the data and crunched the numbers further, looked at the currencies and economies in the games, the graphic design, the iconography, the font choices, and really internalized all of it.

EDISON: But you don’t think you like to analyze games?

TEEL: It’s a different sort of analysis from what a player is doing when they’re playing the game, thinking about strategies and engine-building and optimizing victory-points-per-action and really “playing to win”; in fact, for most of the games I was studying, I didn’t play them at all. The game of Dominion we played earlier is the second game of Dominion I’ve played with that copy; I did one solo run-through in September 2012, since I’d never actually played with only the base set and wanted to carefully read through and play out the rules, and then never played it again.

EDISON: I’m guessing you don’t really care for Dominion any more.

TEEL: Not really, no. When it was the only deck-builder I’d ever played, and when (for free) I had access to the game and all its expansions, it was great. In fact, if I were playing with one of my friends who 1) loves it and 2) has most or all of the expansions, I would be glad to join. But it’s been in my to-sell-or-trade pile as long as I’ve had one—I’ve moved on.

EDISON: Because you’ve found better deck-building games?

TEEL: In part, yes, better for my tastes, but in a large part that has to do with theme—Dominion is effectively theme-free, totally abstract. The names of the cards and the card art are almost entirely there as mnemonics, rather than meaningfully having anything to do with the effects of the cards.

EDISON: I can see that. I mean, it isn’t entirely true, but it’s a fair point. The moneylender had a picture of a moneylender and the effect of the card was on your currency cards. The mine card had a picture of a mine and let you invest one type of precious metal to get another, in a way. It’s not totally abstract.

TEEL: Okay, and how many of the less-abstract cards were also the useful ones? What about the feast card which effectively let you spend four money on one turn to get something worth five money on a future turn? Are you going to spin me a tale about social capital and non-tangible returns from social engagement?

EDISON: Sure, or of the greasing of palms with in-kind contributions.

TEEL: Well, that’s all fine, but it didn’t work for me. Same with Nightfall, which I felt had a pretty pasted-on theme; it was better than Dominion, but I didn’t even play my copy of Nightfall once. I’d played it before buying it, at a friend’s, and I studied its design & implementation, but I didn’t play it—largely because I couldn’t get anyone to play it with me; presented with a big stack of fairly-similar games, Nightfall wasn’t the game of choice, even with my wife (who did a thesis on Buffy the Vampire Slayer in college, and loves all that supernatural stuff!).

EDISON: Is there something wrong with it, mechanically? Can we play it, now?

TEEL: Oh, there’s nothing really wrong with Nightfall, but the chained-actions mechanic works best with higher player counts, as does the card drafting during setup. I also found the way character cards were deployed and discarded to be unsatisfying and odd, and thought that the chained-actions mechanic, while really interesting from a design perspective, failed to have a strong connection to the actions themselves—it generally didn’t make sense why action A might cause action B which might lead to action C, at least thematically.

EDISON: I’m taking that as a no, then? We aren’t going to play Nightfall?

TEEL: Nah. At this point it’s in my to-sell-or-trade pile, sleeved brand new, and I’ve never actually played it—why start now, right?

EDISON: You’re so weird. Any others you won’t play with me?

TEEL: Well, Thunderstone and the Star Trek and DC Comics deck-builders, which I no longer own, and the Resident Evil deck-builder, which I didn’t like.

EDISON: Fine, tell me about them—but try to be brief! We’re already up to almost the entire length of the Scrabble review, and you haven’t even gotten past the games you bought in 2012.

TEEL: I’ll do my best. First, Resident Evil and Thunderstone. They’re both Dominion-style games, where you select specific and/or randomized stacks of identical cards during setup—though they both also have a randomized monster deck that you fight against over the course of the game. In both games, on each turn you first decide whether you’re going to work on building up your deck by buying and upgrading cards or you’re going to use the cards you have to attack the monster deck. They each attempt to create a compelling narrative arc by simulating the gradual improvement [of your party in Thunderstone, and of your inventory in Resident Evil] and pitting you against stronger and stronger monsters as you go—they both include a mechanic where a monster you’re unable to defeat is returned to the monster deck, if I recall correctly. They’re both ripe for being co-op games, but failed to be so—so instead of working with the other players to defeat the monsters, you’re working against the other players to be the one to defeat the most/best monsters and win.

EDISON: Aren’t most games competitive? This isn’t the first time you’ve derided playing to win the game.

TEEL: Earlier I wasn’t simply talking about playing with the intention to win, but with a specific style of play known as “playing to win”, which is pretty awful as far as I’m concerned. It’s a step beyond dick-stabbing, for most players.

EDISON: Wait, what? Dick stabbing? Who in the… What?

TEEL: I can only explain it second or third hand, but it’s a common term in my old gaming group, apparently going back to the old days of an online game they played together, Kingdom of Loathing. I don’t know much about KoL, but I can explain the context I originally heard the idea of a “dick-stabber”.

EDISON: I’m all ears.

TEEL: It’s basically the description of a certain type of hyper-optimizing player, about whom could be said, “Given the choice between making love to a beautiful woman to earn 9 points and stabbing themselves in the dick to earn 10, they’d rather stab themselves in the dick.”

EDISON: So they care more about winning the game than they do about role-playing, or theme.

TEEL: Not only that, but I guess in the original context of KoL it derived from an odd series of situations where players could have done something in one step for a small amount of currency, or accomplish the same thing in a ridiculously complicated and convoluted near-exploit of the game’s mechanics for a tiny amount less of the same currency (plus a heaping helping of their time and effort), and because of the strict limits on that currency’s availability (and the strong community emphasis on leaderboards tracking efficiency, I guess), large groups of “dick-stabbers” formed the core of the game’s player-base, sacrificing one sort of efficiency for another and foregoing all coherency of theme and character.

EDISON: Oooo-kay. And you’re saying these “playing to win” people are a step beyond that.

TEEL: Right, because you can be a dick-stabber without really affecting anyone else. When it’s bad, it usually means they’re likely to suffer from AP as they attempt to figure out their optimal moves. With the “playing to win” people it’s equally important that all the other players lose as it is for them to win, by definition, and much of their strategies and philosophy revolves around leveraging every opportunity to hurt their opponents.

EDISON: So rather than being dick-stabbers, they’re dicks.

TEEL: Alas, dick-stabbers generally only stab themselves in the dick, so they won’t cancel each other out if you make them play together.

EDISON: Sure, fine, but can you go back a minute and explain “AP”?

TEEL: Analysis Paralysis. It’s when a player gets so caught up in trying to be sure they make the best possible choices on their turn that everyone ends up waiting for them. I get it pretty often, myself. I see it a lot, actually. Mostly because I’m very cult-of-the-new, but also because I don’t have a stable gaming group right now—either way, there’s a lot of first-time playing at my tables, which is where AP tends to be concentrated.

EDISON: That makes sense.

TEEL: Alright, that was AP, and dick-stabbers… and Thunderstone and Resident Evil. I guess I should cover Star Trek and the DC Comics deck-builders.

EDISON: I hate to draw you out any further, but what did you think of Thunderstone and Resident Evil? I get that you might have preferred them to be cooperative, but you own plenty of competitive games; why get rid of them?

TEEL: Theme. It’s all theme. For a while, Thunderstone was my best narrative-arc-providing deck-builder, so I kept it around. But it’s fantasy, and we had a whole tangent about that earlier; it isn’t for me. So as soon as we got the DC Comics deck-building game, Thunderstone stopped getting played. It also provides a relatively-good narrative arc, despite being Ascension-style, partially by having a sorted monster deck and partially by getting you through most of the main deck in a four- or five-player game. It wasn’t my favorite, and thematically it was fairly incoherent (e.g.: you would play “as” the Flash, but the cards you were buying were a combination of random powers & equipment from all the heroes (heat vision, the Batmobile, and a lantern ring could all come up in the same hand) and the villains you’d defeated… so along with the Flash’s heat vision and Batmobile, he might use his … Suicide Squad?), but super-heroes are better than generic fantasy. Which meant that the DC Comics deck-builder replaced both Ascension (since it was mechanically the same) and Thunderstone in one fell swoop.

EDISON: And yet it’s also gone. Good enough to replace two games, not good enough to keep.

TEEL: Legendary, a Marvel deck-building game, replaced the DC Comics deck-building game quite handily. But I’ll get to that later. First a quick word on Resident Evil.

EDISON: We’re way past a quick word.

TEEL: The Resident Evil deck-builder is out for basically the same reason as Thunderstone: The theme. I enjoy the Resident Evil films, but I’ve never played the Resident Evil video games. The overlap is apparently very weak; I didn’t know the characters, the monsters, the referenced tropes… the whole experience fell flat. Additionally, the rules for setup made the game into a select number of carefully specified scenarios—it didn’t have Dominion’s randomized setup, or Ascension’s randomized main deck. It played less disappointingly than the rules made it seem, but it didn’t grab my interest at all.

EDISON: Can we move on, yet?

TEEL: Not quite. I almost forgot about Star Trek.

EDISON: Not altogether, on presumes. *rolls eyes*

TEEL: No, no, you know what I mean. The deck-building game. It turned out to be very similar to Thunderstone, Resident Evil, and the DC Comics games, in that you have the main set of cards you build your deck from and you also have a separate monster deck which you fight against. For Star Trek there’s an Ascension-style main deck of crewmen and technobabble-inspired abilities, and the monster deck is a mix of Q-intervention-style events and enemy vessels which you get into stat-based ship-to-ship combat with. It was thematically coherent, it was a theme I’m a huge fan of, but it just wasn’t fun.

EDISON: Did it have the sort of narrative arc you seem to crave?

TEEL: Not really. No more than Dominion. In the beginning you can only afford the cheaper, less-powerful cards, and you gradually improve your crew, their abilities, and your ship. At this point I don’t even recall what triggered game end—probably something uninspiring like passing a certain value of defeated ships. The art wasn’t great—it was mostly still-frames from TNG, apparently photos of a TV showing a paused VHS tape of the show, and the colors weren’t even corrected enough to be consistent from card to card. Additionally, many of the cards had a total disconnect between what a card was called (or who it depicted) and what it did.

