You're my Inspiration! - Games where designers have acknowledged the influence of other games
Stew Woods
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Cygnet
Tasmania
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I was struck recently while reading the rules to Le Havre by Uwe Rosenberg's acknowledgment of the influence of Caylus on the game.

I think it's fascinating to hear a designer acknowledge another game's influence on a specific design.

So, with all those knowledgeable folk here, I thought I'd start a list of games where the designer tips the hat to other games as an influence/inspiration.

I only have a couple of examples to start but hopefully this will grow over time.


(I've done a bit of a search of prior geeklists and haven't found anything similar, but doubtless if there is, someone will let me know )

Edit: Overly wordy list title...
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1. Board Game: Le Havre [Average Rating:7.91 Overall Rank:37]
Stew Woods
Australia
Cygnet
Tasmania
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...inspired by the games "Caylus" by William Attia and "Agricola".
- Uwe Rosenberg

Source: Le Havre Rules
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2. Board Game: Magic: The Gathering [Average Rating:7.45 Overall Rank:155] [Average Rating:7.45 Unranked]
Stew Woods
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Though there are about a dozen games that have directly influenced Magic in one way or another, the game's most influential ancestor is a game for which I have no end of respect: Cosmic Encounter. - Richard Garfield

Source: http://www.skotos.net/articles/BTH_24.shtml
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3. Board Game: Twilight Imperium (Third Edition) [Average Rating:7.90 Overall Rank:49]
 
Stew Woods
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The Strategy Card mechanic of TI3 originates from an inspired evolution within German board games. From the small but clever Verrater by Marcel-André Casasola Merkle, to Citadels by Bruno Faidutti, a development had begun that, in my opinion, will change the board games of the future.
The principle innovation of these games was that the typical "Phases" were greatly simplified, with the core game engagement now tied elegantly to components (in Citadel’s case, the Character Cards) rather than a heavy list of phases. Wolfgang Kramer also touched on this evolution in a different way, with the magnificent El Grande. In El Grande the essential component, the action cards, do not simulate phases as in Citadels, but prod players forward by having them choose specific strategies in a perfect-information environment.
The engaging Vinci by Philippe Keyaerts introduced the wonderfuln "increasing value" system that provided balance to unselected abilities by increasing their value every turn until selected. Andreas Seyfarth took this evolution a step further as he combined the above elements (as well as adding his own innovation) in the wonderfully crafted and popular Puerto Rico.
Puerto Rico merged the dynamic phases (Verrater, Citadels), perfect information selection strategy (El Grande), and the increasing value mechanic (Vinci) of its illustrious predecessors. This series of brilliant developments provided me with the tools needed to break free of the stagnant linear phase structures that have dominated our simulation games of the past.
- Christian T. Peterson

Source: Twilight Imperium 3 Rules
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4. Board Game: Here I Stand [Average Rating:7.94 Overall Rank:169]
Dave Rubin
United States
Trenton
New Jersey
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"It may be doubted whether so small a number of men ever employed so short a space of time with greater or more lasting effects upon the history of the world.” — Sir George Otto Trevelyan on the Battles of Trenton and Princeton
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From the Designer's Notes in the Scenario Booklet:

Quote:
Our Friday night gaming group in college mostly played role-playing games. SPI’s Dragonquest, which I had helped playtest, was our mainstay. But occasionally one of us would propose a traditional wargame, especially if it was multiplayer. And so it was with reluctance that I approached my roommate Mike’s suggestion to play SPI’s A Mighty Fortress. I knew nothing about the Reformation, and Mike himself admitted that the pacing of the game was so poor that his high school gaming group referred to it as “A Mighty Tortoise”. Worse still, they had decided I needed to play the Hapsburg empire, a power splintered into a series of isolated holdings that were each threatened by several enemies.

