The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Mice and Mystics
Eclipse
Among the Stars
Collapsible D: The Final Minutes of the Titanic
Thunder Road
Agricola: All Creatures Big and Small
Lords of Waterdeep
Descent: Journeys in the Dark (Second Edition)
Dungeon Fighter
Virgin Queen
Skyline
The Lord of the Rings: The Card Game
A Game of Thrones: The Board Game (Second Edition)
Twilight Struggle
Dominion
Android: Netrunner
1989: Dawn of Freedom
Agricola
The Big Bang Theory: The Party Game
Total War
Arkham Horror
7 Wonders
Village
Dungeon Command: Sting of Lolth
Wrong Chemistry
The Castles of Burgundy
Ace of Spies
War of the Ring
Through the Ages: A Story of Civilization
Alien Frontiers
Ora et Labora
Le Havre
Kingdom Builder
Twilight Imperium (third edition)
Trajan
Glory to Rome
The Swarm
Race for the Galaxy
Caylus
Battlestar Galactica
Tammany Hall
Small World
Zombicide
Hawaii
Quarriors! Quarmageddon
Power Grid
Space Alert
Flags to avoid, or a list of excused flaws
J C Lawrence
United States
Campbell
California
designer
Avatar
Recommend
69 
 Thumb up
 tip
 Thumb up
There are some things I just don't like. In games there are various aspects I dislike enough to almost instantly select against any game that contains that trait. Usually this means that I just don't play that game and (mostly) otherwise ignore it. Sometimes this is fair and my early discrimination is correct by my standards, but every so often something sneaks through and reveals itself as a game I adore despite having a dreaded characteristic.

Below I'll list despised traits and games which carry that trait and I like anyway. Where possible I'll use an image which shows the dreaded thing. If there are other traits that you strongly dislike, please add them to this list, choosing a game you DO like which has that trait, and adding an explanation of why you still like the game even though it has the dreaded characteristic. If you can also support your claim with a representative image, then so much the better.
Your Tags: Add tags
Popular Tags: design_features [+] [View All]
1. Board Game: Keythedral [Average Rating:7.19 Overall Rank:259]
J C Lawrence
United States
Campbell
California
designer
Avatar
Player Shields

The whole concept of player-private information rubs me the wrong way. The fact that a game features shields for the players is a big turnoff. If the data also happens to be trackable then it is almost invariably right out the door. Keythedral is an exception here as everything that the shields hide is perfectly trackable. As a result I simply play without the shields and find the game much improved. In the meantime if the early pictures of a game (say BoardGameNews or the publisher's site) reveals player shields then the game is going to fall way down on my interested list, usually right off it.

4 
 Thumb up
 tip
 Thumb up
  • 29 comments [Hide]
()


msg tools
You must have some kind of freakish memory if you can remember which cubes someone has, especially when they're picking up 7 or 8 in each round. Don't expect anyone else to pay that kind of attention. Hence, the screens. Playing with perfect information turns this game into something it's not.

Now, playing with the law cards and keythedral tiles face up is awesome.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 12:45 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jason Jullie
United States
Richardson
Texas
Avatar
mbmbmbmbmb
Quote:
I play Settlers of Catan with open resources. All players ahev their resource cards opn on the table in front of them. The only functional effect this has on the game is to make the resource the thief stole known (still randomly chosen tho). In practice I find it also encourages and speeds trade and generally improves the game.


Well, this comment goes to show how people play games differently. Personally, I love to play Settlers by the rules. However, I would hate to play the game as the variant quoted calls for it.

When trades are being brokered, I always keep information to myself. I have made countless trades with the following "Well, I can trade you one wheat for that wood, but that's all I got"(though I have 3 wheat in my hand). Lots of times this works and I'm able to swing a deal without sacraficing extra cards. Probably half the trades I make in a game of Settlers involve me lieing about which resources I have "Ohhh, well, sorry. I don't have any iron but I can give you a wood for that wheat" (again, having some iron in my hand but not wanting to get rid of it).

To me, this buff aspect adds a lot to the game. That being said, I love bluffing games (liar's dice is one of my favorites). Anyway, everyone is entitiled to play the game that works best for them. Have fun.
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 6:50 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
Dignan wrote:
When trades are being brokered, I always keep information to myself.


Players who keep track will know exactly what resources in hand at any time (modulo theived cards) and they're liable to pipe up any time you claim to have less than you claim with, "Oh no, he's got at least three wheat. I've been tracking his draws and spending..."

Quote:
I have made countless trades with the following "Well, I can trade you one wheat for that wood, but that's all I got"(though I have 3 wheat in my hand). Lots of times this works and I'm able to swing a deal without sacraficing extra cards.


Well, at least players about here are liable to do that, making it really hard to ever and ulikely that you'll get away with something like this.

Quote:
To me, this buff aspect adds a lot to the game.


And for those who count there's little to no bluffing.
1 
 Thumb up
 tip
 Thumb up
  • Posted Wed Dec 6, 2006 12:34 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Geoff Burkman
United States
Kettering
Ohio
flag msg tools
"Punk is not dead" by daughter, Emily
Avatar
mbmbmbmbmb

Not having read any further down this list yet, I take it you're not a poker player. Is that correct?
 
 Thumb up
 tip
 Thumb up
  • Posted Wed Dec 17, 2008 9:44 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
MisterG wrote:
Not having read any further down this list yet, I take it you're not a poker player. Is that correct?