EDISON: Same as your beef with Dominion.

TEEL: Exactly. But it hurt the game a bit more here, because I know Star Trek. I love Star Trek. There’s so much good material there to work with, and someone who was a big fan of the show could have done a much better job of it. Anyway, it wasn’t great. We played it a few times, but quickly lost interest.

EDISON: Which, I believe, brings us to the end of the deck-building games you bought in the fall of 2012. Are we ready to move on to the part where you started building your own deck-building games, or the ones you actually intend to keep?

TEEL: Yes and no. I also bought Eminent Domain in that first batch, and we haven’t discussed it, yet.

EDISON: *groan*

TEEL: Hang on, Edison It’s a good one. Here, let me show you.

Eminent Domain

EDISON: You really drew that one out as long as possible. You could have won almost an hour before the game finally ended, with infinite points. Why didn’t you?

TEEL: It feels cheap. On one hand, the card in question is a promo card—not part of the retail version of the game; originally just for Kickstarter backers, but sometimes available for purchase at conventions or via the BGG store. I got mine from the BGG store (along with the Fruit Fucker boss for the Penny Arcade deck-builder—which reminds me that I forgot to talk about the Penny Arcade game, too; probably because it’s also good) with some other rare Eminent Domain cards, and I’m not a huge fan.

EDISON: Toward the end, there, I was starting to try for the military goal on the other side. It seems much more challenging. You have to have three battlecruisers, and the rules say explicitly you can only ever have at most one battlecruiser. The requirement to acquire the other two battlecruisers is to get two different three-planet, seven-research-cost technology cards from two different planet sets into your hand at the same time while you also have an actual battlecruiser in play.

TEEL: It is a bit more of a challenge.

EDISON: A bit? Between when you stopped collecting VP tokens (because one more would have given you infinite VP) and when I finally ended the game, you could easily have scored another two dozen VP tokens. Probably a lot more, considering I could select neither Trade nor Warfare for my Role without forcing you to win with an infinite number of points—and at that point my deck was mostly built for warfare.

TEEL: Warfare, yes, but on Trade I could have elected to Dissent.

EDISON: You dissented from trade every single turn from when you reached 11 VP tokens, on; you had a planet with the effective ability of “Trade 2 resources for infinity VP.” You had a technology card that let you get double VP tokens when trading 1 kind of resource, and 3/4 of your planets produced only silicon. You kept discarding them! The game lasted forever.

TEEL: Not fully forever, or we’d still be playing it. Luckily, there were a finite number of cards in each stack.

EDISON: The only reason we “ran out” when we did is because it was impossible to Survey any more planets without ending the game before they could be colonized.

TEEL: Not true. There are two different technology cards which allow you to play two different roles on the same turn; you could have worked on your deck until you researched one of them, gotten it into your hand, and then done the final Survey followed by Warfare.

EDISON: If I’d selected Warfare for a role, you’d have had infinity points.

TEEL: Oh yeah.

EDISON: Yeah. Anyway, despite taking forever because you refused to win, I can see what you like about Eminent Domain. It seems relatively solvable, though, doesn’t it? It’s the same cards every game, the same action cards, the same set of tech cards, every player starts with the same deck and the exact same potential in every game. There’s some randomness in the shuffle & draw, but I really liked the way you shaped your deck not with overt purchases of cards, but by what actions you actually carried out; the more you colonize planets, the better your deck gets at colonizing. Or in your case, the more likely you’re about to draw yet another hand with five or more Research in it.

TEEL: Yeah, I like it, but I have trouble managing it. The same part of me which wants nothing to do with analyzing the meta of a game or developing an optimal strategy has little or no handle on the “building an engine” part of these engine-building games.

TEEL: I have friends who are amazing at it. In a game like Eminent Domain, every Role they select is planned out, and they carefully (but frequently) use Research actions to remove specific cards from their decks, and before I have a chance to really get much going they’ve got their perfect little engine purring across the table at me, pumping out most of their deck every round and driving them toward the finish line by leaps and bounds.

EDISON: Funny thing, that’s a pretty good description of how it felt for me to play with you.

TEEL: I’m sorry. I was just having fun. It’s been a while since I played Eminent Domain. *looks it up* Yeah, it says here I haven’t played in four months. That’s one of the little problems with having a growing game collection and a shrinking number of friends to regularly play with.

EDISON: So you clearly like playing Eminent Domain. What do you like about it? What about the same-every-time problem I mentioned? Also, is it a bit like Scrabble where people don’t want to play with you because you’re too much better than them?

TEEL: Okay, skipping the first question for a while, because I think the other two questions have a bit of the same answer. Which is that I don’t like experts. I don’t like games which give overwhelming advantage to experts, generally. If there’s a game which you can practice at, study & memorize, develop a skill for, and gain a significant advantage against anyone who hasn’t put in a similar amount of effort at that one game, then I mostly don’t want to play that game. Maybe once or twice, or only with other people who have never played, and then only until/unless I begin to develop expertise.

EDISON: Then how can you enjoy Eminent Domain and continue to want to play it?

TEEL: Exactly. It’s relatively solvable and it rewards expertise in itself; the more you play it the better you get at it. I have a friend who’s at least as much better than me at Eminent Domain as I was better than you before you played it for the first time. Playing with them is a sort of interrupted fun—because it’s partially a multiplayer solitaire, I can have a good time chugging along through the game, building my little space empire, doing my best, exploring new strategies & trying out new technologies, and then all of a sudden the game ends when I wasn’t expecting it—usually because they’ve just scored infinity points and there was nothing I could do to prevent it.

TEEL: It’s got a bit of that “one more turn” feeling from the old days of playing Civilization; sure, they’ve won the game, but can’t I just have a few more turns? I was so close to achieving my goals and bringing my long-term plans to fruition. Possibly still not to a game-winning fruition, but certainly to fulfillment.

EDISON: Have you ever asked ’em whether they’d let you play a couple more rounds?

TEEL: It honestly hadn’t occurred to me to actually ask. It’s more of a silent nudging in the back of my mind while we pack up the game.

EDISON: Is that what you were doing with me? You got to the natural ending for the game, but wanted to keep playing so you refused to let it end?

TEEL: Possibly. It certainly wasn’t conscious. I think part of me wanted to give you your best shot at beating me fair and square.

EDISON: Maybe just don’t play with that card, any more?

TEEL: Maybe. But more importantly: Play with the Scenario cards from the Escalation expansion, which give each player a unique setup—usually a specific planet, a starting technology (or several), and a customized starting deck. Some of my purchased promo cards were also Scenario cards; I certainly haven’t played with them all, yet.

EDISON: How different do they make the gameplay?

TEEL: It depends on the players. If you have a specific strategy in mind before the game begins, most of the scenarios won’t stop you from pursuing it and some of them will give you a leg up. If you play like me, the starting Scenario you’re dealt will shape the entire course of your game. You either choose to run with it or fight against it—though most are not extreme enough that it’s actually much of a fight; more of a minor struggle for a few turns, akin to getting a few bad card draws in a row.

EDISON: You’re quite good at giving detailed non-answers. I thought we’d decided against going into politics.

TEEL: Definitely. I mean, if people want to write me in for President in 2016 I wouldn’t turn down the job, but I’m not about to start running.

EDISON: Again.

TEEL: Moving on, the other thing I’m looking forward to is the second expansion for Eminent Domain, which adds asteroids as a sort of mostly-less-good planet type and aliens & alien technology to the mix. Everything will still be all-available at the start of every game, but there’ll be more different paths to victory.

EDISON: And when does that arrive?

TEEL: Next Spring, I guess. *shrug* I’ll probably play the game once or twice more in its current state before then, and then a bunch of times in a short period after I integrate the new cards.

EDISON: Alright, I think we’ve given Eminent Domain a fair shake. Do we really need to say something about the Penny Arcade game?

TEEL: A bit.

EDISON: Are we going to play it? I haven’t read the comic in a really long time, but I bet I could keep up.

TEEL: I think we’ll be okay with another brief overview. Penny Arcade is a pretty straightforward game; it’s Dominion-style, with a moderate number of possible stacks of identical cards which can be pulled out during setup and a small number of expensive cards worth the most victory points for which to strive.

EDISON: “For which to strive?” Really?

TEEL: I’m running out of different ways to explain the same things over and over.

EDISON: If they’re the same, do they need to be explained?

TEEL: Mostly it’s the differences I’m interested in. For example, I think the Penny Arcade game (and its expansion) are the only Cryptozoic games in my collection. Cryptozoic seems to be primarily known for taking well-known brands and applying them thinly as themes over gameplay mechanics well-established by other companies. For example, the DC Comics deck-builder was mechanically almost a clone of Ascension, and the DC Comics theme was pasted on so thinly as to lose coherence. The Penny Arcade game isn’t much better—but a little bit.

EDISON: What makes it better? What sets it apart?

TEEL: I like the way they implemented the dual currencies. Unlike Ascension, where you have one main currency which is for buying new cards to your deck and a secondary currency which only fights monsters (which primarily reward straight victory points), in the Penny Arcade deck-builder there are two distinct tracks of cards, each bought with its own currency. So you use the red currency to buy red cards, and most of the red cards provide more red currency—with the same true for the green cards and green currency. Some cards provide both currencies, but you sacrifice big numbers for versatility. With the sequel/expansion they added a “gold” cards track, where each card costs (and provides) an equal number of both currencies, so that if you can get your deck really well-balanced between the two currencies you can get the highest-value cards in the game.

TEEL: Additionally, the two tracks of cards are fairly thematic—the green cards mostly help you and sometimes help protect you from “PvP” attacks, while the red cards are the primary source of “PvP” attacks, dealing out deck-clogging cards worth negative VP, forcing other players to discard cards, and worse. If you want to play nice, you can play nice—you just have to play a little bit harder, because none of the non-boss green cards are worth any VP and all of buyable the red cards are worth VP. I’m not thrilled that the game leans heavily toward encouraging players to play mean, but I really appreciate that there’s a meaningful difference between how the two tracks of cards feel to play.

