It's a very fun read but some of us find it to be watered down by the fact that a lot of the entries are just personal anecdotes.
"After we bought Settlers of Catan, we never played Battleship again".
Fun story, but not particularly useful to game collectors/hobbyists because the games have nothing in common.
The point of this list is not to tell other people what you're playing now, and what you used to play, it is to tell people what game you believe has made a prior game obsolete by doing the same thing better.
Therefore, I will be deleting any postings of games that do not share at least one core mechanic. This is not a sign of disrespect for your opinion or your story. This list simply has a different purpose!
If you don't know what a mechanic is, they are listed on each game's main page.
Please don't mistake 'category' or 'subdomain' for 'mechanic'.
According to the criteria, The Resistance cannot fire Eat Poop You Cat, because although they are both party games (subdomain, category), they do not share a mechanic.
Also, because some mechanics are pretty broad, I've added the stipulation that the comparison be made based on 'core mechanics'.
Since The Resistance is about Hidden Partnerships and Bluffing and the other two games are about two or more openly known teams guessing trivia, etc., I would say that the 'core mechanics' are unrelated and the Firing would not stand.
Again, it doesn't matter if you think Resistance is a million times better than Cranium... I agree with you 100%, but that's not what this list is about!
Finally, if you post an item feel free to post a simple poll for whether people think the Firing is valid. Likewise, if someone posts a Firing that you think is unrelated, feel free to put up a poll as a comment on the Firing, and we'll let the group duke it out!
The options in a poll should be "Similar" and "Too Dissimilar".
(The point of a poll for validity is not to determine whether the majority likes one game better than another! That's fine to do too if you guys feel like it, but if the games are similar I will leave it up even if everyone thinks the poster is nuts.)
Hope you enjoy the list!
Too long to read summary: unlike other Firing geeklists, this list ONLY compares games that are very similar.
I can understand the arguments of those who call these two different games but, at the same time, I find resulting experiences so fundamentally similar that I can't help but compare them. In this respect, I find that Eldritch delivers on the experience in a cleaner, more focused and slightly more thematic way. In short, I can't really make a solid argument for why I would ever choose to play Arkham over Eldritch at present if you refrain from indulging the "expansion" angle.
While the two games have their differences, Cutthroat Caverns feels like a game that took the premise of Munchkin and developed it further. It feels like a spiritual successor to the SJG classic and a game that fans of Munchkin can easily transition into.
While I think Cutthroat is still far from perfect, I feel it is a solid step up from the utter chaos that marked Munchkin and certainly a replacement for those who find the latter a bit long in the tooth.
Some will disagree that these games are similar but the underlying game play and mechanics are close by my observations. Players acquire areas of the board and collect money to build bigger, better, more profitable properties.
Why Lords fires the Parker Brothers classic for me is that it opens up more direct player interaction, more development options and shorter length of play.
Even though the database here doesn't call them the same mechanic, I do. When I feel like playing a game where I need to get cards in order in a rack, I prefer the less abstract one where "in order" has more than one option. Much of the strategy is the same, but it feels like there are more ways to change a plan that needs one specific card that just isn't coming.
Alien Frontiers very clearly obsoleted Kingsburg, which lacked a lot of options to manipulate dice, so it often ended up with "better rolls = win game!" Although higher numbers were better in Alien Frontiers, they don't necessarily win the game.
Troyes improves on that formula (opinions etc) by making the board more dynamic so that you're not stuck using the same strategy every game, like in Alien Frontiers. There is a bit of a semi co-op element now too, so you have to weigh whether you use your dice to advance your own position, or help drive off the events that will inevitably ruin everyone and everything. In addition, dice manipulation is super easy and you can even use other people's dice (for a price), so that a roll of low numbers doesn't necessarily spell doom for you.
Both are light to medium war games where each player purchases variable powers and uses their units to control territory. But whereas Small World is a game that encourages turtling and defense, Kemet rewards an offensive. You CAN sit in your city all game and accrue all the powers that will make you an unstoppable god on the battlefield...until you realize that your opponents have 8-9 points to your 5 and the game is to 10. Oops.
