Man, that game is FUN! I sure wish it was more mechanically sound...
Matt Mehlhoff
United States
Minneapolis
Minnesota
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Ok this list is in response to another which is focused on GREAT games that may not be that much fun. This is of course entirely up to one's own opinion but let's list games that we find amazingly FUN but really the gameplay mechanics etc are not nearly top notch.

Opposite geeklist (not by me): Man, that game is GREAT! I sure wish it was fun...
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The Galaxy is Just Packed!
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Madison
Wisconsin
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1. Board Game: Galaxy Trucker [Average Rating:7.45 Overall Rank:136]
Matt Mehlhoff
United States
Minneapolis
Minnesota
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I love this game! It's so much fun to see your space ship blown up that we're always disappointed when someone's ship isn't in 5 pieces at the end of the game. The mechanics are ok but so much is based on luck (after you understand the basics of how to put together a decent ship) that I'm not even sure I can say that the best play should win most of the time. But that's ok with me because this game is a blast!
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2. Board Game: Falling [Average Rating:5.51 Overall Rank:14150]
Luke Morris
England
Faversham
Kent
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Actually I DON'T wish it was more mechanically sound. It's perfect and bonkers as it is.
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3. Board Game: Khronos [Average Rating:6.37 Overall Rank:2102]
Lloyd
United Kingdom
Camden
London
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This game is bullshit.
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Time-travel, allowing you to build cities across three time periods with changes in the earlier periods affecting the later stages.

But, in the games I've played, once one player gets an advantage on the earliest stage, the other player can't catch up and ends up just trying to score off the other periods.

Disclaimer: I've only played this twice and in 2 player games. I suspect this would play a lot better with three or more players...

Either a great idea done badly, or a great idea, done pretty well, that I just haven't had a proper chance to enjoy. blush

(also, my first item added to a list ever!)
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4. Board Game: Monsters Menace America [Average Rating:5.96 Overall Rank:3374]
Paul Schulzetenberg
United States
Albuquerque
NM
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So cool! Monsters smashing cities, and swatting away tanks and planes that are trying to hurt them. And then there's a big face-off with the other monsters at the end. Sounds so awesome, and is pretty cool. But the mechanics just can't support the theme. It overstays its welcome, and the die rolling and variable mutations mean that the game is almost entirely luck.
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5. Board Game: Arkham Horror [Average Rating:7.31 Overall Rank:247] [Average Rating:7.31 Unranked]
Nicklas Roman
Sweden
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Messed up! But I enjoy it so much.

This game is clunky and has a lot of stuff going on, and have some rules that can be exploited...and such. But it always leaves me with a smile.
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6. Board Game: Middle-Earth Quest [Average Rating:7.37 Overall Rank:458]
Samo Oleami
Slovenia
Ljubljana
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I'm not so sure about this list, as if the game has mechanical problems they tend to block out the fun. So the only thing to expect here is whining about games that could be fun (as they have an interesting theme) if anybody would help with mechanics from either jumping in your face (a case of MEQ) or being just downright lame (I'm looking at you Anima, Shadow of Omega).

So here's my whining:

Welcome to Middle Earth Quest, you are are a group of 1-3 heroes going against Sauron, there are tons of thematic event cards and special cards and whatnot, but the theme doesn't really come across because instead of game helping you immerse in the theme this one rather throws some half baked mechanics at you that make you (well me and my friends) feel completely disconnected with any kind of theme. I must add that of the 3 friends who played this, I was most successfully in immersion, but it's hard job to pull off. The weirdest thing is the game is basically a makeover of Arkham Horror (with somebody taking over the role of the mythos/Sauron) which is made to facilitate superb in-theme and in-character immersion So what went wrong?

Bring in the suspect no.1, brought in on the charge of exotic weapons possession - the combat system.

In Arkham the combat is simple - role N dice resolution (+) your weapons and skills (-) any monster's abilities. Quick, painless and easy: take some lead you, you, you tentacle thingy, arrrggg!
But MEQ decides on "less random" (yawn) use of cards with some euro mechanics thrown in (double yawn). It's essentially a mini-game which makes me totally disconnected with character immersion and gives me choices I don't care about - which cards to use for movement and which for fighting? On top of that when the first player gets the cards he/she needs at least 2-5 minutes to analyse what he/she's got, causing a considerable downtime (and if you're playing 2 player game, double that). Next time I play, I'll have players take their cards at start of Sauron's turn (and keep them separate from their hand until their turn is up).

Suspect no.2: a case of mystery identity - am I Sauron or am I a bureaucrat?

If we put aside the fact that Sauron is playing a more euro game than the heroes (which didn't prevent me from immersing in Sauron mwahahahaha!) half of his playtime consists of just bookkeeping. Let me repeat: yes, you the bad guy, you have so little decisions per turn, that we decided to award you with the splendid role of rulekeeping. Ain't that neat? Now in Arkham there is also a considerable amount of bookkeeping, but it's not linked to characters and you split the tasks between the players thus minimising the downtime. In MEQ Sauron's role feels like a joke.

Suspect no 3., the big boss behind it all - the ridiculous amount of downtime.