That is correct.
 
 Thumb up
 tip
 Thumb up
  • Posted Fri Aug 14, 2009 12:33 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
2. Board Game: Wings of War: Famous Aces [Average Rating:6.95 Overall Rank:375]
J C Lawrence
United States
Campbell
California
designer
Avatar
Blind Bidding

Ewwwww! There are very few games which feature any sort of blind bidding I'm willing to have any truck with. I can probably list them on one hand without running out of fingers: Kaivai, Wings of War, uhhh.... In the case of Wings of War I don't mind the blind bidding (movement card selection) as it is so narrowly constrained and the players have so very much information as to the interests, values, and capabilities of the other players leaving the blind/estimation aspect relatively small. As a result the blind aspect of the movement choices doesn't hit as many snags for me and the dance of path-finding and path-determination (two aspects of games I really like) overwhelm any remaining queasiness.
 
 Thumb up
 tip
 Thumb up
  • 15 comments [Hide]
()


msg tools
I dislike blind bidding as well, but I found it well done here. It's also well done in Aladdin's Dragons, since you know much about what the other players want.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 12:43 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
John Rogers
United States
Yakima
Washington
Avatar
mbmbmbmbmb
Container features blind bidding and I don't see it as a huge issue. If you know how much the boat is worth to you then you should bid accordingly.
 
 Thumb up
 tip
 Thumb up
  • Posted Thu Sep 9, 2010 8:17 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
John Rogers wrote:
Container features blind bidding and I don't see it as a huge issue. If you know how much the boat is worth to you then you should bid accordingly.


The bind bidding in Container is fascinating. I've worked through (and played) a wide variety of other bidding methods in Container and have come back to blind bidding as necessary format. The reason is that blind bidding provides for a higher level of information passing than any other bid format. It allows bidders to guide sellers as to what to ship, when, both to and against their interests, as a side-effect of informing other players (indirectly) as to which value card each player has.
 
 Thumb up
 tip
 Thumb up
  • Posted Thu Sep 9, 2010 9:10 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Patrick Carroll
United States
Carver
Minnesota
flag msg tools
"If a thing is worth doing, it is worth doing badly." (GK Chesterton)
badge
"That's how the light gets in." (Leonard Cohen)
Avatar
mbmbmbmbmb
pmboos wrote:
BTW JC, been meaning to ask you - your Avatar is a Weiss?

Which prompts me to ask, what the heck is a Weiss? The opposite of a Schwarz?


PS I guess the game Aton would be right out. I haven't played it yet, but it looks like it's all about blind bidding.
 
 Thumb up
 tip
 Thumb up
  • Edited Thu Sep 9, 2010 9:44 pm
  • Posted Thu Sep 9, 2010 9:43 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
Patrick Carroll wrote:
pmboos wrote:
BTW JC, been meaning to ask you - your Avatar is a Weiss?


Which prompts me to ask, what the heck is a Weiss? The opposite of a Schwarz?


Weiss Art
1 
 Thumb up
 tip
 Thumb up
  • Posted Thu Sep 9, 2010 11:44 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
3. Board Game: China: Grenzstreitigkeiten [Average Rating:7.78 Unranked] [Average Rating:7.78 Unranked]
J C Lawrence
United States
Campbell
California
designer
Avatar
Right/Left Binding

Otherwise known as Player to the left of the newbie wins! Blech. It is each players role to lean on the player to their left, to do their damnedest to ensure that the player to their left has the absolute minimal chance to ever gain an advantage while meanwhile also fighting against the similar attempted suppression coming from the player to the right. And yet there are a few games I like which rely on this damnable feature. China - Borderfights, like most card games, relies on right/left binding heavily. For me it is saved purely by the fact that it plays in 45 minutes and features a considerably more complex relationship and incentive/disincentive pattern than just right/left binding. If either of those things were missing then it would be right out. Likewise for Web of Power and China.
2 
 Thumb up
 tip
 Thumb up
Richard Irving
United States
Salinas
California
Avatar
mbmbmbmbmb
Unfortunately, the only way to prevent this problem is to reduce interaction, so that it doesn't matter what play the newbie makes.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 2:39 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Colin Hunter
New Zealand
Auckland
Stop the admins removing history from the Wargaming forum.
Avatar
mbmbmbmbmb
I agree with your sentiment "person to the left of the newbie wins" but i don't know if it is huge problem... you can always play without newbs.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 10:44 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Sam Carroll
United States
Champaign
Illinois
Soli Deo Gloria!
badge
Avatar
mbmbmbmbmb
Quote:
I agree with your sentiment "person to the left of the newbie wins" but i don't know if it is huge problem... you can always play without newbs.


. . . thereby preventing anyone else from learning the game. I hope your comment was sarcastic, but a goo or something would have made that clear.
2 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 4:09 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Stephen Groves
New Zealand
Auckland
mbmbmbmbmb
Unfortunately this is a problem with several Euro games especially where there is some "action point" limit to your moves. And it is not always newbies as the differently abled can also be relied upon to give the game to the player on their left. The best you can do is tactfully offer advice regarding the consequences of a players actions(or not so tactfully if you play with my gaming group). Besides, any competitive games player knows they would have won if they were sitting in that position at the table
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 11:25 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Brian Mc Cabe
United States

Arizona
Avatar
mbmbmbmbmb
I don't understand the complaint of the player to the left of the newcomer winning.