EDISON: And the theme, is it “pasted on?”

TEEL: Mostly, but in a way which seems consistent with the comic; it’s all non-sequiturs, it’s all references back to the comics, and most of the comics have always been three panels in isolation, half-full of non-sequiturs. The art is well-adapted to the game, the jokes are relatively-appropriate for the card tracks they’re in, and there’s a light wash of “video-game-y-ness” over the whole thing. Still, if I play it once or twice a year I’m pretty satisfied.

EDISON: Okay, now are we finally out of the quagmire of “Teel’s first deck-building games?”

TEEL: Sure, but you know it’s deck-building games all the way down, right? Like the last one was all about Scrabble, this one is all about deck-building games.

EDISON: Well, at least we’ve gotten to some games you have opinions of, and enjoyed playing. What’s next?

TEEL: I was thinking of talking about one of my long-since-recycled prototypes, if you think that’ll be alright.

EDISON: I’m sure it’ll be fine. I assume it’s a deck-building game? What was it called?

TEEL: I’m not great at naming incomplete things. Most of my defunct prototypes never had names. Inasmuch as the one in question ever had a title, it was called “Tedium“.

EDISON: This doesn’t sound promising.

TEEL: Thematically, it wasn’t. The game was a sort of a simulation of daily life. Each card in your starting deck represented a four-hour chunk of time, so each hand of six cards represented what you did over the course of one day. The starting decks were all fast food work and sleep. I’m trying to recall all the details … I think there were several currencies, but at the least there were Money and Success, and you needed to have both in your hand at the same time to get the most valuable cards. The “good” end-game goal had your deck full of family, leisure, and high-paying work (usually management/C-level).

EDISON: Sounds like the opposite of escapism. As though you developed a concentrated form of living through the daily grind. I can’t imagine it would have been a big seller.

TEEL: Neither could I, which is why I stopped work on it after the gameplay tested out as solid and before I’d done more than a handful of illustrations. The game worked, it was interesting and satisfying to play (and fun, for most people who tried it), and it taught a moral lesson through its mechanics—which was one of my key goals for it.

EDISON: What moral lesson? Something Libertarian? Work hard and you’ll achieve success, something like that?

TEEL: Oh, no. Not more than in a surface way. The real lesson was deep—Tedium taught you, as you played it, not to be a dick. There were four colors/classes of cards. They weren’t explicitly labeled as parts of a moral lesson, they simply played out that way. The green cards were cards that helped you win—basic deck-building stuff, play these cards to draw more cards and get more currency. The red cards were cards that hurt other people—based on the “PvP” type cards from every deck-builder in my collection, they forced discards, added junk, and stole currency; thematically, the red card were all criminal activities; mechanically, they were all explicitly optional, e.g.: “You may [be a dick].”. The blue cards helped everyone—the person who played it would get a big advantage while everyone else got a small one; thematically they were things like teamwork, volunteering, and philanthropy. The black cards, which required the most Money and Success to obtain, manipulated and/or circumvented the rules of the game; again, these were based largely on cards I’d found in my collection of deck-builders; they did things like give extra turns or skip people’s turns, changed hand limits, duplicated other cards, or removed normal restrictions in other ways.

EDISON: It sounds like it ought to have been pretty obvious.

TEEL: That’s because I’m explaining the whole thing to you. When you were playing, you simply had a row of green cards, a row of red cards, and a blue and a black card (only the top card of each deck was available at any time) you couldn’t afford until mid-to-late-game. It was Ascension-style, so each player had to read every card that came out, just to see what it did. The theme was also so thickly applied that it did a good job obscuring the underlying manipulation—mathematically, you could win easily with green cards, easier if you added some blue, but buying red cards (though they seemed at a glance to be worthwhile) resulted in a net loss, slowly dragging your deck down—the more you tried to attack the other players, the less effective it would be, to the point that adding even just a couple of red cards to your deck would slow you down enough to keep you behind any player who never bought a red card.

EDISON: What about the black cards? It sounded like the’d be game-breakingly overpowered. Were you able to embed the lesson of “don’t try to break the game, stupid!”?

TEEL: The black cards were mostly amplifiers, so they made whatever your deck was built for work harder/better. If I recall correctly, they were extremely expensive and could only be bought with a hand full of red cards—so generally if you were being enough of a dick to even get the black cards, you were probably also the sort of dick who would want to break the rules (as long as it was in your favor). Of course, since a deck full of red cards worked against the player, amplifying that effect only served to be a second wallop to the side of the player’s head, “Hey, stupid! Don’t do that!”

EDISON: Don’t be a dick.

TEEL: Exactly.

EDISON: If I’m understanding correctly, your game was designed so that, on repeated plays, your game would teach “playing to win” players not to buy the red and black cards at all. Play nice or lose, right?

TEEL: Exactly, but bundled up in the long-term math of the game. Subconsciously.

EDISON: How many cards was it?

TEEL: Oh, hundreds! I believe there were almost (or exactly) four hundred cards in the final prototype before I shelved it.

EDISON: And how many were black and red cards?

TEEL: I know, I know. I designed a game which, played correctly, would have something like 125 or 150 of its 400 cards left unplayed. It was like the opposite of an expansion—once your group is experienced enough with the base game, maybe you’d like to cut 1/3 of the content out?

EDISON: But it wasn’t really intended for long-term, repeated plays by the same group, was it? You were making an experience, meant to be played a couple of times, learned from, and set aside.

TEEL: Sure, but I come from a background in fiction. An astute reader ought to be able to find almost everything there is to get out of one of my books in only a handful of close readings. They’ll hold up to repeated readings, but the intention is always to convey my entire meaning (even if mostly subliminally) in a single pass through the text. Plus, I don’t personally enjoy playing the same game too many times.

EDISON: How many times is too many for you?

TEEL: It depends on the game, but based on my gut feelings in combination with a couple of years’ worth of statistics from logging all my plays on BGG, most games seem to wear out their welcome well before double digits. A small number of really excellent games I’ve been okay with playing 15+ times and still want to return to, but if we restart the counting when I add an expansion, then the number of games I’m willing to play more than about ten times drops even further.

EDISON: Ten times!? That’s not very many times.

TEEL: Sure, but if you play more than that you’ll almost inevitably begin to develop the expertise I was talking about earlier. Personally, I’ll also grow bored with going through the motions of play—it’ll have been thoroughly explored, with nothing new or interesting for me to discover, and begin to feel rote.

EDISON: I suppose it’s a good thing you never attempted to get into sport of any kind. That’s quite literally the same game over and over and over again, week after week for years.

TEEL: It’s also a big part of why I’m not a fan of PvP in the MMOs I play; if you’ve played a map & format once, you’ve probably already seen everything it has to offer. When developers sufficiently incentivize, for example, doing a daily PvP mission for a big chunk of currency I want for something else, my response feels a bit like, “Yeah, for that much currency, I’ll gladly watch your rerun.”

EDISON: Do you even participate, or just AFK through the matches?

TEEL: Oh, I go out and have as much fun as I can—since I don’t care about PvP and get the same participation rewards whether I win or lose, there are absolutely no stakes and I can play entirely without fear or concern for stats. Depending on the game, it either tends to turn into a laugh-fest of all the wacky ways I can get shot in the face, or a really engaging challenge where I coincidentally happen to be one of the top players on my team. In a way, that’s how I sometimes approach familiar board games—come up with strange new tactics to try to keep things interesting, stop caring about winning or losing, and primarily focus on giving everyone involved a good time playing.

EDISON: Though presumably you don’t play with any of those “playing to win” people, who would simply see your non-optimal play as an opening to knock you down even further.

TEEL: Correct.

EDISON: Okay, so if you don’t like playing the same game more than a handful of times, how do you do play-testing for your original designs? How did Teratozoic ever see the light of day?

TEEL: It depends. By a lot of people’s standards, I don’t play-test my games anywhere near enough. I follow one designer on Facebook who has been playing and refining the same game for years, going through dozens (maybe hundreds) of iterations. I could never do that. I wouldn’t say I have anything approaching actual ADD, but more like a slow-motion time-lapse version of it, where I can’t stay focused on a single project for more than a few weeks most of the time, or a few months when I really apply myself and find creative ways to pivot the project.

TEEL: Here, let’s play a quick game of Teratozoic so we can talk about it in detail.

Teratozoic

EDISON: Well, that was a nightmare.

TEEL: I don’t exactly know what it is; I tried to make the game random enough that less-skilled players could be competitive, but strategic enough to satisfy heavier gamer, but somehow managed to frustrate both groups—and most of the people I play with.

EDISON: It wasn’t just your winning that frustrated me, Teel. I mean, you’re the creator of the game, I know you’re going to have a leg up on me my first run through it. It was how powerless I felt to do anything to improve my situation. There was so much randomness that every hand felt like a roll of the dice and my card choices didn’t seem to matter. Except obviously card choices must matter, or how did you beat me by such a wide margin? You did all the shuffling; were you stacking the deck in your own favor?

TEEL: No, no, I’m nowhere near that good a shuffler. I just … I know the mathematics of the game inside and out, and how to improve my gene pool deck in nearly every single hand. Yours was one of the huge complaints I got about the game from a subset of the reviewers I sent it to—they didn’t feel like they had enough influence over the cards going into their decks.

EDISON: Exactly. Until I was no longer drawing from the main deck, most of the cards I saw were completely random. My earlier choices only had a small influence on my ability to win.

TEEL: *sigh* Yeah, I know it feels that way to some people, and I don’t know what to do about it. How a game feels is very, very important—and I missed the mark. In our play through, if you do the math, there were 50% more hands where the majority of cards came from your own gene pool rather than a majority at random—more than twice as many hands if you include the Teratozoic Era. If you count by cards it’s about the same ratio for the first two Eras (50% more cards from your gene pool) and over three times as many cards if you include the final Era. And you can always hold back at least as many cards as you get to keep when losing, so you never have to risk good cards on a bad hand.

