Designer Games that Subvert Typical Gaming Tropes MetaGeeklist/Discussion
Kolby Reddish
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I decided to write an article really aimed at people who are not members of the hobby attempting to explain one of the reasons I find board games so interesting. For me, one of the most interesting parts of learning a new game is if that new design subverts my expectations in some way.

So the thought of this article is to use some of these tropes and show the interesting way in which some designer board games have subverted these tropes. Hopefully showing this gets people interested not only in these games, but in the gaming hobby in general because of the interesting things that can be done with the medium.
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Kolby Reddish
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Those games that explore what exactly is "yours" in the game.
 
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Kolby Reddish
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The games the use dice in a way beyond the typical - "what do I need to roll for success?"
 
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Kolby Reddish
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The games that allow you to go into battle with back-up or alternative plans. Maybe you do not want to win this battle in exchange for some other benefit.
 
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Kolby Reddish
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The games where board position is not readily apparent.
 
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These games allow players to influence and change the board as the game progresses.
 
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Kolby Reddish
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These games subvert the typical convention of "I go, you go."
 
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These games explore what it means to be a "team" in the context of these games.
 
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These games present high levels of interaction without high levels of conflict.
 
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These games have the players start at different places at the start of the game or present them with wildly differing goals.
 
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