Kemet also has less downtime, the vying for powers is more tense, and there's a better economy behind the game, what with having to balance replenishing units, attacking, getting cards, attacking, upgrading pyramids, and attacking.
A controversial one, but I bought Through the Ages and Nations at the same time. My aim was to keep one and trade/sell the other.
TTA fired Nations for my husband and I. We:
Play mainly two-player; Love direct confrontation; Are at a similar skill level; Don't have massive AP; Will happily play a game multiple times in succession, and; Like card combo games.
We also don't have the space for a mega-huge box large enough to store components large enough for a table of five.
Nations strips out the direct confrontation and the richness of the card interactions. Instead, it has less downtime (not important to us), is easier to teach (not relevant) and can be played by people of varying skill levels (again, not relevant).
My group found The Resistance as nothing more than arguing, wild guessing and Vizzini level double think. Shadow Hunters retains the hidden roles and conflict but adds locations and mechanisms for a player to privately hone in on another's role.
Race for the Galaxy is basically a distilled version of Puerto Rico. It does what PR does, only much faster, and way more elegantly.
Gone are the long playing time and the fiddliness of settlers rules and multiple crop tiles and tokens that only matter marginally. In stays the great role-selection mechanic and the interactions between buildings (cards, in the case of Race). All this in just 30 minutes, which allows for multiple games in a session.
Another case of a game turned obsolete by a more elegant rendering of the same principles - in this case, by the same designer. Forbidden Desert does away with cards and particularly the clunky and frustrating restrictions on trading them. You still have to work toghter to collect 5 items, but these are instead machine pieces "buried" on a dynamic board that contains hints as to their whereabouts (which is way cooler and thematic).
But you clearly see the lineage of the great ideas Pandemic introduced, such as
- Endowing each player with a special ability, tied to a specific pawn colour (some special abilities in FD are actually analogous to the ones in Pandemic). - Drawing a number of "AI" cards at the end of each player's turn to provide a sense of an environment working against you - viruses spreading in Pandemic, sand dunes piling up in FD. - Gradual increase in difficulty during the game - in Pandemic, epidemic cards increasing the number of Virus cards drawn each turn; in FD, "Storm Picks Up" cards - Losing conditions - running out of Viruses/Sand dune tiles; too much outbreaks/"Storm Picks Up" cards in a single game.
I would say this fired everything but you said 'Similiar' games.
After playing X-Wing I clearanced out my Wings of War: Famous Aces collection. I also sold about 50 of my other board games. I've been playing this for about 4-5 months now and have clocked in over 60 plays... Even though I've spent $711.00 on the game I'm @ $10.77 a game.
I form the light, and create darkness: I make peace, and create evil: I the Lord do all these things. - Isaiah 45:7
Yes, Pandemic is shorter, but I find it less interesting the more I play it. Defenders continues to be a blast each time it comes out. I also dig the theme quite a bit more. My only complaints about the game are the stupid font choices (comic sans!) and that the locations are really hard to find since they're set in a fantasy world. This game comes out every time over Pandemic unless I'm introducing new gamers to co-ops.
Sails is a much richer game, with changing wind directions, three different types of ammo, changes in the number of men leads to changes in the number of actions each ship can take. Damage in different parts of the ship causes changes to the ship's ability to change directions and avoid obstacles. And let's not forget, ship boarding's!
My fiancé's showed me how to play Tien Len, a game her family played since she was young. One day I picked up Haggis after seeing lots of recommendations for it and watching a video where I noticed the similar mechanic. We have since played Haggis countless times. On occasion we still play Tien Len but Haggis has undoubtedly risen above. I will say however Tien Len plays 2 to 8 so I guess a better way of saying this is Haggis fired Tien Len for 2 or 3 players.
The card collection and advancement are similar to the Civilization Cards and Huts purchased in Stone Age, but the Push Your Luck game that applies to collecting your resources is far more involving and fun than simply rolling the dice for your workers.