EDISON: At some point in that paragraph your voice seemed to transform into a droning buzz, rather than words. Somewhere after you tried to explain that I shouldn’t believe how the game felt, since you’d gotten all the math right.

TEEL: Trust me, I understand, and I’m not trying to say you shouldn’t pay attention to your feelings—if you aren’t having fun playing a game, stop playing it. Say you didn’t enjoy it.

EDISON: I didn’t enjoy it. There were some aspects of it that were awesome—specifically the illustrations and the physical act of putting together the monsters. I mean, I could see you were suffering almost as much as I was with the actual winning and losing and going through the motions of a game you’re clearly burned out on—but even you were having little moments of glee as we put together all the different crazy little monsters! Some of them were super-cute.

TEEL: Yeah. It’s a little weird for me, though, because the game design was basically “everything except the art & the monster-building the art enabled” for so long, and so much of what I thought was great about the game during development had nothing to do with the art or the tactile joy of assembling weird little creatures.

EDISON: You mean the fact that it’s neither Dominon-style or Ascension-style, right? There are no offer piles, no currency, no discrete VP cards, no waiting for your turn—each player draws a variably-random hand of cards in part from a main deck and in part from their own deck, then they all play simultaneously to make the best monster they can with the hand they’ve been dealt, and the winner gets to take the best card or cards from any cards played by any player, while the losers only get to take cards that passed through their own semi-random hands. It’s mind-bogglingly different from all the other deck-building games we’ve played or discussed. I can imagine it didn’t go over well.

TEEL: As always, Edison, you have an excellent imagination. *sigh*

EDISON: It’s alright. The game is … I don’t know if I’d say it was good, overall, but it works. It feels very repetitive to me. You said we were going to play a “quick game” and it took us an hour to get through it. Being frustrated by a game for an hour sucks. On the other hand, seeing all the monster art and getting to put together cute monsters was awesome, and …maybe with a different framework… I can see how repetitively putting together different monsters for hours on end might be really fun. Maybe the game you made would be fun if I were more experienced and could compete at the same level you were playing at.

TEEL: Maybe. I mean, I’ve considered trying to come up with some variant rule sets for the cards. Something based on poker seems reasonable, although the value distribution is wildly different from a standard poker deck so scoring would have to be similar to how scoring works in the deck-building version. I haven’t worked it out, yet; you’re right in thinking I’m burned out on Teratozoic. Across every version of the prototype, and especially if you include all the play-testing games I oversaw (but didn’t actually participate in beyond teaching & helping & taking notes), Teratozoic is my most-played game of all time.

EDISON: Even more than Scrabble?

TEEL: Almost certainly more than Scrabble. Possibly more than all the variants of Scrabble put together. Yet I’ve still not come close to play-testing it as much as the big publishers do for their games, or how much the general hobby games community is certain a game needs to be tested.

EDISON: Do you think more testing would have improved it? Maybe you could have gotten other people to run your testing.

TEEL: Getting other people to do the testing would certainly have helped; if I’d had to run more than a couple more games before ordering the review copies, the whole thing would probably have ended up in the recycling bin with my several other shelved prototypes. It was really hard to talk positively about the game in the emails & letters I was sending game reviewers along with their copies of the game—by that point I just about hated the thing. Having 2-3 months between ordering the review copies and having to deal with the actual Kickstarter campaign was very nice for my psyche.

EDISON: I can imagine. But you know I’m just going to ask each unanswered question again, so can you try not avoiding it for once?

TEEL: Which question, now?

EDISON: Do you think more testing would have made Teratozoic a better game? Could it have been improved with more time and more people?

TEEL: I’m not sure how. The problem of game length I was keenly aware of as soon as I added the third color of monster (back at version 0.6, I believe) and expanded the player count up to 6. Teratozoic really, really wants to take 60-90 minutes to play. I spent weeks and weeks trying to figure it out, but there’s a mathematical regression inherent in drawing out the main deck repeatedly with diminishing numbers of drawn cards per round which holds the number of hands played at a stable level—even when player counts change, the number and order and instructions of the Era cards change, even when you compare the two-color game with the three-color game; you can add 50% more cards, but the game only gets 10%-15% longer—and that works in reverse, too.

TEEL: The only way to really get the playtime down is actually the opposite of more board games—you have to play with more players. A six-player game, even with the full 3-color deck, but with only 4 Eras—it can be over in 30-40 minutes with experienced players. I’ve gotten through a 2-color, 4-player, 4-Era game in about 25 minutes. I’ve played a 2-player, 3-color, 6-Era game that took over two hours. If you follow the guidelines in the Instructions for how to set up the Era cards, the game length is surprisingly flat across all player counts. Player choices (like choosing to play the card which reverses the Era over and over!) have more of an impact than anything else, if you follow the book.

EDISON: You clearly did that on purpose. If there’s the possibility for variation as wide as the difference between 25 minutes and two hours and the book’s guidelines are all within 60 to 90 minutes, then you can’t say you didn’t have an influence on the game’s shipping duration.

TEEL: No, obviously, yes, it’s my fault. I wanted to be professional and offer a normalized experience across player counts, rather than publish a game with wildly, unintuitively variable play time. But time wasn’t my only concern—the changes you need to make to get the play time down require the number of played hands to go down, and every hand is the chance to improve or maintain your deck; the more hands you get to play, the more opportunities you have to fine-tune your gene pool. If I remember the math correctly, the number of hands an average player goes through in a typical one-hour game (played by the book) corresponds with going through their deck just over two full times before the penultimate Era—and the first time they’re only seeing the cards in their starting deck. That means each player gets roughly two opportunities to replace each card in their deck with a card better for winning individual hands, and then there are two Eras left.

TEEL: In the final Era, the Teratozoic Era, players only draw from their own gene pool, with no opportunity to replace cards or improve their decks (except by winning hands and stealing), but the end-game score isn’t based on your cards’ ability to win individual hands, but by your ability to construct big monsters without any loose ends—and in a typical game, the average player will be able to go through their entire deck one more time in the penultimate Era, selecting cards based on what will win them the game instead of what will win them a few more hands. It was meant to be like the rapid shift from building up currency in a game like Dominion to suddenly building up VP cards instead, right before the end.

EDISON: It’s clear you’ve given this a lot of thought. I can’t imagine how you could get a casual player interested in those sorts of details, or that level of strategy. They see cute monsters, they build cute monsters from what feels like random cards, and then they win or lose in a way which also feels random. Wash, rinse, repeat. People aren’t thinking about the number of opportunities they’ll have to upgrade each individual card in their deck over the long haul of the game, Teel. They’re thinking the game is out of control and taking too long.

TEEL: And I’m thinking more testing wouldn’t have solved those problems without gutting the core mechanics of the game. The simultaneous actions, the gradual (evolution-like) changes to each player’s gene pool based on their (not exactly natural) selections, and possibly even the basic idea of it being a deck-building game, at all. As I said, I’ve been thinking of developing some other game to use the cards for, since the art is great but the gameplay … well, it suffers.

EDISON: It’s really quite interesting to me how different a deck-building game you published, after playing and studying all these other games which ended up being so similar to one another. Like, wildly different. How many of your other deck-building games had you played before developing Teratozoic?

More Deck-Building Games

TEEL: Maybe Paperback, although that didn’t get here until the core gameplay of Teratozoic was already well in place. The rest, including Legendary, didn’t join my collection until after development was done or, in some cases, after the Kickstarter was entirely over. For example, Trains was added to an order of drafting games I was ordering, because I wanted to study them and develop another one. But I was certainly aware of how the different deck-builders worked long before I ordered or played them.

EDISON: Like when Trains derailed your first deck-builder.

TEEL: Or for example Epic Resort, which I’d backed on Kickstarter in the late stages of Teratozoic’s development—it isn’t entirely a deck-building game, it’s more of its own thing, with a deck-building-like element as one part of its several mechanics.

EDISON: Deck-building-like? Are you not actually building a deck of cards?

TEEL: Yes and no. You start with a deck of 13 cards and never have more than that many cards in your deck. Ten of the cards are upgradeable—you can trash them and spend currency to gain a more useful card, but those cards (with one exception) are not themselves upgradeable. The available upgrade stacks are set up Dominion-style at random, and there are barely enough to go around; half the players will likely still have half their starting cards at the end of the game.

EDISON: What about the other 3 cards?

TEEL: They can be trashed to avert an attack, if you have on in hand at the right time, but have no other use but clogging up your deck. The reason it initially drew my interest was that it promised to be a combination of deck-building and worker placement; in a way, it is, but both the deck-building and the worker placement aspects of the game are so different from the standard mechanisms as to be unique. The box even labels its deck-building as “deck evolution”, since you don’t really build it up. The worker placement is more like resource management, in my opinion.

TEEL: I’ve just realized I’m talking almost entirely in the abstract about the bare-bones mechanics of Epic Resort without talking at all bout how it plays.

EDISON: True. How’s it play?

TEEL: I really like it. Maybe we’ll play at some point. There are several different things going on, and while the optimal play style doesn’t entirely encourage playing thematically or in-character, the theme is so deeply and wonderfully enmeshed in the mechanics that you want to play in-character and really immerse yourself in the game’s fantasy world.

EDISON: Somehow the fantasy setting is okay in this game? You don’t hate it like all the other fantasy games and books?

TEEL: Nope. It’s just different enough (and off-kilter enough) that it doesn’t really ring any of the bells that put me off traditional Fantasy stuff. It’s become a key part of a growing sub-collection my wife and I have been putting together, entirely composed of games which play peripherally to the traditional Fantasy dungeon-delving gameplay. So in Epic Resort you play as a resort owner, trying to attract tourists along with heroes looking for a chance to relax (and spend their gold) after completing their successful adventures. I don’t have to do any adventuring, and if I don’t like a particular elf or paladin, I can let them get eaten by a dragon.