Who cares if in one game a player wins becaue of the location of the newb?

If it's that big a problem, draw straws or keep track of who had the newb to his left last and share the wealth.

Relatively speaking, it isn't like a huge percentage of the games have a new player. Or put him to the right of the worse player, who isn't going to win, anyway.

Brian
 
 Thumb up
 tip
 Thumb up
  • Posted Fri Sep 10, 2010 9:44 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
4. Board Game: In the Shadow of the Emperor [Average Rating:7.06 Overall Rank:323]
J C Lawrence
United States
Campbell
California
designer
Avatar
Hidden Scoring

I don't really mind if players score unknown values in secret, as long as the game is suited to that and the variance is small, but when the scoring, the thing we're all actually playing for, is needlessly obfuscated then I'm placed in the position of needlessly climbing pointless hurdles put there by the game's designer/developer and that's just not worth it. I'd rather play the actual game than dance to some other claptrap they decided to needlessly inject. In the Shadow of the Emperor fails on two counts: Scoring is hidden and scoring is perfectly trackable. Utterly pointless and irritating besides. I might as well play with a pencil and paper to keep track. Happily the game works very well with public scoring.
1 
 Thumb up
 tip
 Thumb up
Richard Pardoe
United States
San Ramon
California
flag msg tools
Avatar
mb
The online version at MaBi uses open scoring. In fact, until you had added it to this list, open scoring just seems the natural way to play.

I was surprised you listed this game here. While the games does use cards to track VPs (instead of a track) - I can't find any reference in the rules that the point totals in fact be hidden.

 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 1:02 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
While I don't play any online games, I've always wondered why the online versions of Reef Encounter don't reveal/track the contents of player's hands and stomaches. The only hidden information about a player's cache of tiles are the few tiles they drew at the start of the game (usually all played by the mid-game) and the first tile in the stomache. I would expect that online games would track and reveal players hands and stomaches, showing, for instance, that a given player is known to be holding at least the following XYZ tiles (determined by their prior drafts), that two more are unknown still from their starting hand, plus of course the perfect information on the stomache contents minus one.

That I've seen only the stomache contents are tracked...
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 9:33 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Colin Hunter
New Zealand
Auckland
Stop the admins removing history from the Wargaming forum.
Avatar
mbmbmbmbmb
again this is much the same problem as shields making information that could be kept track of blind. Some games are so complex that it rapidly become not worthwhile (dune for example). Some others it seems pointless. I personally think that if players could keep trak of it, nothing is really gained by making it secret.
Colin
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 10:52 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Laurence Parsons
United Kingdom
Bristol
flag msg tools
Avatar
mbmbmbmbmb
I've always assumed that online Reef games don't reveal the "hidden" information because they are trying to remain true to the spirit of the game. As I mentioned elsewhere, the average gamer can't track all this in their head in real life. You might be able to, I wouldn't attempt it. I still win most of my games.
However, if "trackable information" means that when you sit down to play me you bring a pencil and paper and write down everything that happens, then you might find you only ever play me once

In my experience (and it is only that), if the designer includes screens, it's because he's found it to play better that way, so that's how I'll play it. But then I play nearly every game with hidden money or VPs if possible, so I guess I'm just the opposite of you.

Vive la difference (or something like that).
1 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 11:49 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Tom Thingamagummy
United States
Oakland
California
flag msg tools
Don't make me bust out the drama!!
badge
Panda is a Werewolf. The Village wins!
Avatar
mbmbmbmbmb
This one I find fascinating!!! We never through to play with open Victory Points. That may help poor Simon. Everyone gangs up on him because it looks like he's winning. Then his girlfriend, the light gamer, has won every game by 1 pt! Except the one where she was tied for first and was the Empress. I may have to try it this way when we play next.
 
 Thumb up
 tip
 Thumb up
  • Posted Wed Dec 6, 2006 1:14 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
5. Board Game: 1856 [Average Rating:7.53 Overall Rank:291]
J C Lawrence
United States
Campbell
California
designer
Avatar
Economic Engines

I tend to dislike games which require players to build and operate an economic engine marginally more efficiently than other players. Sure, there are plenty of economic engine games I like, Age of Steam and 1856 being the most obvious -- however what I like about those games isn't the economic engine (and I tend to bad at that aspect besides). I like them despite and in spite of that. I like the network building, the route planning, the construction and manipulation and exploitation of a network/graph, the high levels of player interaction and screwage, the direct competition. In 18XX terms I'm interested in the engineering and the operations and merely put up with all that share crap as a required expense in order to get the real tasty meat I like. For Age of Steam it is the auctions, the route planning, the exclusive nature of selected actions, and the very simple and delightful fact that an entire game can be (largely) validly planned out before the first turn. That's the good stuff.
1 
 Thumb up
 tip
 Thumb up
Dick Hunt
United States
Ovid
Michigan
mbmbmbmbmb
J.C., I was with you right up until that last part you mentioned about being able to plan out a whole game before it even started. I wouldn't touch a game like that with a ten foot pole.