Well we tried it anyway ... and I was immediately hooked. The juggling act of playing Hapsburg was the supreme challenge. I loved being powerful enough to crush any one opponent, but only being able to face a solitary enemy if I had prearranged it with skillful diplomacy. The dual layers of military and religious conflict presented a puzzle unlike any other game I had seen. And best of all, it worked beautifully with our group of role players; there was a part for each of us. Mike, our Italian Catholic, was the perfect Pope. Tom, our connoisseur of Renaissance culture, played the part of Francis I. Tito, our relentless aggressor from a distant land, emerged naturally as the Ottoman. Rich played the part of Henry VIII; David was Luther; and I had to fend them all off as Charles.And yet one problem remained, and it was a big one - the game just didn’t really work. Game length was a huge issue. We never came close to finishing a session (and I still haven’t played a single game of AMF from start to finish). Plus, a hex-based, zone-of-control system could not properly represent the period’s campaigning by isolated armies led by charismatic leaders. Furthermore, the religious and military struggles were almost entirely disjointed and didn’t include any of the colorful characters of the period. Here was perhaps my favorite game, one that I would suggest repeatedly to our gaming group, clearly falling far short of its ultimate potential.The others soured on it and we moved on.

Nonetheless, the thought of one day correcting these flaws become my idee fixe. But it had to be done right; I didn’t want to start on the project until I knew these issues could all be overcome. So I bode my time and just started to collect books on the period, attend our local Renaissance festival religiously, and watch the blossoming of card-driven games with great interest. A point-to-point system using cards to introduce the flavor of the period was clearly going to be a step in the right direction. Finally, I played Mark McLaughlin’s The Napoleonic Wars, a design that showed that a card-driven design could accommodate an asymmetric multiplayer configuration. Twenty years after I had first played AMF, the time for posting my theses had arrived.



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5. Board Game: Wilderness War [Average Rating:7.76 Overall Rank:577]
Dave Rubin
United States
Trenton
New Jersey
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"It may be doubted whether so small a number of men ever employed so short a space of time with greater or more lasting effects upon the history of the world.” — Sir George Otto Trevelyan on the Battles of Trenton and Princeton
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From the Designer's Notes in the Playbook:

Quote:
WILDERNESS WAR is an adaptation of Mark Herman’s card-driven wargame system, first introduced in the game We the People. Mark Simonitch’s Hannibal: Rome vs. Carthage refined the strategy card mechanics and showed that the system could be felicitously adapted to widely different historical eras. Finally, Ted Raicer’s Paths of Glory took the system in new directions in options of strategy card use, combat systems and named units and reinforcements. WILDERNESS WAR also owes a great debt to Rob Markham’s pioneering game on the French and Indian War, Montcalm & Wolfe. Among several innovations, this handy little game meshed raiding by France’s native-American allies with other activities and objectives in the game in a way that was both consequential and fun—an effect I had tried but failed to achieve in a paper campaign of the war that I had run for my gaming group in the early 1990s. In WILDERNESS WAR’S mechanics for raiding, I have built on the success of Rob Markham’s design. With the variety of raiders, raid targets and effects of success—not to mention the defensive options of militias, stockades and posting Drilled Troops in target areas—the frontier border battles come alive in WILDERNESS WAR as a game within a game. Infiltration and interception rules add further twists.



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6. Board Game: Ponte del Diavolo [Average Rating:6.56 Overall Rank:2190]
David Molnar
United States
Ridgewood
New Jersey
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Ponte del Diavolo is somewhat inspired by Twixt, although it has a different goal.

Martin Ebel wrote:
I had the honor to know Alex Randolph and considered him a treasure. After his death, I contemplated the many games he left us, and found my mind was ablaze with the thought of his classic Twixt. I appreciated the branch problems his game offered, but wanted a game with less focus on logic, more on intuition, and one that offered players more options. Regardless of the changes, I consider this game my homage to Alex Randolph.


