Examples of game design that make you say "Wow"
David B
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Chesapeake
Virginia
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Are there any elements in games that leave you wondering "How did he/she think of that?!?!?!?!" This is a list where I want anyone interested to provide examples of things within games that demonstrate brilliance on the part of the designer.
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1. Board Game: Race for the Galaxy: The Gathering Storm [Average Rating:8.08 Unranked] [Average Rating:8.08 Unranked]
David B
United States
Chesapeake
Virginia
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The robot player in Race for the Galaxy: The Gathering Storm




I am particularly amazed by the robot player. I find it brilliant how Tom Lehman developed a system where the robot with custom die rolls actually pursues a strategy based on the robot's starting world. Custom chits based on the world are placed on the robot's player mat that alter results of the dice that mimic somewhat what a human player might do if the human player were playing that world. It is a very challenging solo game and if you get to a point where the bot seems easy, your future human opponents may end up being nothing but a quick snack.
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2. Board Game: Circus Train (Second edition) [Average Rating:7.16 Overall Rank:3010] [Average Rating:7.16 Unranked]
Zigi Hogan
United States
The Ozarks
Missouri
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I think the designer came up with a stellar game using great source material (the best selling novel Water For Elephants) and it works so well with the few rules you have to deal with while playing.

I typically like a game that challenges me to learn as well as play and this one does it all in game play. You MUST manage your cards correctly or you will suffer terrible losses in revenue or talent that may appear (sometimes it is inevitable).

There is no "king making" in this game since each player is trying to acomplish the same goal (to have the most famous circus) but they have to do it with the cards left in hand and (most importantly!) with the money they have available.

I believe the most brutal (and elegant) mechanic in this game is that at the beginning of the game you start with ZERO money and few talent counters that are a big draw so you don't earn much at first; you must decide whether you want to pay your current help or hire new help.

That is the point when you need the money the most for hiring entertainers, paying entertainers and many of the unforseen problems the event cards bring (which regularly cost money, go figure!). But by the end of the game you will be flush with money but don't really need it! By flush I mean a hundred or so dollars.

I think this is one of the most under appreciated and overlooked gems in the entire board gaming community. I think a bit of that prejudice is that it is put out by a wargame company (Victory Point Games) and that scares off the more purist elements of the Euro gaming community. It shouldn't, this is a tremenous game and everyone (wargamer and Euro gamer alike) should play this game!

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3. Board Game: Indonesia [Average Rating:7.81 Overall Rank:189]
John Rogers
United States
Yakima
WA
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I saw this geeklist and Indonesia's mergers mechanism immediately sprang to mind; it is quite simply the most fascinating game mechanic I have ever come across.

Mergers can be used to protect, expand, or dump your company for a stack of liquid capital. Your company can also be snatched away in a hostile takeover, leaving you sitting with the aforementioned cash, looking for new investments. These mergers are often obtuse, dense, filled with fluttering butterflies (effect), and almost always just outside of your calculable reach.

In short, it is brilliant.
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4. Board Game: A Study in Emerald [Average Rating:7.25 Overall Rank:593]
Shane Larsen
United States
Salt Lake City
UT
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Hats off to Martin for an incredibly rich and unique design here. But it's the semi-co-op mechanic that makes me say, "Wow." It's so simple, yet it changes so much about the game, and even creeps into players' decisions and strategies throughout the game.

All of the variety in the crazy cards that appear each game, and the way he created an influence mechanic for building your deck, is just other great stuff. Really, it's all about that end-game, semi-co-op rule.

Wow.
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5. Board Game: Quantum [Average Rating:7.33 Overall Rank:370]
Michael F
United States
Albany
OR
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I was really impressed by this game. It takes simple mechanics like rolling dice and cards that give you powers, and incorporates it into a very light space 4x experience. You have a lot of luck with rolling the dice, but there's still a great deal of strategy to be found here. You can focus on science, play your ships' abilities off each other, or just give it your all and hope for the best. I wish that there were more games as innovative with tried and true mechanics as Quantum is, instead of most dice games just being Yahtzee clones.
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6. Board Game: Macao [Average Rating:7.44 Overall Rank:243]
David B
United States
Chesapeake
Virginia
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The windrose in Macao



Macao used to be a top 10 game for me. I still enjoy it from time to time, but it has been since pushed out of my top 10. But I still quite admire the windrose mechanic that determines/provides actions each round. I know the immediate but lower payout versus patience with a larger payout is something seen in many games, but it is so unique in how that idea is implemented here. I do not consider Macao a dice game, but it is still one of the most innovative mechanics using dice I have seen. And I do prefer the windrose in Macao to the mancala in Trajan as the two are often compared.