Having a master strategy in mind is okay, but I would never play a game that allows me to form a rigid one before the game even starts and then carry it out with little deviation. Such a game would be boring to me. I prefer the games that encourage planning flexibility and reward good decisions made during the heat of battle as the game wears on.
1 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 12:34 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Scott Gillispie
United States
Atlanta
Georgia
mbmbmbmbmb
If you enjoy the network building part of the game much more than the financial part, you should try the "crayon rails" games of the Empire Builder line. A completely different sort of game, but if you are in the mood to just build across a map, without worrying too much about the business side, these work well.

 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 4:27 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
DSHStratRat2) wrote:
Having a master strategy in mind is okay, but I would never play a game that allows me to form a rigid one before the game even starts and then carry it out with little deviation.


Oh never rigid, multiplayer games don't really allow that. For instance in Age of Steam I'll try and start the first move with a very clear plan of where my early, middle and late deliveries are coming form, and the basic pattern of what I want final my track pattern at the end of the game to look like and even some idea of what specific actions I'll likely need at roughly which points in the game. The exact details of which tiles where, of what towns I'll go through, the exact route, that's all fuzzy. Just the basic skeleton is set, not in stone, but as a basic goal of something I'm trying to approximate.

Quote:
Such a game would be boring to me. I prefer the games that encourage planning flexibility and reward good decisions made during the heat of battle as the game wears on.


As do I. Single points of failure are almost always bad. What I don't like is when that flexibility and adapatability comes at the expense of beginning-to-end game planning.
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 6:05 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
scottgillispie wrote:
If you enjoy the network building part of the game much more than the financial part, you should try the "crayon rails" games of the Empire Builder line.


Yep, I'm familiar with them and even played one about a year ago.

Quote:
A completely different sort of game, but if you are in the mood to just build across a map, without worrying too much about the business side, these work well.


What I don't like about the crayon games are the lack of interaction among players and the (relatively0 high luck actors in the event cards. As for the business side of 18XX, I don't mind the stock market, I actually rather like it, but the stock market is not for me the enjoyable centre of the game.

In many ways the 1830 side of the 18XX can be accurately described as a stock market trading/appreciation mechanism with a train/network game bolted on the side as a convenient source of numbers as inputs to the stock market. An almost innumerable range of other themes and mechanisms that also put out predictable/controllable numbers could have been used instead as inputs to the stock mechanism without critically changing the game definition. I like that pattern, I just find manipualting the system of inputs more interesting than manipulating the sotck market directly.
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 10:35 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
6. Board Game: Blokus [Average Rating:7.14 Overall Rank:215]
J C Lawrence
United States
Campbell
California
designer
Avatar
Tactical vs Strategic

I dislike highly tactical games. I adore games in which I can approach the first move with a blank slate and then plan out a likely viable beginning-to-end game strategy. The more the concentration of the game moves from the big plan to short term optimisation the less interested I am. I adore the big pause at the start of Age of Steam as players work out pretty much their whole game (well, at least that's what I'm doing). Blokus breaks this archetype. It is almost entirely tactical, players can very rarely every plan more than 2 to 3 moves ahead, and yet I adore it, especially the two player game in which each player plays two colours. The intersection of perfect game knowledge and tactical exploitation built on top of my core sweet spots of route building/graph manipulation and spatial visualisation carry it over the brink into greatness.
 
 Thumb up
 tip
 Thumb up
Richard Irving
United States
Salinas
California
Avatar
mbmbmbmbmb
Tactical nature in a game does not preclude planning ahead. Judgement is often more important than calculation.

I would argue a lot of Age of Steam does come down to tactical flexibility--having a back up plan (or two or more reasonable plans) if your perfect plan is foiled.

OTOH, in Blokus strategy is often ore important than it seems at first, having some plan on where to expand, which player to cutoff and where is often overlooked.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 2:49 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
rri wrote:
Tactical nature in a game does not preclude planning ahead. Judgement is often more important than calculation.


Absolutely.

Quote:
I would argue a lot of Age of Steam does come down to tactical flexibility--having a back up plan (or two or more reasonable plans) if your perfect plan is foiled.


Yes, and that (usually) part of my first turn plan:

There's my 2 Link, a 3 Link there, mid game links here or there depending on how that bit goes, and end-game deliveries like this and that with backups over there.

More recently I've been trying Age of Steam as if it were entirely tactical, just playing turn by turn. Oddly, annoyingly, it has been working very well but I sure haven't enjoyed it as much.

Quote:
OTOH, in Blokus strategy is often ore important than it seems at first, having some plan on where to expand, which player to cutoff and where is often overlooked.


Absolutely. My point is more that in Blokus the vast majority of the planning is relatively short term, 2 or 3 moves at most. That said, there is some long term planning, especially in terms of applying pressure to mold the other players against each other, balancing perceptions of access and the like.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 4:50 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Steve M
United Kingdom
Unspecified
mb
I'm not quite clear about what you're getting at here; you seem to be implying that you like games that you can always apply the same strategy to regardless of what happens during the game.

The problem with this is that many players will then approach the game with this constant strategy, and so playing it becomes a smaller subset of what the game is capable of, even if YOU seek out different strategies in different games.

A friend of mine, for example, always plays Magic:The Gathering the same way: Mana acceleration, then big creatures, then defence for his big creatures. It gets very, very tedious.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 6:48 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
shteev wrote:
I'm not quite clear about what you're getting at here; you seem to be implying that you like games that you can always apply the same strategy to regardless of what happens during the game.