EDISON: Interesting. I suppose we’ll have a whole review going over that sub-collection of yours.

TEEL: Probably, and that would be when I’d play Epic Resort with you. Alas, there are some significant holes (at least one intentional) in that collection, so I’m not sure how long or satisfying a review they’ll give.

EDISON: After this monster, I’m sure our readers will want a break.

TEEL: After this monster I was thinking of moving on to drafting games.

EDISON: Are we about ready to move on, then? Is this review very nearly through?

TEEL: *chuckle* Not quite, Edison. We have at least a couple more games to talk about. I’ll give Paperback a pass, since we talked a bit about it earlier, and we can probably speed by Trains without going into much depth—the card game (at least in the base game) is surprisingly similar to vanilla Dominion; astute players quickly noticed that they could almost entirely ignore the map/board and follow their standard VP-rushing techniques to win. I hear the Trains sequel/expansion addresses that issue, incentivizing focus on the board. But I do want to run through a quick game of Star Realms with you, to see what you think of it.

EDISON: Isn’t that one you said was decided early in the game and largely a matter of chance?

TEEL: Yes, but it’s still been wildly popular. There have been a number of booster-sized expansions for it, the developers created a fantasy-themed version, and another publisher worked with them to put out a Cthulhu-themed version, which I’m quite keen to get my hands on.

EDISON: So you like it.

TEEL: Somewhat. It’s pretty good. That’s why I wanted you to try it.

EDISON: Alright, alright…

Star Realms

EDISON: That was certainly fast-paced and brutal.

TEEL: Yeah, I was pretty sure I was going to be able to knock you out of the game in just a few minutes. Apparently I’ve got no restraint; I ought to have stopped buying more cards while I was still hitting you hard every turn—or at least started investing in a couple red cards to thin out my deck.

EDISON: You really had me on the rails there for a while. Then only a turn or two before you would certainly have been able to grind me down, I suddenly had my entire deck’s functionality come together to create a reversal of almost 50 points in a single turn.

TEEL: Which is a bit swingy, yes?

EDISON: I was sure I was facing the same thing we went through in Eminent Domain, where you were inevitably going to win and I was only going through the motions of playing, without any hope of catching up. I just kept buying those outposts and hoping you’d keep drawing weak hands—which you did!

TEEL: Not intentionally, the way I kept not-winning Eminent Domain; like I said, I made poor purchasing decisions, failed to thin my deck, and ended up unable to buy any of the outposts for myself. It’s one of the challenges of any Ascension-style deck-builder; you can’t guarantee that the cards you need will be on offer on your turn, on top of the challenge of crafting a deck which delivers the currency you need in order to acquire them. That’s a large part of the skill set needed to obsolete the gameplay; if you can get to the point of always making optimal plays, the main deck’s randomization decides the game for you.

EDISON: I can see that. We’ve already talked about that sort of thing, though; can we talk about the pacing and iconography?

TEEL: Oh, absolutely. The iconography is why it’s so fast-paced. Most of the cards have little or no meaningful text on them, only icons and a simple color system, so players can see at a glance what they do and how they’ll fit into their decks. The same is true once the cards are in your hands, so playing the cards and buying cards and attacking your opponent are fast and efficient. It’s all very elegant. I believe I read that the new game, Cthulhu Realms, not only cut it down to only three colors (from four) to make it easier to acquire cards which work together, but also went to an entirely icon-based system with player aids which clarify all the new symbols individually for each player.

EDISON: That sounds like it would be almost too fast once you got all the symbols memorized. Just boom, boom, boom, turn after turn. It sounds exhausting.

TEEL: We’ll have to wait and see; I haven’t been able to pick it up, yet. I hope it’s good without going too far. If it’s in stock, maybe I’ll pick it up when I order Legendary Encounters: A Predator Deck Building Game in a few weeks.

EDISON: That’s really the name, isn’t it?

TEEL: They painted themselves into a corner right out of the gate with the first game, Legendary: A Marvel Deck Building Game. I suspect they had no idea it would turn into a huge franchise when they published the base game. The title of the game is really just “Legendary” and the rest is a subtitle; somehow all the expansions and sequels have the same title?

EDISON: What about ‘Encounters?’ Looks like it’s the name for the Aliens/Predator games?

TEEL: Plus an upcoming Firefly game, if rumors are to be believed. At some point we may be able to team Ellen Ripley up with River Tam, get them working together with Groot and Doctor Octopus, and send them in with a Predator to stop Thanos and his hive of Xenomorphs from carrying out some evil plot.

EDISON: I get the feeling it’s the theme of the Legendary games that you like, more than anything. How does it play?

TEEL: It’s Ascension-style at the core, with a two big, randomized decks feeding out into rows of cards you buy or defeat with the two currencies of the game, though both decks are assembled during setup Dominion-style; you pick a few stacks of enemy cards to mix together with plot-specific cards for the Villain deck, and you pick a few stacks of hero cards to mix together for the Hero deck, so there’s a lot of variability from game to game, but within a game you have some idea of what sorts of cards you can expect to come up. There’s also a Mastermind, basically just a boss and mechanically not much different from the expensive VP cards in Dominion—you build up your purchasing power with one currency, use that currency to buy cards with a lot of attack power (the second currency), and use that attack power to “buy” four expensive Mastermind cards; buy all four Mastermind cards and you win.

TEEL: What makes it really likable for Mandy and I, aside from the theme, is that the game is semi-cooperative; the way we play it, it’s wholly cooperative. All the players are working together to stop the enemies from carrying out their plot and to defeat the Mastermind. Each player can build their deck with their own choice of focus, but we all have the same goal and we all win or lose together. Things go best when the players communicate their plans and capabilities to one another and then work together amicably.

EDISON: What’s a dick-stabber (or just a dick) to do with a game like that?

TEEL: Well, if they aren’t playing with me, they’re welcome to play by the “semi-cooperative” rules, where at the end of the game they’ll add up the VP on all the enemies they’ve defeated to see who was “the most Legendary hero”. In Legendary Villains, there’s a lot more opportunity for “PvP” style choices—forcing the other players to discard cards from their hands or trash their already-defeated enemies, stuff like that.

EDISON: So the option is there, and you choose to play without it. That seems reasonable. You seem to have quite a few boxes of Legendary, here.

Legendary

TEEL: Mandy’s a big fan of the Marvel Cinematic Universe, and a moderate fan of Marvel comics in general, and I find it all highly preferable to generic Fantasy settings. I’ve also read decades of Marvel comics, myself. (Actually, in response to this year’s two big expansions for the Marvel side of Legendary, based on the ongoing Secret Wars storyline, I’ve embarked on a ridiculous journey to attempt to read almost all the relevant lines of Marvel comics from 1961 through the Secret Wars storylines of the 80’s and all the way to the 2015 event. Specifically so that, when we inevitably get the cards later, I’ll know what they’re referencing and who everyone is and what universes they’re from.) When we actually pull at random from all our different sets, we frequently end up with characters we’ve never heard of—and we’re almost always facing a plot or scheme based on a comic run we’ve never heard of.

EDISON: I assume the Alien game went over better, since you’ve definitely seen all of those films.

TEEL: Absolutely. In fact, I made sure Mandy and I set down together and watched all four of the Alien films before playing each of the corresponding scenarios in the game. We don’t usually have any trouble understanding or appreciating the plots and characters we’re unfamiliar with on the Marvel side, but the Alien game was a big improvement—not only because we knew all the characters, settings, and plots intimately, but also because of a few gameplay tweaks included in the release.

TEEL: I think the most important one was the change to the setup of the enemy deck. Instead of simply shuffling together a few enemy stacks, you carefully build an enemy stack with a definite three-act structure, so that a meaningful narrative with a clear escalation of tension and challenge will naturally unfold over the course of the game. It really deepens the immersive quality of the theme through the gameplay itself. Other changes like giving players limited health (which can be healed by anyone, depending on your cards) and adding a mechanism for players to assist the active player help keep people more involved in between their turns, and really enhances the cooperation throughout play.

TEEL: Playing across several years of expansions and sequels and different flavors of Legendary games has given me some interesting insights into ways to improve the players’ experience with a game through thoughtful implementation of systems and mechanics. The tiny difference of allowing players to discard a card (and draw a replacement) off their turn in order to assist the current player makes a world of difference in the feeling of cooperation and interaction between players. Everyone becomes much more involved in what’s happening to the other players in between their own turns, so they can help out when needed—or keep the card for themselves by planning together as a group.

EDISON: It sounds like you really like this one, and not only because it’s helping you think about different ways to improve your own future designs. Do you play it a lot?

TEEL: According to BGG, if we combine plays across all the different versions and expansions, I’ve logged 26 plays. None of the individual (sub-)titles shows more than ten plays, but it’s right up there with my most-played games, either way.

EDISON: And you aren’t getting tired of it? You’re eager to buy new expansions and replay with the cards you have?

TEEL: The expansions go a long way to preventing weariness, just as it was with Dominion, originally—the more sets you have, the more potential combinations exist, and the more unique play-throughs you can experience. With Legendary there’s a pretty big limitation due to the small number of Masterminds and Plots; each plot tends to lose its luster after a play or two, even when it’s different enemies trying to carry it out and different heroes trying to stop it. Luckily, every expansion so far has included multiple Masterminds and multiple plots, to keep things interesting. There are certainly still heroes and villains we’ve never played with, yet, and plots we haven’t tried—we aren’t particularly systematic about the whole thing. In general, yes. We continue to like the game, and look forward to adding more expansions to our collection.

EDISON: Shall we play, then?

TEEL: Not tonight, I don’t think. I’ve been awake about a day and a half working on this thing, and I need to get some rest soon.

EDISON: Until next time, then. Good night.

TEEL: Good night, Ed.

Scrabble (a review, of sorts)

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TEEL: It’s been some time since we’ve done a review together, Edison.

EDISON: An unlucky 13 years, by my count. Wouldn’t have been anywhere near as long if you’d bothered to come after me when I was kidnapped.

