Gainesville Gamers Guild - 30 Days of Gaming - Day 27
The root of all evil ...but you can call me cookie.
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Here we go one that you guys probably would have thought was going to come sooner rather than later:

What game do you think you'd never get tired of no matter how many times you played? (the "desert island game")

Gainesville Gamers Guild - 30 Days of Gaming - Metalist
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1. Board Game: Agricola [Average Rating:7.98 Overall Rank:26]
The root of all evil ...but you can call me cookie.
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I'd play this right now. I mean given the number of logged plays I have and what not. This is a no brainer for me. For me this game is deep, dynamic and frustrating at every turn. I love it.
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2. Board Game: Chess [Average Rating:7.10 Overall Rank:430] [Average Rating:7.10 Unranked]
Yours Truly,
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Raleigh
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There must have been a moment at the beginning, where we could have said no. Somehow we missed it. Well, we'll know better next time.
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Kind of a boring answer, but, it's true. I've probably played this hundreds of times, so it's proved to me its depth and replayability.

As far as modern games, probably Carcassonne. I never get tired of it, even after 5 years I'm still exploring new strategic angles. And it scales from 2 to multiple players great. Recently I've been getting a little annoyed at the luck element, but, I have yet to even try the more strategic 2 or 3 tile "hand" variant.
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3. Board Game: Tales of the Arabian Nights [Average Rating:7.07 Overall Rank:1938]
Edmund Birnbryer
United States
Williston
Florida
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I will go with Tales of the Arabian Nights. There is so many variations of the game and the encounters that it will be a long time before having the same adventures. Second choice would be Settlers of Catan.
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4. Board Game: Nuclear War [Average Rating:6.21 Overall Rank:2555] [Average Rating:6.21 Unranked]
Mike Jones
United States
Gainesville
Florida
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Well,

Somewhat a soft one. Afterall I have rated a couple games a 10.

To me the main difference between a 9 and a 10 is the perceived longevity of the game. A 9 is almost an acknowledgement by me that it's a flavor of the day.

So, currently I have 2 10's.

But, you are asking for just one. So, the tie would have to go to Nuclear War. If I'm deserted, then hopefully it would be with Sabrina, so that adds to the tie breaker.

But, even beyond that it's just that cewl.


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5. Board Game: El Grande [Average Rating:7.77 Overall Rank:58]
Corey Ellis
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Gainesville
Florida
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I guess I will list off the second one . This game is one of my 10s and I pretty much never get sick of it. My other choice would have been bsg
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6. Board Game: Advanced Squad Leader [Average Rating:7.97 Overall Rank:251] [Average Rating:7.97 Unranked]
Gary Phillips
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One game and one game only? I'll cheat and say ASL, if it includes all the published modules, historical campaigns, scenario packs, etc., including all the third party publications.

Whaddya want...Hungarians vs. Romanians, Italians vs. Greeks, desert battles, infantry fights, city fights, paradrops, tanks vs. tanks, Americans vs. Vichy French, partisans, amphibious assaults, river crossings, 88's, obscure tanks you've never heard of...it's all in there, and more. Don't like geomorphic maps? Play one of the many historical campaigns on maps of the actual terrain. It's really endless. Many of the weaknesses of ASL go away if it's the only game you have around, such as the fact that you have to play it fairly regularly for the rules to stick and to play it well, and that it's huge well indexed rules binder is an ok reference but a horrible way to learn the game.

If I'm stranded alone on the island? Solitaire ASL
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7. Board Game: Imperial [Average Rating:7.62 Overall Rank:165]
Nathan Rhodes
United States
Gainesville
Florida
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Provided four friends were also abandoned on this island, I think I'd prefer to see Imperial pop out of that falling coconut.

This is one of my two 10 ratings, along with Caylus. While both are great games, I think Imperial's nature has the potential to be more dynamic over a large range of games. The game is very interactive, and the way that each country finishes is absolutely dependent upon the will of the players. It would be a while before I got tired of this, I think.
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8. Board Game: Magic: The Gathering [Average Rating:7.48 Overall Rank:152] [Average Rating:7.48 Unranked]
Robert Teves II
United States
Gainesville
Florida
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It's just retarded how replayable this game is. Talk about variable player powers...

This post is going to be completely over the top, and very purposely so, so as to emphasize how replayable this game truly is:

Constructed formats (in which you play with a deck built beforehand), either of which can be played one-on-one or with as many people as you please:
Quote:
Vintage: Allows cards from any set. 11,998 cards.

Legacy: Same as Vintage, but includes a list of cards banned for power level reasons. 11,949 cards.

Modern: Allows any card printed since the graphic design of the cards changed. 6,508 cards.

Extended: Allows cards from the last four years. 2,398 cards.

Standard: Allows cards from the most recent core set and the two most recent trilogies of sets, referred to as "blocks." This currently consists of Magic 2012, the Scars of Mirrodin block (Scars of Mirrodin, Mirrodin Besieged, New Phyrexia), and Innistrad block (Innistrad only so far - the other two sets have yet to release) which total 1,041 cards.

Block: Allows cards from only a specific trilogy of sets. For instance, the most recent complete block is Scars of Mirrodin block, which consisst of cards from the sets Scars of Mirrodin, Mirrodin, Besieged, and New Phyrexia, which total 544 cards.


Popular constructed variants:
Quote:
Highlander: "There can be only one." Players build 100-card decks that contain no more than one copy of any given cards, basic lands aside.