No. The strategy I pick for any given game will change depending on various circumstances, things like where I am in the player order, known strengths and weaknesses of other players, the random factors of the initial game setup (eg cube distribution for Age of Steam), or maybe even some odd notion that I've cooked up and want to try. That said I'm quite certain that the strategies and execution methods I tend to pick have some strong commonalities, some characteristics and traits that, if you will, mark them as a "JC-type strategy". A sort of personal strategy character if you will. I know I see (and try and exploit) such patterns in other players and others have commented that they see them with me.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 9:40 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Colin Hunter
New Zealand
Auckland
Stop the admins removing history from the Wargaming forum.
Avatar
mbmbmbmbmb
sounds like you want to play a CCG- how about yu gi oh...
I all seriousness I know your just stating personal preference, but I think the issue is much more complicated. I findind playing games that are purely tactical dull as they merely rely around making efficient decisions at a certain point or period in time. I think it is more like games need to find an appropriate balance between tactical and strategic to decisions. Too much of either adds nothing to the game.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 11:24 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
7. Board Game: Kaivai [Average Rating:6.86 Overall Rank:1349]
J C Lawrence
United States
Campbell
California
designer
Avatar
Random/Luck

I think the time I most strongly dislike luck is when it takes the game away from me -- not necessarily the victory, but the challenge and competition and value of the decisions I make that form the game. I despise those occasions when I make a decision and then depend on luck to see whether or not it worked. Success or failure I feel as if the game has cheated me of something interesting. I recently played a prototype and won, but in the end it came out that if Joe has pulled the right card in the last round he would have won instead. That soured the game and my victory. If I'd been Joe and I had pulled that winning card and so won the game, it would have utterly spoiled the game and removed any trace of pleasure I might have taken in it. How...blech...how uninteresting. My victory wasn't determined by how I played, it was determined by luck, stealing the value and import and thus enjoyment of all the decisions I'd have made in the game so far. The game took something away from me. It took away both the decisions and the value of those decisions. Both win and loss were distasteful, and the potential victory was even more unpleasant. Blech.

Now of course this is a matter of degree. Should the game contain any random factors then any game decision is somewhat subject to this later-luck reversal. In an idealised perfect sense my argument and preference is flawed. Really this is a question of degree, not absolute.

The fishing dice in KaiVai are wrong, they are an obvious case of a game flaw: the result of fishing is randomly determined immediately after making the decision to fish without any opportunity to react or recover. Additionally the variance in potential fishing results is very large, leading to potential large fishing swings based on nothing but lucky dice rolls. I've seen 4 dice rolled for no fish, and four dice rolled for no fish -- both extremely unlikely cases (KaiVai uses special dice). It could hardly be worse, this is Very Bad Stuff and the use of dice in KaiVai is a primary and common complaint. However, the game works and works very well and the game would not work so well were fishing deterministic. Some variance is actually needed by the design, leaving the complaint then being exactly how much and the manner in which it is injected into the game. All decisions in KaiVai are significant, including fishing, and the game is quite delightful. The dice merely leave a sour spot that the rest of the game successfully overcomes.

Happily Kaivai Expansion corrects most of the luck/random problems with KaiVai, albeit at the cost of considerable added complexity.

3 
 Thumb up
 tip
 Thumb up
Gláucio Reis
Brazil
Rio de Janeiro
RJ
designer
Avatar
mbmbmbmbmb
I have to correct myself: too much luck would be number 1 in my list. My game choice would be "The Starfarers of Catan". The theme and its well-done implementation, helped by the incredible components and gorgeous artwork, more than make up for that.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 3:16 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jim Pulles
Canada
Regina
Saskatchewan
flag msg tools
Avatar
mbmbmbmbmb
While I agree that too much luck can spoil a game, some games would just NOT be the same without it.

How would T&E play without random tile draws? Masons or Carolus Magnus without the dice? Random shield picks in Louis XIV?

They'd all be completely different, and in my opinion, inferior designs. Luck must exist in a game or it becomes nothing more than a complex puzzle to solve and, unless you enjoy that kind of torture, it quits being fun. You might as well just play Ricochet Robots for the rest of your life...
1 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 7:51 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
Jim_P wrote:
While I agree that too much luck can spoil a game, some games would just NOT be the same without it.


True. A bit of a tautology tho.

Quote:
How would T&E play without random tile draws?


Much better? I am not fond of E&T (Rating: 4), and in part far prefer Reef Encounter because of the impact of the draft pool in reducing randomity and increasing control.

Quote:
Random shield picks in Louis XIV?


Better again? The random shields as well as the random mission cards in Louis XIV are both enough to persuade me to not play it again (the mission cards are the far more annoying of the two). If I did play it again you can bet your bippy it would be without the shields.

Quote:
They'd all be completely different, and in my opinion, inferior designs.


Yup. Chacum a son gout.

Quote:
Luck must exist in a game or it becomes nothing more than a complex puzzle to solve and, unless you enjoy that kind of torture, it quits being fun. You might as well just play Ricochet Robots for the rest of your life...


And I do enjoy Ricochet Robots, a lot, enough to play 16 games this week...I just don't like it much. I really like complex highly interactive multiplayer puzzles...
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 9:47 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Gláucio Reis
Brazil
Rio de Janeiro
RJ
designer
Avatar
mbmbmbmbmb
Quote:
Random shield picks in Louis XIV?