There is also an "Alex Randolph rule".
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7. Board Game: Metropolys [Average Rating:7.04 Overall Rank:643]
Russ Williams
Poland
Wrocław
Dolny Śląsk
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Sébastien Pauchon's acknowledgements at the end of the Metropolys rules say:
Quote:
the author would like to thank Rüdiger Dorn and the Hans im Glück team who, although unknowingly, were at the basis of this game. Indeed, the first time I read through the rules of Goa, I saw the illustration on page 4, and interpreted it as depicting the mechanism you have just discovered in Metropolys. I was wrong, but the seed was sown...
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8. Board Game: Citadels [Average Rating:7.12 Overall Rank:320]
Laszlo Molnar
Hungary
Budapest
Hungary
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From Faidutti's web site:
Quote:

I am indebted to that old teenager, Marcel-André Casasola Merkle, for taking from Verrater the character system of my game Citadels. I had most of the building system, the scoring system, some character effects, but I did not know how to distribute the characters among the players in a tactical way while allowing some bluffin with it. Then I read the rules of Verraeter - even before playing the game - and I directly moved the character choosing system from his game to mine.
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9. Board Game: Red November [Average Rating:6.34 Overall Rank:1469]
Daniel Danzer
Germany
Stuttgart
southwest
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In the credits the designers thank Serge Laget and Bruno Cathala for Shadows over Camelot and Peter Prinz for Jenseits von Theben: "Red November wouldn't have been as it is if we had not played these two games before."
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10. Board Game: Tinners' Trail [Average Rating:7.30 Overall Rank:461]
Paulo Soledade
Portugal
Leiria
Leiria
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Here's Martin Wallace in the rule book:

"The investment mechanism is inspired by Wolfgang Kramer’s Princes of
Florence, the question being how many victory points do you want to
buy. The other mechanism I’ve ‘nicked’ is the time system, which I took
from Peter Prinz’s Jenseits von Theben
."
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11. Board Game: 1856: Railroading in Upper Canada from 1856 [Average Rating:7.50 Overall Rank:871]
Breno K.
Brazil
Brasília
Distrito Federal
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Pretty much all 18xx games acknowledge Francis Tresham's original 1829.
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12. Board Game: Twilight Struggle [Average Rating:8.34 Overall Rank:4]
Tanner Griffin
United States
Ogden
Utah
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Rules:
Quote:
Twilight Struggle inherits its fundamental systems from the carddriven
classics We the People and Hannibal: Rome vs. Carthage.
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13. Board Game: Triumvirate [Average Rating:6.75 Overall Rank:2079]
Travis Worthington
United States
California
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2010 Releases ........................................ The Resistance, Haggis & Triumvirate ..................................... Now accepting submissions for 2011 releases ........................................ www.IndieBoardsandCards.com
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My design for Triumvirate was inspired by the indirect mechanisms of Peer Sylvester's König von Siam. I loved how the player determines what faction to support through the course of the game and yet the act of supporting the faction makes it less powerful. Likewise your opponent can reduce the power of the faction you are supporting. Its just a wonderful balancing mechanism, one which I distilled to its very basics in Triumvirate.

Triumvirate is a fast paced game for two that requires subtle hand management and card play to win. The game page has 3 reviews from playtesters.
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14. Board Game: Big Boss [Average Rating:7.09 Overall Rank:2610]
Benjamine Allen
United States
Grand Ledge
Michigan
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According to the BGG entry, this was inspired by Sid Sackson's Acquire.
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15. Board Game: Perry Rhodan: The Cosmic League [Average Rating:6.79 Overall Rank:1327]
Heinrich Glumpler
Germany
Koeln
Unspecified
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Merchant of Venus was my inspiration and only reason to create my game.

I only rate two games (both a "10") - and MoV is one of those.
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16. Board Game: Puerto Rico [Average Rating:8.06 Overall Rank:16]
Danger Mike
United States
Fenton
Missouri
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In this Geeklist, designer Andreas Seyfarth lists the games he credits with inspiring Puerto Rico:
http://boardgamegeek.com/geeklist/801

They are:
Civilization
Outpost
Waldmeister
The Settlers of Catan
Entdecker
Hare & Tortoise
Vinci
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17. Board Game: Boomtown [Average Rating:6.55 Overall Rank:1416]
Laszlo Molnar
Hungary
Budapest
Hungary
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If you play Boomtown you can quite easily see the origins of the scoring system but Mr. Faidutti (the first to give credits to others about his games) writes it at his website:
Quote:
I also added a production system inspired by Settlers of Catan, mostly because I think recent games have not enough die rolls, and I like to roll dice.
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18. Board Game: Celtic Quest [Average Rating:6.11 Overall Rank:8821]
Nigel Buckle
United Kingdom
Thornton Heath
Croydon
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The map (and setup) was influenced by Magic Realm. Hex tiles with paths that join up, and you flip them to vary the map (flipped by being 'enchanted' - in Celtic Quest this happens when you fulfil a quest. Setup in Magic Realm has all tiles traced back to the Borderlands, in Celtic Quest it is back to the Stone Circle (Stonehenge, where the Druid waits).