TEEL: How many times do I have to apologize for that? It isn’t as though you didn’t get yourself free in the end.

EDISON: After over ten years! They held me captive and had me running errands all over the world for over a decade! How could you think their decoy was really me?

TEEL: We’ve been over this, Ed. It was a difficult time for me; I stopped going to the movies, I stopped writing reviews… there were a lot of distractions. Anyway, our readers aren’t here to read about your wacky adventures; they’re here to read our opinions about board games.

EDISON: We aren’t reviewing movies anymore? Or restaurants?

TEEL: When was the last time I took you to the movies, Edison? Or a restaurant, for that matter?

EDISON: Not since Hawaii. {mumbled} bastard {/mumbled}

TEEL: What was that?

EDISON: Nothing, nothing, I know, you haven’t been going to the movies as much. Mostly you just sit at home by yourself all day.

Teel's Games Collection (partial, 8/2015)TEEL: I’m not by myself, Edison. I have you. And the cats. And all these games.

EDISON: Yeah, and when you do go out in the last couple of years, it’s to go play board games. Board games at home, board games when you go out, board games with me, board games with your wife… *grumble* I can’t believe you didn’t invite me to your wedding!

TEEL: I didn’t know where you were, or how to contact you!

EDISON: You didn’t even know I was gone, Teel! You didn’t believe it was really me until I pulled that old, lifeless stuffed monkey out of the bin you’d shoved it into when you moved. You thought that thing was me, and you didn’t even take it to Vegas with you!

TEEL: You weren’t the only one whose life became complicated in the years you were away. Things were … strange. There was an incident with a fairy, and her dragon, and then a downward spiral into formulaic novels…

EDISON: Some of your novels are terrible, I’ll agree, but I wouldn’t say it was the last few…

TEEL: Look, we can review my books another time, if you want to. We’re here to talk about Scrabble.

EDISON: Why Scrabble? You have so many other, much better games. So many more *modern* games. You even have a few games so new that their reviews would actually be relevant to our readers. Why start with Scrabble?

TEEL: You know as well as I do that Scrabble is where my board game collecting really began. I’d already begun my Scrabble collection before we went to Maui, though most of its growth was over the next couple of years.

EDISON: How many copies of Scrabble does one person need? This stack is almost as tall as you are!

Teel's Scrabble Collection

TEEL: Forgiving that they’re also on top of the table, sure. But I’ve recently begun paring down my collection some. I’ve sold a few copies to Bookmans, and have 3 more in a box to head that way again in the future. The stack you’re standing on contains almost no duplicates—each box is a different game.

Scrabble (For Sale)

EDISON: What are you talking about? I can read the boxes myself and every one of them is Scrabble.

TEEL: Well let’s begin, inexplicably, with the bottom of the pile: My beautiful Onyx Edition Scrabble. I’ve owned at least five different versions of “deluxe” Scrabble and two or three copies of the standard edition (including a beat-up copy from the 50’s) over the years. In a “deluxe” edition the biggest selling points are usually that there’s a raised grid on the board so your letters don’t move around when you’re laying new ones–

EDISON: Or if you bump the table.

TEEL: –Yes, or if you bump the table, or spin the board too quickly. Which is the other differentiating factor of a “deluxe” edition: The board has some mechanism which allows it to spin 360º, so every player can be looking at a face-up board when placing their tiles.

EDISON: I wonder whether any of your modern board games would be assisted by adding a lazy susan to the bottom of the board…

TEEL: I can’t imagine how you could actually implement it without sending stacks of cards flying, but probably something like Legendary, or most other Ascension-style deck building games—there’s a lot of tiny text to read on each card, there are hundreds of different cards between the different decks, they’re fully randomized, and they can only face one or two players at most.

EDISON: Yeah, but Legendary has become so complicated, with so many different stacks of cards, that they’ve completely abandoned the board in favor of a rolled up play mat.

TEEL: I’m sure there were manufacturing and quality concerns as well, but yeah. Although it would be nice to have all the cards facing each player on every turn, it’s totally impractical to implement. A lazy susan wouldn’t come close.

EDISON: But for this Onyx Edition Scrabble a simple turntable is sufficient?

Scrabble Onyx Edition

TEEL: Yeah, with a reasonable quality turntable, a heavyweight board, and a raised grid, the Onyx Edition hits all the basics of “deluxe” Scrabble. That isn’t the only why it’s one of the few copies of the classic game I’ve kept in my collection; it also has these great wooden letter tiles—black tiles with silver inlay lettering. It has black wooden tile racks, a velvet [-like] tile pouch, a sand timer [I never use] with silver plastic and black sand, and a thick, shiny, hardbound score pad. Of all the versions of the core game of Scrabble I’ve owned, this is my favorite.

EDISON: It isn’t even all that premium. Have you seen this Franklin Mint Collector’s Edition Scrabble, with 24k gold-plated letter tiles, a real wooden board with a built-in [real] velvet lined drawer for storage, and lots of real gold trim all around? Why isn’t this the prized copy of your ridiculous Scrabble collection?

TEEL: Are you prepared to spend $300 to $500+ to buy me a slightly-fancier edition of a game I already own over 20 versions of?

EDISON: …No…

TEEL: I didn’t think so. Anyway, the Onyx Edition was over $60, which was why I didn’t buy it, myself—I had a good enough Deluxe Edition from the mid-90’s that played fine. Luckily for me, my sister was very thoughtful and bought me the Onyx Edition for my birthday one year. Of course, if you’d kept any of the treasures you were stealing from all over the world for your captors, you could have gotten me the Franklin Mint Collector’s Edition Scrabble for my birthday, next month.

EDISON: I barely made it out of there with my life. And the treasures were gone by that point.

TEEL: Which is why the Onyx Edition Scrabble will be the prized centerpiece of my Scrabble collection for the foreseeable future; I am perfectly happy with that situation. The quality improvements of the Onyx Edition actually make the game more likely to be played than my favorite version—at least in part because my copy of my favorite variation of Scrabble doesn’t have a raised grid or a turntable.

EDISON: Oooh, which one is your favorite?

TEEL: I’ll get to it later, but first I want to cover the other two copies of Scrabble I own which offer no variation on the gameplay of basic Scrabble, already so elegantly fulfilled by the Onyx Edition: My Diamond Anniversary Edition Scrabble and my Travel Scrabble. The Travel Scrabble, which is not the tiniest version of Scrabble I’ve ever owned, has these itsy-bitsy lock-in letter tiles. They lock into the board, they lock into the tile racks, and the tile racks lock into the back of the board—you can not only play this version of Scrabble on the go, but you can stop mid-game, leave the tiles in the board, lock your rack away with the letters face down (so your opponents can’t see what you had), and pick it back up again later… say, at the next rest stop.

Travel Scrabble

EDISON: Have you ever actually played Travel Scrabble on a road trip, Teel?

TEEL: No… I usually either forget it’s there –I keep it in my car at all times– or we’re too engaged by whatever we’re actually doing on our road trip.

EDISON: So why keep it in your car?

TEEL: Partially out of habit at this point, but largely because of the potential it represents. Realistically, one of the main reasons we haven’t played it on the road is that I’ve never taken a road trip with a) more than myself and one other person, or b) where we make any non-destination stops; I drive straight through, day and night.

EDISON: Because you’re crazy.

TEEL: Yes, because I’m crazy. Which I believe our readers were probably aware of as soon as they saw you standing atop that mad tower of Scrabble.

EDISON: Which we’ve only barely begun to cover.

Diamond Anniversary Edition Scrabble

TEEL: Correct. But look at my Diamond Anniversary Scrabble! It’s got a set of tiles almost exactly like the black & silver tiles of my Onyx Edition, but with these fancy diamonds on the blanks.

Diamond Anniversary Edition Scrabble - blank tile close-up

EDISON: So the blanks aren’t actually blank?

TEEL: No, but that’s fine—it doesn’t affect gameplay at all; mechanically the traditionally-blank tiles are merely wilds—decorating them is a purely cosmetic change.

EDISON: I’m a stuffed animal, Teel, not an idiot. I was making wordplay, not failing to comprehend game mechanics.

TEEL: Sure, and I was being intentionally pedantic.

EDISON: Agreed.

TEEL: As you can see, the board is all plastic, and the tile racks are curved plastic. The board folds in half into a convenient self-carrying case with a built-in handle and drawers for components, and–

EDISON: It doesn’t look like you can fold it in half with a game in progress like the last one.

TEEL: No, you can’t. You have to put the letters away into the bag, into the drawer first.

EDISON: So it isn’t as convenient.

TEEL: Sure. Fine, but the outside of the board has little rollers on the corners so it’s its own turntable, and the face of the board has a raised letter grid, so it’s got all the features of a “deluxe” edition of Scrabble, plus nicer tiles, in a relatively convenient format for travel. Which is why this is the version of Scrabble I’m usually willing to take along with me to a game night—smaller, more convenient, and less prized than my Onyx Edition, but more easy to play with than Travel Scrabble.

EDISON: I thought you said Travel Scrabble was convenient.

TEEL: For certain definitions of convenient. Those locking tiles really lock in. It’s quite frustrating to try to slide them into or out of your tile rack, which makes brainstorming words a pain, and then cleanup at the end of the game is a nightmare as each letter tile must be painstakingly pried loose from the board, one at a time.

EDISON: The Diamond Anniversary Edition does suddenly seem pretty convenient.

TEEL: Exactly. But it doesn’t fit under the seat of my car, so it hasn’t replaced Travel Scrabble for the “always with me” honor.

EDISON: So that’s the copies with the Scrabble gameplay everyone is already familiar with. What’s next?

Scrabble Scramble To Go!

TEEL: Well, as long as we’re on the subject of “travel” editions, I happen to have something here called Scrabble Scramble To Go!. It’s a dice cup, a bunch of letter dice, a sand timer, and a tiny, partial Scrabble board. I haven’t played this one much, but basically you roll [up to] 7 letter dice and have 60 seconds to make a word from them and score it. Unused dice go back into the pool for the next player, they roll [up to] 7 dice and form a word that intersects the first word, a la standard Scrabble, scoring it immediately—and then they remove the first player’s word from the board (excepting letters used by any newly-formed word(s)) and put those dice back in the pool. Play continues until … 200 points, I guess.