I played this game once and everyone at the table seemed to agree that the random shields were the biggest flaw in the design, to the point of almost spoiling it. My impression was that they were there for the sole purpose of providing some uncertainty to the score, so that you could not determine the winner before the end.

That said, I can tolerate and even appreciate a little luck in games, and I didn't bother much about the shields.
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 2:06 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Eric Brosius
United States
Needham Heights
Massachusetts
flag msg tools
Avatar
mbmbmbmbmb
What if you got to (secretly) choose exactly what tiles you draw in T&E? This would eliminate the bad luck draws. Would it still be a good game? Would it be one JC would enjoy more?
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 2:13 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
Eric Brosius wrote:
What if you got to (secretly) choose exactly what tiles you draw in T&E? This would eliminate the bad luck draws. Would it still be a good game? Would it be one JC would enjoy more?


Yes, I think it would be as the core questions would now (seem to be) be ones of commitment and the exacting interplay of mixed and pure strategies.
 
 Thumb up
 tip
 Thumb up
  • Edited Thu Sep 9, 2010 7:57 pm
  • Posted Thu Sep 9, 2010 7:56 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
8. Board Game: Feurio! [Average Rating:6.22 Overall Rank:1890]
J C Lawrence
United States
Campbell
California
designer
Avatar
Marginal Accrual

Games tend to feature a mix of big and small plays. From a game design perspective this is a function of how the overall goal of the game relates to intermediate goals provided during the course of the game. Some games swing this pendulum too far. Some games put (almost) all the concentration on players building a system which is marginally more efficient at earning Victory Points than the other players. Usually this is a probability function against some mostly random event (eg I'm marginally more likely to get the cards I want flipped than he is (see above comments on luck)). Canal Mania and Race for the Galaxy are two examples of this pattern, both games I don't like. You could also describe such games as mostly tactical.

I have to go far down my ratings list to find a candidate in Feurio. Much of the game comes down to maintaining maximal value flexibility for future opportunities (random tile draws) and a little right/left binding. It isn't a great game, but it is a decent and worthy game with two or three players. The fact that the tile distribution is well defined (36 tiles, 6 of each value) and thus easily counted and tracked, and that the tile placement rules form patterns that can be recognised and exploited very early in the game when the randomness is largest are the saving graces.
 
 Thumb up
 tip
 Thumb up
  • 0 comments
9. Board Game: Ricochet Robots [Average Rating:7.00 Overall Rank:343]
J C Lawrence
United States
Campbell
California
designer
Avatar
Low Interaction

Ahh, the eternal complaint of multiplayer solitaire! Chosing a representative game that has this trait and yet I like is hard. Roads & Boats is a possible choice, except that when played well and played competitively the game is quite significantly interactive (goose thief!), especially in regard to the aforementioned geese, as well as roads/walls, mines, and wonder bricks. However I'm going to pick the curious game of Ricochet Robot instead, mostly because of how bivalent I am on the game. Ricochet Robot is a game I enjoy playing, sometimes a lot, but I don't actually like the game. It is too isolationist, too solitaire, too discrete. What makes up for it is the route planning and simple cleverness of the resulting solutions. I enjoy that, sometimes a lot.
 
 Thumb up
 tip
 Thumb up
Jeff Q
United States
Odenton
Maryland
flag msg tools
Avatar
mbmbmbmbmb
I've played Thurn and Taxis only once so far because of non-existant interaction in a 2-player game. I have since bought the expansion from Germany and hope to find a better level of interaction in a 3-4 player game.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 1:51 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Donald Wilbur III
United States
Sacramento
California
Avatar
mbmbmbmbmb
Multiplayer software is not a problem for me.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 6:08 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Donald Wilbur III
United States
Sacramento
California
Avatar
mbmbmbmbmb
multiplayer solitaire

(Use preview!)
2 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 6:09 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Paul Elliott
United States
Cincinnati
Ohio
Avatar
mbmbmbmbmb
My wife LOVES multi-player solitaire games because she doesn't like nasty, competitive moves. I, on the other hand, am often bored by them.
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 5:47 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Tom Thingamagummy
United States
Oakland
California
flag msg tools
Don't make me bust out the drama!!
badge
Panda is a Werewolf. The Village wins!
Avatar
mbmbmbmbmb
I love Alhambra, but it just feels like a very solitaire game to me.
 
 Thumb up
 tip
 Thumb up
  • Posted Wed Dec 6, 2006 1:16 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
10. Board Game: Bakschisch [Average Rating:5.59 Overall Rank:6149]
Eric Brosius
United States
Needham Heights
Massachusetts
flag msg tools
Avatar
mbmbmbmbmb
Blind bidding with losing bids spent as well as winning bids

I share with you a general distaste for blind bidding. It's even worse when everyone loses his or her bid. Of course, the theme of Bakschisch is bribery, so this mechanism is consistent with the theme, but many people I suggest this game to recoil in horror.