Also influenced by Merchant of Venus - Celtic Quest is a pickup and deliver game where your options reduce as the game progresses, and you can improve your abilities, which is what you do in Merchants of Venus (Rastar close down areas, or makes moving prohibitively expensive, and you can purchase new ship types). Supply and Demand is implemented differently though - and all goods can be delivered to each settlement, so working out your trade routes is rather different.
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19. Board Game: The Scepter of Zavandor [Average Rating:7.01 Overall Rank:849]
Just Another User
United States
Mundelein
Illinois
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The game's rulebook includes a note thanking James Hlavaty for permission to copy the game mechanics from Outpost. (text from the BGG page).



I really like Scepter and would like to play more. I had a chance to play Outpost but passed it up, I'd like to try it sometime (although I understand that Scepter cleans up a lot of problems with the original Outpost gameplay?).
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20. Board Game: Cluzzle [Average Rating:6.32 Overall Rank:3187]
Dominic Crapuchettes
United States
Bethesda
MD
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North Star Games designs party games that don't suck! Play them with your non-gamer friends over the holidays.
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First there was Hearts, then there was Spades, and now we bring you Clubs. The suit of clubs finally gets some respect!
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Cluzzle is an overhaul of the 1988 Spiel Des Jahres winner, Barbarossa.




The goal was to create a game that would be simple enough to take to a new market of non-gamers.
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21. Board Game: Phoenicia [Average Rating:6.58 Overall Rank:1562]
Dominic Crapuchettes
United States
Bethesda
MD
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North Star Games designs party games that don't suck! Play them with your non-gamer friends over the holidays.
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This game was modeled after The Scepter of Zavandor which was modeled after Outpost.

.


Each progressive game has become less fiddly and (arguably) a better rendition of the previous idea (though some will probably prefer SoZ out of the bunch). The basic concept is game where players need to balance 3 things: points, income, and the maximum number of cards they can keep in their hand. The play centers around an auction where purchased items modify points, income, and maximum hand size as well as give bonuses to help in future auctions.

Phoenicia is a shorter game than SoZ and less of a brain burner.
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22. Board Game: Omega Centauri [Average Rating:7.05 Overall Rank:3834]
 
Nigel Buckle
United Kingdom
Thornton Heath
Croydon
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This is a 4x boardgame - and the main inspiration was Masters of Orion (http://en.wikipedia.org/wiki/Master_of_Orion) rather than a boardgame.

But Stellar Conquest looks like it inspired Masters of Orion, and there are elements of it in Ascendancy.

Combat system is deterministic and inspired by Civilization and Antike, although Ascendancy uses technology to alter combat quite significantly.

Ascendancy is not a boardgame version of the PC game Ascendancy though (not just to confuse people, I hadn't heard of it nor played it).
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23. Board Game: At the Gates of Loyang [Average Rating:7.39 Overall Rank:239]
Laszlo Molnar
Hungary
Budapest
Hungary
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In the rulebook Uwe mentions Antiquity as the mayor influence on the game.
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24. Board Game: Cleopatra's Caboose [Average Rating:5.55 Overall Rank:12166]
Steve Zamborsky
United States
Chicago
Illinois
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"Ah, Denny, I've hardly seen you this episode."
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My upcoming first published game, Cleopatra's Caboose, is inspired by a number of game designs, including:



plus some others I'm sure.
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25. Board Game: Stronghold [Average Rating:7.23 Overall Rank:556]
Vincenzo Tringali
Germany
Offenbach am Main
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Ignacy Trzewiczek said in his Game Designer's Journal on BGN that the Hourglasses system was inspired by Peter Prinz’s Jenseits von Theben.
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