EDISON: Sounds interesting. A really good player who knows all those weasely little two-letter words could really screw you by tying all the dice up on the board; there are only 15 dice.

TEEL: I haven’t played it much, but that seems to be the case. I have two other Scrabble games with dice—though really it’s two different editions of the same game.

EDISON: Shouldn’t you get rid of one?

TEEL: *nod* I should, yes. So, in Scrabble Brand Sentence Cube Game

EDISON: That’s really its name?

Scrabble Brand Sentence Cube Game

TEEL: Seems to be. This one I have literally never played.

EDISON: But you keep two versions of it around.

TEEL: Don’t ask. I don’t know. Anyway, according to the rules–

EDISON: I don’t see a rulebook.

TEEL: Back in olden times, Selchow & Righter, the original publisher of Scrabble, printed the instructions directly into the lids of their game boxes.

EDISON: Let me see that.

Scrabble Brand Sentence Cube Game - rules

EDISON: So weird. But I guess it saves paper?

TEEL: Maybe. You can’t easily lose the rules, this way.

EDISON: True. Hey, did you happen to notice these rules require a lot of … well, for the game to be any fun you have to be playing with pretty permissive friends. You roll the dice and each die has a word on it, and you just … you sit there and build a sort of a crossword out of complete sentences. Except they can’t be particularly complete sentences, with this set of words.

TEEL: Sure, and proper grammar would be a challenge, as well. Which reminds me of another game I own.

EDISON: Not another version of Scrabble, I hope?

Scrabble Rebus

TEEL: Of course another version of Scrabble! Look at this one, it’s Scrabble Rebus! The tiles come in four colors, representing four … subsets of … rebus-y things! Some are words, others are letters, and many are logo-like images, and on your turn you get to try to assemble a coherent phrase or sentence out of ’em.

EDISON: Sounds like hell.

TEEL: It isn’t all that bad, depending on what sort of people you’re playing with. Anyone really challenge-happy, and you’re all gonna have a bad time. Alternatively, if you’re playing with a CAH-happy crowd, the game will get very …suggestive, I’ll say, very quickly.

EDISON: Scrabble Rebus is not the game I expected to be more innuendo-filled than normal, but I guess it makes sense.

TEEL: Which one were you thinking of?

EDISON: Scrabble Me. Verbing nouns that way usually turns them instantly into innuendo.

TEEL: That’s not a bad game to go to next, since it has something in common with Scrabble Scramble To Go!—a small, partial Scrabble board; in this case, one board for each player.

Scrabble Me

EDISON: Getting into the multiplayer solitaire, are we?

TEEL: Exactly. You play on your own board, one word at a time simultaneously with the other players, and then starting with the player who scored lowest and proceeding clockwise each player draws one tile at a time to replenish up to seven. They never have to worry about what other players play, really, they can just focus on making the best words and scores they can with their own semi-random letters. It’s pretty good, as far as player isolation goes.

EDISON: Wait; what does it matter that they draw replacement tiles one at a time in circles? Does that affect probability of what comes out of the pouch, somehow?

TEEL: See the little plastic “podium” with face-up letter tiles on it?

EDISON: Do players get draw from there? How many tiles are there supposed to be?

TEEL: Three per player, replenished each round after everyone has finished drawing tiles—and each player, for each letter they need to draw, may choose whether to take one from the podium or one at random from the pouch.

EDISON: Still sounds very non-interactive, though. You’d only be taking a particular letter because you need it, rather than to block your opponent, since their racks are still secret information.

TEEL: Exactly. It’s an extremely non-confrontational, non-interactive version of Scrabble.

EDISON: But I bet you have a really interactive and confrontational one for us next, don’t you?

TEEL: Uhh… Let me see here… I suspect the most interactive versions of Scrabble would be the ones where each player only plays one letter at a time, so their opponents are quite likely to change what they thought they were spelling out mid-word. For those we go back to 1966 for RSVP and 1971 for RPM.

RSVP & RPM

EDISON: Check out the box art! Has a woman ever looked at you like that over a game of RSVP?

TEEL: I think the only woman I played a full game with was my sister, so no. Not at all.

EDISON: Too bad.

TEEL: The image on RPM is even sillier to me; they’re so pensive, which is ridiculous.

EDISON: Scrabble tends to be a very pensive game.

TEEL: I’ll explain in a minute. First let’s look at RSVP. It’s another one with the instructions printed directly into the lid of the box, and the letter grid rises vertically from the table. RSVP is strictly two player, because you play from opposite sides of the same board, alternating back and forth one letter at a time as I implied earlier.

RSVP

EDISON: How do you challenge one letter?

TEEL: You don’t. Well, you can only place a letter cube –and they aren’t dice; they have the same letter on every side– in a row or column where its placement could potentially form a valid word when looked at from your side of the board. So vertical words are totally shared, but horizontal words can create some crazy frustrations.

EDISON: I don’t see a letter pouch, or racks.

TEEL: That’s a weird thing, to me; I suppose it’s to try to make up for the frustrations of all horizontal words, but on your turn you can just choose any remaining letter from the box. And you play to a pre-determined score of your choosing; “usually” 100 points. It isn’t the best game, but it is one of the more interesting experiments in Scrabble-like games by Selchow & Righter.

EDISON: You say that, but I’m sitting right here on a game with a round Scrabble board!

TEEL: True. RPM is another interesting experiment. Very competitive, very interactive, very weird. it’s got elements of a dexterity game, which I’m not fond of, combined with that one-letter-at-a-time nonsense from RSVP which makes it nigh-impossible to do anything but react to what’s in front of you.

EDISON: Sounds ever more ridiculous. Have you been sorting them intentionally? Will my mind explode by the end of the review when you pull out a Scrabble game that transcends reality?

TEEL: I only wish. Alas, RPM is probably the penultimate example of Scrabble ridiculousness; after Scrabble Up, it’s all downhill.

EDISON: You did that on purpose.

TEEL: Maybe.

TEEL: Getting back to the matter at hand, in RPM you get a double-ration (actually 15, plus 5 same-colored blank tiles) of random letter tiles, but no tile racks since there’s no real worry about secrecy—once the game begins you won’t have time to look to your left or your right to see what your opponents are doing. The round board is divided into four quadrants, each with two rows for letters, and each player gets to seed the first letter on each row with a letter from their pool before things get going. During play the circular board with its divided quadrants (but not the player dividers) rotates around at a moderate pace, and each player may add one letter from their pool to each quadrant of the board as it goes by—they may not reach over their divider, and the letters added must potentially be part of a valid word. If they complete a word (and have time) they may add a blank tile of their color after the last letter of the word—players get points for valid words marked by their color after the board has finished 5 full revolutions.

EDISON: I’ve just noticed something.

TEEL: You’ve been staring at the rules for a long time; what’s caught your eye?

EDISON: This isn’t much of a review.

TEEL: What do you mean?

EDISON: Well, for starters, you aren’t saying anything about what the games are actually like to play, or whether you like them. Actually, for several of the games, I’m not sure whether you’ve played them at all or merely read the rules.

TEEL: I’ve played most of them. I told you I hadn’t played Scrabble Brand Sentence Cube Game. I don’t think I’ve played all the variants in Scrabble Switch-Up, either.

EDISON: But do you like them? Would you recommend them? Who would you recommend them to? Are they any good?

TEEL: Most of these games were collected via eBay over several years of searching and bidding. I’m not sure whether any of them are currently in print—certainly not my beloved Onyx Edition Scrabble, or any of the Selchow & Righter experiments from the 60’s & 70’s. I can’t exactly recommend them in good faith, knowing most people won’t be able to get their hands on a copy or ever play them.

EDISON: You certainly could, Teel. Geek & Sundry recently posted a listicle of the top 10 out-of-print games most people will never get ahold of or play which they think you should “snap up” if you ever get the opportunity. Whether people can actually play the game isn’t as relevant to this being a review as you expressing your opinions about the games.

TEEL: Well, alright, you’re right, I haven’t played most of these games more than a few times. They certainly aren’t in heavy rotation. This is a Scrabble collection, and it has been the entire time. The collecting was always more rewarding than the actual playing of the games—my interest was in how many different variants of Scrabble had been published. Vertical, two-way Scrabble! Spinning Scrabble! Rebus and dice and rolling marbles!

EDISON: So you like the idea of the existence of the different games more than you like actually playing them.

TEEL: Well, it’s a little more complicated than that.

EDISON: Tell me how.

TEEL: It’s Scrabble! Even among old-school/classic board games, Scrabble is considered boring by a lot of players. Right now I have a hard enough time arranging to play board games with anyone at all; getting them to show up for board games and then play Scrabble seems to be a bridge too far. And if I do believe I’ve got a group together who would consent to Scrabble, I’m almost always going to go with a satisfying game of Scrabble itself—not only because I won’t have to teach people whatever wacky variant rules pop up in my collection, but also because sometimes the games fall flat.

EDISON: Ah, good, here we come. Actual opinions about the gameplay.

TEEL: Okay, so right now I think the worst one is TV Scrabble. The best thing about it is how meta it is: From 1984 to 1990 (and again in 1993) there was a TV game show loosely based on Scrabble—called Scrabble. Selchow & Righter published an official home version of the TV game show—so TV Scrabble is a board game loosely based on how a TV game show is played and that TV game show was based loosely on a board game of the same name… and the meta is wonderful, but the gameplay is … lackluster, at best. Very weird, by Scrabble standards, by modern standards …by any standards, really. It just doesn’t work.

EDISON: Well, great! What did you think of these other games? Any other stinkers?

TEEL: Scrabble Up is bordering on incomprehensible—two players are simultaneously trying to form words from a line of letter tiles before a marble reaches the bottom of a long ramp, I guess, but we definitely spend more time trying to figure it out than playing it—on the rare occasions it comes down from the shelf.