Despite these handicaps, I rate Bakschisch an '8'. First, the blind bidding is the whole game. It's much less objectionable than when you introduce a (to my mind) spurious element to another set of mechanisms that are the interesting part of the game; then the grafted-on element ruins the rest. Here it is the game. Second, the game takes only 20 minutes when we play it, and for some reason my dislike of blind bidding takes more than 20 minutes to emerge. And finally, I've found that Bakschisch is an excellent game to teach to younger gamers or newer gamers, as it is easily understandable yet offers scope for clever play. It's nice when everyone is on a level playing field.
1 
 Thumb up
 tip
 Thumb up
Jeff Q
United States
Odenton
Maryland
flag msg tools
Avatar
mbmbmbmbmb
In Fist of Dragonstones, the key concept to the game is that everyone loses their bidded amount (temporarily in the case of fairy gold). It is always an option to refrain from bidding. This concept can be an enjoyable one in the right game.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 1:47 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
Curious. I don't think I've played any games with that particular pattern. Oddly enough, thinking about it, it seems that paying losing bids in addition would tend to deflate the whole bidding structure as both nobody wants to overpay, and everybody wants to pay as little as possible if they do lose. This could be a real benefit in making the game more interesting.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 9:50 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Colin Hunter
New Zealand
Auckland
Stop the admins removing history from the Wargaming forum.
Avatar
mbmbmbmbmb
republic of rome has bidding where the looser pays aswell, in fact in that game the winner gets the money. It is a pretty high price. You might say that this is supposed to balance how powerful persuasion attempts are, but I can be terrible when the person who gets the senator winds up with a hundred talents...
1 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 12:08 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
11. Board Game: El Grande [Average Rating:7.89 Overall Rank:13]
Gláucio Reis
Brazil
Rio de Janeiro
RJ
designer
Avatar
mbmbmbmbmb
Chaos

This is different from randomness or luck. I'm referring to the chaos caused by a kind of player interaction. Players can interfere too much with your moves, and the board situation changes a lot until your next turn. In "El Grande", you can move and remove other players' pieces, and I certainly dislike that.

I have played the game just once and haven't decided whether I like it or not, but I thought it would be an appropriate example.
 
 Thumb up
 tip
 Thumb up
Rob McFadden
United States
Cherry Hill
New Jersey
Avatar
mbmbmbmbmb
Give it another try. It's like hitting your first good tee shot in golf. When you set up a play that your opponents can't stop.... it's sweet.
1 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 4:44 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
I usually (try and) control multiplayer chaos by reducing the player count. I'll usually only play games with the player count at which I think the multiplayer chaos is best balanced. Mostly this has lead to me having a great excess of three player games (which is great as I love the rhythms of three player games): China/Web of Power, Neuland, Terra Nova, Sticheln, Kunste Stuck, Attila, etc etc etc.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 9:54 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Mikko Häkkinen
Finland
OULU
Unspecified
Avatar
mbmbmbmbmb
We almost always play with five players. I think many good games survive that test, but some games are clearly having problems with it. On the other hand, some games become better and funnier with more players.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 11:34 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Andrés F. Pabón L.
Colombia
Bogotá
DC
flag msg tools
Avatar
mbmbmbmbmb
No one could deny El Grande is a chaotic game.

However, probably the most beautiful part of this game has all to do with this "issue". The game allows player to create their own strategies, but these should be "tweaked" during the course of the game, due to multiplayer chaos mainly. I'm not talking about tactics here: the strategy must be adapted or it will simply fail.

Without other players screwing your plans, this game just wouldn't be any fun.
2 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 6:38 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Eric Brosius
United States
Needham Heights
Massachusetts
flag msg tools
Avatar
mbmbmbmbmb
Oddly enough, the thing I like about El Grande is the fact that there are enough constraints to keep the chaos down to a low roar. I dislike totally chaotic games, but El Grande doesn't feel that way to me.
2 
 Thumb up
 tip
 Thumb up
  • Posted Sat Jan 26, 2008 4:14 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
12. Board Game: Cartagena [Average Rating:6.74 Overall Rank:487]
Jim Pulles
Canada
Regina
Saskatchewan
flag msg tools
Avatar
mbmbmbmbmb
Open Information/Complete Information

Unlike JC I have a great dislike for open information games. I find that it tends to slow games to nearly a crawl, the AP tends gets to be annoying, and it sucks all of the 'fun' from a game..

I like randomness in a game to the point where EVERYONE in the game has a chance to win (however remote) right up to the very last turns. The Jamaica version of Cartagena, where players play from a hidden hand of cards, is a prime example of this randomness. That being said, however, I prefer playing the Tortuga version with its open information.
2 
 Thumb up
 tip
 Thumb up
Rob Rob
United States
La Mesa
California
Avatar
mbmbmbmbmb
Gahhhh... I hate that box art! yuk
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 9:58 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Ron Pfeiffer
United States
Westborough,
Massachusetts
Avatar
mbmbmbmbmb
I agree with your premise but I disagree with your conclusion. In my opinion (worth its usual 2 cents)Cartegena without the openess of the cards is a much more fun game to play. I enjoy trying to deal with the cards Ihave and I also enjoy trying to anticipate what others have and what they might do.
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 4:07 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
(Largely OT for this GL) Back when I bought Cartegena and traded it away still unplayed, having been convinced by the early session reports and reviews that this was not a game for me. I traded it for Kupferkessel & Co, which is a neat little two player game with a strong memory element of hidden perfectly trackable data! I've still not played Cartegena in either form...
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 5:45 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
13. Board Game: Age of Renaissance [Average Rating:7.13 Overall Rank:377]
Bruce Keeney
United States
San Jose
California
flag msg tools
mbmbmbmbmb
Stubbornness. This isn't actually a game mechanic, but I dislike games that reward stubbornness. Australia in Risk is a prime example. N/A This is just one of Risk's problems but I hate how Australia is recognized as the best strategy and it goes to the most stubborn player (or you both lose by contesting it). I really enjoy Age of Renaissance although it too rewards the player that hogs the silk and spice.
1 
 Thumb up
 tip
 Thumb up
Dan Daly
United States
Perryopolis
Pennsylvania
Avatar
Going for Australia in Risk means that you get to be the last player to die in most cases, not the winner.