Mr. Downtime has been a serious threat to gamer's enjoyment for decades, so designers learnt to deal with him, only FFG design department apparently forgot how it's done. One problem lies in the mentioned problem, that the players should be dealt their new cards before their turn, so they can prepare. Another thing is, why did they throw out the ingenious simultaneous player's turn mechanic from Arkham Horror. In AH there's a ridiculous amount of chits and eventcards and whatnot as is in MEQ, but in Arhkam the flow of the game runs smoothly (play 2-4 players, divide the bureaucratic tasks) while here somebody got the divine message that player should wait one another, wait for other players to decide what to do with the combat cards, wait for every euro combat mini-game to resolve and wait some more for the Sauron to do his bureaucratic tasks and you can't help him because it says so in the rules.

Not to mention a case of a failed bribe attempt:
"here, have this plastic figurines, aren't they something, eh?"
"half of them are broken"
"oh, sorry, we'll send you new one by our distribution network, have you gotten them?"
"yes, thanks"
"Look this one's got a an axe, this one has a horse rising on two legs.and.., you don't seem too happy? "
"well you've been charging me 90 eur per box, so I out to get something in it, right?"
"there's a gazillion goodies inside"
"but no box insert"
"no, but..."
"and Asmodee managed to provide with more figureens in Cyclades for half the price. Not to mention Claustrophobia which comes with more than 10 repainted ones."
"well... but look we gave you all this stuff, look this plastic stuff, that cardboard stuff, the small cards, the big cards, more cards, chits, tokens..."
"I don't want stuff, I want a game that works"
"but what we do is sell stuff..."
"and throw a gazillion of meachanic in one game and pray it works."
"well, we do have high hopes for our design paradigm.
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7. Board Game: Abduction [Average Rating:5.29 Overall Rank:15618]
Carlos Madruga
United States
Akron
Ohio
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If only some of the randomness could be addressed, this could be such a gem.
I really like the premise of the game.
 
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8. Board Game: Shadow Hunters [Average Rating:6.84 Overall Rank:752]
Andrew
Japan
Tokyo
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I love this game, it's one of my absolute favourites - easy to teach and people always have a great time with the hidden identities and special powers. However, there are so many gaps and rough edges in the rules (particularly win conditions and special powers), some annoying cards (the Hermit Card that looks at someone's identity), and balance issues. Plus the way you're forced to reroll to move can interrupt the flow of the game.

It's a 9 for me, but could have been a 10.
 
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9. Board Game: Gammarauders [Average Rating:5.81 Overall Rank:8812]
Necessary Evil
United States
Glen Arm
Maryland
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This game is a blast right up until someone plays the card that reverses the outcome of a battle... what?!

You can however simply remove them from the game.

-M
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10. Board Game: Rage [Average Rating:6.03 Overall Rank:5400]
T. Linger
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For me, this is epitome of this list. I absolutely love the game, and playing epic multiplayer games of it in the basement is one of the highlights of my teenage years. However, the mechanics are absolutely broken compared to other more stolid CCGs. The original rules don't even have rules for timing, and card text freely mixes "flavor text" with "rules text," leading to all sorts of vagueness and interpretability.
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11. Board Game: Junta [Average Rating:6.73 Overall Rank:1006]
Dennis Ugolini
United States
San Antonio
Texas
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The main problem is that coups bog the game down, but they are often the only weapon to get out of being zero-budget Admiral every turn, so they get called waaaaay too often. Sure you could use cards to reverse your fate, but most of them require cash to activate, and where is that cash coming from?

But nearly half of my favorite gaming stories involve this one. Definitely a "needs the right group of people" game.
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12. Board Game: Thebes [Average Rating:7.16 Overall Rank:396]
Jeffery Qualey
United States
Odenton
Maryland
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I do like playing this game very much. However, I can't help but feel there is a better way to deal with the digging of the artifacts.
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13. Board Game: Busen Memo [Average Rating:4.78 Overall Rank:16079]
Alphonso De la Red
Switzerland
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Looking at the base game mechanics, the game can seem kind of dull and boring.
I dare any of you to repeat this line after having played a full game of Busen Memo---it will blow your minds ! Full satisfaction guaranteed !
 
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14. Board Game: Thunder Road [Average Rating:6.60 Overall Rank:2589]
Ian McCarthy
United States
Milwaukee
Wisconsin
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At a recent game night, someone said "that game was way more fun than it should have been" after we literally gave up trying to finish this game.

The mechanics are incredibly luck-based, very reliant upon house rules to make more interesting and the end game can just drag and drag.

But this game busts out of the gate and puts you smack dab in the middle of the climactic scene in The Road Warrior and for about 20-30 minutes the most awesome mayhem and carnage takes place as the cars zoom across the trademarked flip and switch game boards representing the endless highways of the post-apocalyptic future.

Unfortunately, the game can run overtime with a poorly conceived last man standing end trigger. And, without house rules, many of the key situations could be decided with a flip of the coin.

And I'm just scratching the surface of how simplistic this game can be. Luckily, house rules fit the game well and add a lot to spice up the mechanics to match the awesomeness that is the heart of this game.
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15. Board Game: Munchkin [Average Rating:5.93 Overall Rank:3577] [Average Rating:5.93 Unranked]
Shanya Almafeta
United States
Kansas City
Missouri
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The exploration is great, the player interplay is great, the ability combinations are great, the puns don't drain THAT much sanity, and for every grognard enjoys pissing in my cheerios by claiming it's not a game, there are five gamers who will pounce the table the moment it comes out. Being able to actually find players who want to play a game is a major plus.

So why is so easy for the random number generator to screw with you? At the very least, if the order of cards screws with all players equally, allow us some mechanic to alter the upcoming order of the cards to ensure some of our friends are more equal than others.
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