Commander: Formerly EDH (Elder Dragon Highlander): Same as Highlander, but you pick a legendary creature to play as your commander, and your deck can only use cards of your commander's colors. For instance, my Uril deck can only use green, white, and red cards, or my Sakashima deck can only use blue cards. You begin the game with twice as much life usual and with your commander set aside. Any time you want, you can play your commander as if he or she were in your hand. Anytime your commander dies, you remove it from the game again. You may replay it again for it's printed cost plus an additional two mana for each time it's been killed. Players win by reducing their opponent to 0 life or by doing at least 21 points of damage with their commander.

Pauper: Allows for any cards that were every printed with as the "common" rarity.

Prismatic: Players build 250-card decks that contain at least twenty cards of each of the five colors.

And an untold number of others exist...


Limited formats (in which you build a deck on the spot):
Quote:
Sealed: Each player opens up six booster packs and builds a deck from what he or she opened.

Draft: Each player is given three packs. Each player opens a pack, picks a card, and passes to the left. You continue to draft clockwise until everyone's first pack is gone. The second pack is drafted counter-clockwise, and the third clockwise again. Players then build a deck from what they drafted.


Popular limited varients:
Quote:
Pack war: Each player opens a single booster pack. Without looking at the cards, they shuffle three of each basic land into the pack and use this as a 30-card deck. Players often gamble this way, winner claiming the other player's pack.

Cube: A player will put together a custom selection of x number of his favorite cards from the game's history (at least 360). When players get together, they'll shuffle up the cards and create fake 15-card booster packs to use for purposes of playing either draft or sealed with this custom card pool.

Draft variants: Winchester, Winston, Rochester

And an untold number of others exist...


Popular play style varients that can apply to any format (though typically constructed):
Quote:
Vanguard: An antiquated format that probably inspired the Commander format. Before play, tlayers select an oversized Vanguard card depicting a character from Magic's story line. Vanguard cards alter your starting hand size and starting life total, as well as providing you with a special ability that will effect you through the game. For example: Barrin, Starke, Hanna, Orim

Planechase: Each player has a set of ten unique planes set aside. Planes are cards that represent different realms within the Magic multiverse. For instance, Otaria and Minamo. Also used in this format is the planer die, a d6 with four blank faces, one chaos symbol, and one planeswalking symbol. Each turn, the current player may roll the die once for free, then may roll the die additional times, paying 1 mana for each time he's already rolled (free, 1 mana for second, 2 mana for third, etc.). If the planeswalking symbol is rolled, that player reveals the top card of their planar deck and the becomes the current plane. If the chaos symbol is rolled, that player activates the special ability of the plane they are currently on.

Two-Headed Giant: A two-on-two format. Each team has a combined 30 life. Each pair of players takes their turns simultaneously.

Archenemy: A one-vs-everyone format. One player has twice as much life as everyone else, always goes first, and has access to a special scheme deck that they prepare in advance. At the beginning of their turn, they flip the top card of their scheme deck and get to play the card for free. Examples: Behold the Power of Destruction, Ignite the Cloneforge! All other players take their turns simultaneously, trying to kill this archenemy of theirs.

Emperor: A six-player, three-on-three variant. Three players sit on each side of the table, the players in the center of each side representing the emperors and the players on each side of them representing the generals:

G1-E1-G2
G3-E2-G4

While the obvious goal is to kill the opposing emperor, this format has a lot of variation within itself, but these are the most commonly agreed upon rules: Players play in clockwise order, but any given player has a limited range of influence of two spaces. That is, G1's spells effect everyone except G4 (who is three seats away). Similarly, players may only attack the players directly adjacent to them. This means that at the start of the game, G1 and G3 can attack each other, and G2 and G4 can attack each other, but the emperors are not able to attack anyone. Instead, when they play creatures, they can "march" them into allies' play areas to attack from that position on later turns. Generals may also march their creatures back and forth among allies - if G1 is taking a beating from G3, G2 can send creatures over to help him out. When a player kills another player, he occupies both places on the "map." For instance, if G1 kills G3, G1 is now considered to occupy both G1 and G3's positions, meaning he is adjacent to both emperors (and may now attack the enemy emperor directly) and may cast spells that target any other player.

Penta: A five-player format. If you look at the back of a Magic card, you'll see that the colors are arranged white-blue-black-red-green and back to white. This is because white, while having ideals in common with blue and green, are enemies of red and black. Blue, while having ideals in common with black and white, are enemies of red and green. And so on. In Penta, each player, from where they sit, are allies with the two players adjacent to them and enemies with the two players opposite them. The first person to have both of their enemies defeated wins. It is possible for two players to win simultaneously.

Invaders: Split an even number of players into two teams. One team represent the natives, who pick out a single Planechase plane to represent their home world. The other team represent the invaders, who get to pick out ten different Archenemy schemes to represent their assault on the native world. Each team takes their turns simultaneously. Once per turn, the natives may have a player pay four mana to use the chaos ability of their plane. Once per turn, the invaders may have a player pay four mana to flip over the top card of their scheme deck.

And an untold number of others exist...
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9. Board Game: Agricola: Gamers' Deck [Average Rating:7.82 Unranked] [Average Rating:7.82 Unranked]
Keith Sagers
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Gainsville
Florida
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Ok, not origional answer but I think with the variety of card decks, and the expansion, this game would be fresh for a long time.
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