Reading this again, I am disturbed a little at how much "but" there is in this post. But I will just have to live with it.
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7. Board Game: Pow Wow [Average Rating:6.65 Overall Rank:2470]
marc lecours
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ottawa
ontario
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just had to put this one.

Seriously games have seriously impressed me by their design:

1. Go .... so much wow with such clean rules.
2. Pandemic ....when I saw what happens during an epidemic with the disease cards reshuffled and put at the TOP of the deck. WOW.
3. Puerto Rico.... I was so impressed when it came out. No dice, instead of dice, randomness is introduced by 3 or 4 chaos creating mechanisms. There is just as much randomness as in a dice game but it comes from inability to see more than a few moves down the road. WOW.
4. Resistance/avalon.... I am so amazed by the fact that it works. Even after a hundred games. WOW.
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8. Board Game: The Great Zimbabwe [Average Rating:7.76 Overall Rank:344]
Edward Uhler
United States
Commerce City
Colorado
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The variable victory points that each player has, based on the craftsmen they hire, god they choose to worship, and specialists they acquire.

It's possible that this is in other games, but I haven't seen it and I find it a wonderfully refreshing mechanic. thumbsup
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9. Board Game: Expedition: Northwest Passage [Average Rating:7.07 Overall Rank:1077]
Bill Kunes
United States
Cincinnati
Ohio
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One of my favorites is the solar token in Expedition: Northwest Passage which travels around the board to indicate the round of the game (time keeper). As it travels around the board it freezes/unfreezes water on placed tiles changing the types of navigation players may use in the ever changing conditions. Boats can only travel along unfrozen waters. Once they freeze sledges that otherwise can only travel on land can now travel via frozen water. Ships and sledges attempting to perform game critical movements can get stranded if not careful.

meeple Keep playing...
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10. Board Game: Container [Average Rating:7.12 Overall Rank:583]
Clinton Sattler
United States
Knoxville
Tennessee
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What a big game with such a tiny rule-set.

I love everything about this.. the delicate balance in the early economy as you do your best to build infrastructure but have to keep capital in the game.. The subtle signaling of relative value through bidding on containers on the island... the necessity to time shipments and productions to maximize profit by exploiting the demand of each player.. the clever ways you can incent players to move your desired color through the production pipeline in an effort to get it into your hands in the end.

To me, this is my perfect economic game. I fell in love reading session reports early in my BGG life, and still think it is the best game I own.
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11. Board Game: Hero of Weehawken [Average Rating:7.60 Overall Rank:3595]
David Heldt
United States
Harper Woods
Michigan
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Two panzer jocks in the South Seas hoping that soon they'll get lei'd--
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To say that this is like a solitaire game of Clue is both descriptive and something of an injustice.
As President Thomas Jefferson you have to pursue your administration's agendas while trying to piece together what, if anything, your rival Aaron Burr is up to. The plot is determined by a combination of three of the nine Conspiracy cards, each depicting a possible accomplice of Burr. Depending on the combination of Conspiracy cards, this can be anything from completely innocent settlement of the Ouachita valley in Louisiana to invasions of Spanish territory to a full-blown coup d'état.
The six "innocent" conspirators are mixed in a deck of other cards depicting events, evidence and defense arguments for a possible trial of Burr. There are also cards that bring Burr's plan closer and closer to fruition--you're racing against time, and often have to find Burr and make a move on him before you have the complete picture.
Another nice thing is that there are four Conspiracy cards depicting James Wilkinson, nicely reflecting the historical fact that he was a two-faced SOB(For example, being secretly on the Spanish payroll even while he was the commander of the US Army)--he could be foursquare with the government, completely in bed with Burr on a coup attempt, or anywhere in between.
A fun game that I've played a lot lately--
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12. Board Game: Napoleon's Triumph [Average Rating:7.99 Overall Rank:382]
David "Brother" Eicher
United States
Lima
Ohio
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Pretty much the whole game.


OK. OK. If you insist.

1) Printing the terrain modifiers on the board to eliminate charts and graphs.

2) The use of locales and approaches to simulate the varying stages of readiness.

3) The use of a single attack sequence to simulate a wide range of attack types, from attritional assaults to low-intensity skirmishes.

4) The Look.