Where are you going to go from there? Asia?
3 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 7:30 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
Africa or North America were the usual targets for us after Australia.
1 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 12:46 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Andrés F. Pabón L.
Colombia
Bogotá
DC
flag msg tools
Avatar
mbmbmbmbmb
Quote:
Africa or North America were the usual targets for us after Australia.


Africa can be reached through the Middle East.

North America? Now, that's a lot harder, although it can be reached through Kamchatka.

However, not having played Risk in ages, I recall I went for the North America strategy with few players, and the Africa strategy with a lot of them. Australia was usually a dead end, as the much contested Asia would have a lot of people fighting for it leaving a lot of armies at it's door in Siam.
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 6:42 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
14. Board Game: Politics as Usual [Average Rating:5.61 Overall Rank:6437]
Brian Alvarado
United States
Glendora
California
mbmbmbmbmb
I get this one alot. Just because the game has a Political theme they won't play a game.
 
 Thumb up
 tip
 Thumb up
J C Lawrence
United States
Campbell
California
designer
Avatar
This doesn't give the "Why I dislike this feature" and "Why this I like this game in spite of the disliked feature" explanation...
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 5:47 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Brian Alvarado
United States
Glendora
California
mbmbmbmbmb

I believe theme is a trait. So would designer. I know several people who refuse to play Riener K games.

But if you want something more specific in the game.

It has favor tokens. One of the designers rarely trades his except to other people. Token for token. It does put each person up as they go up 1 point. But I don't feel it makes much sense game wise.

I also don't know if it makes a huge diffence, other then if you start with a character with 4 favors, you can be 4 points up if people accept your trade.
 
 Thumb up
 tip
 Thumb up
  • Posted Thu Sep 18, 2008 3:49 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
15. Board Game: Battlestar Galactica [Average Rating:7.86 Overall Rank:20]
Marc-Andre Blanchet
Canada
Sherbrooke
Quebec
Avatar
mbmbmbmbmb
Cooperative Game

Arkham Horror is pretty popular with my game group and I can't stand it. Shadow of Camelot is easier but there's a Traitor. That's better.

I didn't want to try Battlestar Galactica because it's a coop game. Until the owner told me, don't think of it as a coop game, it's a two teams game, Cylon vs Humans. Cool. And I have loved that game since.
4 
 Thumb up
 tip
 Thumb up
  • 0 comments
14 comments [Hide]
Post Comment
Michael Howe
United States
Cromwell
Connecticut
Some interesting insights on games and game mechanics. Thanks.
 
 Thumb up
 tip
 Thumb up
  • Posted Sun Dec 3, 2006 2:49 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Jim Pulles
Canada
Regina
Saskatchewan
flag msg tools
Avatar
mbmbmbmbmb
Definitely an entertaining list.

I've had clearclaw as a Geek Buddy for some time... our differences in tastes are about as divergent as you can get. Many of the things he dislikes in a game are the things that draw me to it.

There is the occasional hiccough (e.g.-Traders of Genoa), but if JC rates a game a 3 or a 4, it's usually a safe bet that I'll put on my watch list; if he rates it a 9 or 10, I'll tread very carefully. I only wish I had known JC before I bought Age of Steam.
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 5:32 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
J C Lawrence
United States
Campbell
California
designer
Avatar
Jim_P wrote:
Definitely an entertaining list.


Thanks.

Quote:
I've had clearclaw as a Geek Buddy for some time... our differences in tastes are about as divergent as you can get. Many of the things he dislikes in a game are the things that draw me to it.


Heh. I've always found such negative matching more useful on the 'geek than similarities.

Quote:
There is the occasional hiccough (e.g.-Traders of Genoa)...


Fiend!

Quote:
I only wish I had known JC before I bought Age of Steam.


Dude, I'll buy your copy from you in a heartbeat. No need to let it suffer unappreciated. Ireland too if needed (a local mate has been looking for a copy).
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 5:58 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Olivier 6
France
Paris
Paris
Avatar
mbmbmbmbmb
Quote:
our differences in tastes are about as divergent as you can get.


ENTJ vs ENFP probably
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Dec 4, 2006 8:57 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Alexander B.
United States
Austin
Texas
mbmb
I find it to be very ironic that while clearclaw was trying to use objective terms I found that I did not agree with pretty much anything he wrote, but with him using a subjective tone in this list, I find myself agreeing with essentially everything he wrote.

In other words: I share nearly all of his preferences (except that theme and components are a lot more important to me), but I don't for one moment feel that any of these preferences are better or more valid than their opposites.

Great list! Best I've seen on BGG.
 
 Thumb up
 tip
 Thumb up
  • Posted Tue Dec 5, 2006 12:47 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.