EDISON: Isn’t part of the problem that you go so long between plays? If you figure out how to play Scrabble Up today, won’t it go easier tomorrow, and next week, and perhaps be enjoyable after a few non-confused plays?

TEEL: Maybe some of them, sure. Not Scrabble Up, though. Not for me. Probably not RPM, either—I’m just not a fan of dexterity games.

EDISON: Which is fine, and a totally reasonable thing to say in a review. What about the others? Did you like Scrabble Me?

TEEL: It has a problem that a lot of modern multiplayer solitaire games have: Many people don’t want to play them. In fact, while I really do enjoy multiplayer solitaire games in general, I’m not sure I really feel like Scrabble is improved by its addition—I spend so much of my time in Scrabble just staring at my letters and back and forth to the board, ignoring the other players until the moment they place a word that unintentionally blocks or assists me—it’s already very much a multiplayer solitaire game without modification.

EDISON: Fine, and I suppose something similar is true for RSVP? A forced two-player limit means it isn’t welcome at a game night, right?

TEEL: Well, that’s how it feels. I did take it to a game night once—over a long series of weekly game nights I brought my entire Scrabble collection. By the point we reached RSVP it was clear that no one wanted to play Scrabble against me; I’m nowhere near as good at the game as tournament players, but I easily won almost every Scrabble variant I brought to the table. I like words. I mean, obviously; look at how long this review has gotten.

EDISON: Pretty long. Do you suppose anyone will read down this far?

TEEL: Some brave few, I suppose. Maybe they’re skimming along, trying to find out which variant I prefer over classic Scrabble.

EDISON: Maybe. I mean, at least it’s an opinion.

TEEL: Sure. But the point of the review wasn’t really to tell people whether I like Scrabble variants. Obviously I like Scrabble variants; I own twenty distinct gameplay variants (counting the PotC copy in my to-be-sold box, which lets you score a few proper nouns and has special ‘walk the plank’ tiles) and one of my absolute favorite modern games is effectively a Scrabble variant!

EDISON: So what was the point of the review? I don’t think I was properly briefed. You just grabbed a stack of games and set me down to talk about them—we haven’t even played any of them together! This whole thing is like sitting down to write a film review of a movie you haven’t seen, at least for me. What are we doing, here?

TEEL: I hinted at it in the beginning; collecting Scrabble variants foreshadowed my current board game addiction. My appreciation of all these different variations from a single core mechanic was repeated a few years ago when I spent years (and hundreds and hundreds of dollars) playing all sorts of variations on deck-building games—and then designed a bunch of deck-building games.

EDISON: You made a bunch of them? I’ve only seen Teratozoic. What happened to the others?

TEEL: Recycled, mostly. Not all game designs are good enough to move forward with. Sometimes that’s because the gameplay isn’t there, it isn’t fun or it’s fundamentally flawed. Other times it’s because publishing a board game is expensive, so unless the game you’re designing has the potential to become popular, there isn’t a good reason to try to publish it—the costs incurred between a great prototype and a published game, or even just a great-looking Kickstarter campaign to try to raise the actual printing and art costs, can be astronomical. Since I’m not just sitting on piles of ready cash, a lot of my designs and ideas get developed, prototyped, play-tested, and recycled without ever really seeing the light of day.

EDISON: That’s a little disappointing. I thought the point of crowdfunding was to raise the money for creators who don’t have the cash.

TEEL: To a certain extent, yes, sure, that’s what crowdfunding is for—but in a much bigger way, it only works to the extent that your creation has mass appeal. A key word in Crowdfunding is “crowd”, and if you have a niche product, or an unmarketable product, there doesn’t exist a crowd of people willing to put up the money to get it made. Even the difference between a small crowd and a large crowd can be significant—Teratozoic had hundreds of backers who together pledged over six thousand dollars, which sounds great, but just to hit the minimum print runs for mass production would have required at least double the backers and/or pledges. Just five or six hundred backers would have been plenty, and in terms of crowds that’s really, really moderate; there are movie theatres here in town which can seat that many people in a single auditorium, and the baseball stadium near here can seat almost a hundred times as many. In all the world, it ought to be easy to find a crowd of five hundred.

EDISON: But it isn’t. So you design & develop games and then recycle them, never to be seen again. That’s really sad, Teel.

TEEL: It’s okay. At least I had the financial freedom and time to design, develop, and prototype them—that’s not exactly cheap, either. Especially for hobby projects you’re going to quickly throw away.

EDISON: Still really sad. But I think we’ve veered way off topic again. We’re still supposed to be talking about Scrabble, right? Or at least how your Scrabble collection relates to the rest of your collection?

TEEL: Sure. Where was I?

EDISON: You’d gotten as far as developing deck-building games.

TEEL: Fine, uhh… well, I’ve also been developing card drafting games?

EDISON: So, what, you collected a bunch of variants on card drafting games to study before digging in and making your own?

TEEL: Yes and no. I did buy up a bunch of the most popular drafting games to study, and I have used what I’ve learned to develop two or three drafting games, but also… I developed and published a card drafting game before I even owned a single other drafting game. And I haven’t even come close to publishing the others.

EDISON: Do you realize how ridiculous you are?

TEEL: I’m having a conversation with a stuffed monkey about my collection of 20+ Scrabble variants. At 3AM. I’ve got an inkling.

EDISON: Is it contagious?

TEEL: It’s too late for you. Just be glad you’re still a voice in my head.

EDISON: I don’t think we should dig too deeply into that one.

TEEL: My head?

EDISON: SoooOOOooo… About these other Scrabbles…

Miscellaneous Scrabble variants

TEEL: Okay, okay, how about a quick rundown of what’s left? Let’s see, we have Scrabble Overturn, where the letters are all cylinders with the same letter in four colors; when you put down a word, you turn all the letters in that word to your color—including those intersecting with other words. Scoring doesn’t happen until the end of the game, and you only get points for valid, complete words in your color.

TEEL: Scrabble Upwords is just Upwords with Scrabble branding; the tiles are made to stack, and you can build right on top of words already on the board—as long as the new letters also form valid words. Upwords was an underdog competitor to Scrabble for decades; I’m not sure what corporate licensing deal happened to create Scrabble Upwords, I only know I didn’t buy Upwords until it was an official Scrabble variant.

TEEL: I have a couple of Scrabble card games: Scrabble Word Play Poker and Scrabble Turbo Slam. The latter I’ve played once but have no recollection of how it played, just that I didn’t particularly want to play again. Scrabble Word Play Poker was a gift, and I’ve never opened it. I assume it plays how it sounds.

TEEL: I also have Scrabble Switch-Up, which is a family-oriented, modular-board based Scrabble containing 6 variants in 1 box. One of the variants is classic Scrabble. Four of them have custom-printed boards with obstacles and boosts (and sometimes cards, and special tiles) which change up the basic Scrabble gameplay; things like “Hyper-Race” where your first word is at one end of the board and the first person to make a word which reaches the bottom wins, or “Free For All” where your words don’t even need to be linear. The final variant is a set of 9 double-sided mini boards which can be used to modify the classic board’s arrangement of bonuses (and add wilds). I don’t think I even tried all the variants in this one; by the time I got it, I was already feeling Scrabble fatigue.

TEEL: Finally, my favorite Scrabble variant, for which I wish I could get a proper deluxe version (there’s a sorta-deluxe version with undersized locking letters; I want full size wood letters and a raised grid on a spinning board—I can make room for it, I swear!)—the amazing Super Scrabble. Double the number of tiles (and thus a slightly improved letter distribution), a lot more spaces on the board, and the addition of quadruple letter and quadruple word spaces… If you love Scrabble, this is more of that, heaped up and running over. I love long words, I love having so much room to work with (and so little chance of being blocked in), and I love how big the scores can get (without resorting to internet assistance!). If you love Scrabble, and if you have people who are still willing to play Scrabble with you, then I highly recommend Super Scrabble!

EDISON: Look at that, it only took a billion words to get to an actual recommendation. I’m so proud of you. Is that it, are we ending on a high note?

TEEL: Sorry, no, I have one more thing.

EDISON: But you’re all out of Scrabbles. Are you hiding another Scrabble somewhere? Is there a tiny Scrabble you always keep up your–

TEEL: I used to have a very tiny Scrabble set, which was built into the end of a ballpoint pen. The tiny board unfolded to about two inches square, and the letters were printed on teeny-tiny square bits of magnet. It was totally impractical, I knew I would never, ever play it, and I discarded it.

EDISON: Alright, no bodily-stowaway Scrabble, then; what are we waiting for?

TEEL: Paperback, by Tim Fowers.

Paperback

EDISON: This box doesn’t have the word Scrabble anywhere on it. What’s in the box?

TEEL: It’s mostly what you’d get if Scrabble were a deck-building game, and I love it. It’s by far my favorite Kickstarter game, and certainly one of my favorite modern board games, full stop. The cards have letters on them, they have values on them, and the more expensive cards have increasingly-interesting extra abilities on them. On your turn you try to put together a valid word from the letters on the cards in your hand (and, potentially, one “common” letter that anyone can use), and you get t spend the value of the letters in the word you build to buy more letters for your personal deck. You start with R, S, T, L, N, and five wild cards, and your purchases determine the shape of the words you’ll be able to form for the rest of the game. Replayablity is seemingly infinite, on account of words and letters—unlike most deck-building games which require frequent expansions to stay fresh, Paperback has no need for expansions until we start adding letters to our alphabet.

EDISON: Sounds like you really like this one. Can we play?

TEEL: Sure. What good are you in a games review if you haven’t experienced the games? I’m not sure what we’ll tackle next time, but I definitely plan to play through each of the games with you before we review them.

EDISON: That sounds nice. It’s good to be back.

TEEL: I’m glad you finally made it back. I hope we can get through my entire collection.

EDISON: And maybe someday we’ll review a new game or two…

TEEL: Maybe someday.

...playing Paperback with Edison the next day...