Like I said. Pretty much the whole game.
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13. Board Game: Pandemic [Average Rating:7.66 Overall Rank:73]
Peter Nelson
United States
fontana
CA
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After and epidemic the reshuffling of the infected Cities discard pile made me say "Wow" the first time I played. I know other games have the same mechanic but my first experience was with Pandemic. While I'm sure this is an old opinion, the evilness of this action is only matched by its cleverness.
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14. Board Game: Glory to Rome [Average Rating:7.49 Overall Rank:148]
Fernando Robert Yu
Philippines
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I am still amazed at the mechanic in certain card games where each card can be used as different things. This is most prominent in Glory to Rome, but is also used in San Juan and Race for the Galaxy. This leads to interesting decisions in game as you agonize on the best way to use the cards, and is something I enjoy.
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15. Board Game: Shogun [Average Rating:7.56 Overall Rank:128]
Fernando Robert Yu
Philippines
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I LOVE the cube tower in Shogun, which is also found in Wallenstein (second edition) and recently Amerigo. It is an interesting alternative to dice and cards as a randomizer, and at least in Shogun it really WORKS. There has been some dissatisfaction with it though in Amerigo, but since I haven't played that game yet I can't comment on it. Still, it's great fun to throw a fistful of cubes into the tower and it's even more exciting to see what the outcome is!
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16. Board Game: A Few Acres of Snow [Average Rating:7.43 Overall Rank:240]
Fernando Robert Yu
Philippines
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I love deckbuilding games, but I really admire good designs where you use deckbuilding as a mechanic to fuel your actions on a game board, instead of having deckbuilding as the game itself. A Few Acres of Snow is an example of an EXCELLENT design with this mechanic, but you can also see this in games like Trains, Fantastiqa, and to a certain extent Mage Knight Board Game.
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17. Board Game: Eclipse [Average Rating:7.98 Overall Rank:30]
Yao-ban Chan
Australia
Melbourne
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As a lover of great game design, I was truly impressed by a number of elements in this game:

- The economic system forces you to pay more for each sector, but each sector potentially produces money. However, it's difficult to get a lot of good productive sectors together. This allows you to have a large, sprawling empire which is usually inefficient, or a tight, efficient one with relatively little production, but the system ensures that neither has an advantage over the other.

- The wormhole system only connects two tiles when both sides have a connected wormhole. This allows you to wall off and create chokepoints if you want to, and it allows you to open up all your fronts if you want to.

- Probably the most amazing element is the reputation tiles system: if you win a battle, you draw tiles from a bag and keep the best one. However you have a limit on the total number of tiles you can keep. I find it hard to overstate the genius in this, as it simultaneously encourages:
(a) fighting;
(b) fighting early (you get better tiles);
(c) not fighting too much (once you hit your limit the gain is minimal),
all with one very clean and simple system. I cannot think of another system which so cleanly incentivises two diametrically opposite behaviours.
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18. Board Game: Caylus [Average Rating:7.83 Overall Rank:45]
Moe45673
Canada
Toronto
Ontario
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I thought I had seen it all when it came to Euros. I thought I knew what they do and how they do it. Then I took a chance on this at the end of last year and realized that it feels fresher and sharper than almost any other comparable game out there. Many other Euros make gamey concessions to be nicer, this one does no such thing. This is the game where placing your workers, alone, is more cutthroat than in any other. It's like if someone in Agricola saw the harvest was getting near and you're strapped for food and they still go for the fishing pond with its 5 food within, only in Caylus it feels like every placement is this agonizing. Do I build the castle? Get resources to build more buildings before someone else does? The game is a brutal battle of wits and there isn't another out there like it.

What I particularly like about it is that the battle of wits is more a numbers game than a bluffing game, as bluffing is not one of my strengths.

Oh, and each worker you place costs you money. As if the game wasn't hard enough. Love it!
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19. Board Game: Castles of Mad King Ludwig [Average Rating:7.67 Overall Rank:80]
Steve Carey
United States
West Coast
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The 'Master Builder' mechanic allows the current player to arrange/re-arrange room tiles in the available tableau based on a cost that he wants to get for those particular rooms. As play proceeds around the table and new players become the Master Builder, the available tableau is thus constantly changing with each new round.

This mechanic offers some really interesting choices during play. For example, if an opponent is low on funds yet there is a room available that you know they want, you can place it into a position that is out of their price range. But... since players pay the current Master Builder for their room purchases, this means they won't be paying you this turn.

Or if there is a room tile you want, where do you place/price it? Since the Master Builder selects last each round, another player may snag it if priced too low. Or if you price it too high and other players pass, you may end up overpaying (to the bank) for the tile.

The 'Master Builder' is a steady source of income and it keeps all players involved/engaged throughout. Very clever - wow.
 
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