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Subject: Top 3 most / least favorite game mechanics? rss

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Tamara D
United States
Chicago
IL
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My fav are - Social Deduction, Deck Building (Bag Building), Worker placement
Least fav - Take That, Area Control, Co-operative Play

This changes and there are many exceptions but that what first came to my mind
 
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Daily Grind
United States
Raleigh
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thumbsup Variable Player Powers, Hand Management, Deck building
thumbsdown Social Deduction, Auction/Bidding, Storytelling
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Pauly Paul
Canada
Calgary
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I like worker placement, push your luck, and co-ops

I dislike take that, player elimination and.... I'm not sure.
 
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Mark McGee
United States
Cary
North Carolina
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Best: co-op, auction/bidding/bartering, predicting other players

Worst: worker placement, variable player powers, engine optimizing
 
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Josh Walton
United States
Ada
Ohio
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Most favorite: Exploration/adventuring, resource management, drafting (cards, tiles, dice)

Least favorite: Take that, negotiation, player elimination in longer games
 
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Saz Wells
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thumbsup Drafting, Negotiations, Resource Management
thumbsdown That That, Player Elimination, Dice Rolls for success
 
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Joe Salamone
United States
Billerica
Massachusetts
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Favorite - Worker Placement, Variable Player Powers, Variable Set-up/Modular Board

Least Favorite - Dexterity, Social Deduction, Real-Time
 
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John Burt
United States
Portland
Oregon
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Faves: engine building, logistics, multi-use cards

Least faves: take that, social deduction, auction/bidding, trading, drafting, randomness (except in card games, where it's expected), zero-sum competition.

I listed more than 3 dislikes because they are all equally hated.
 
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Rich Shipley
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Baltimore
Maryland
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Top 3: Dice Rolling (risk management), Hand Management, Route/Network Building

Bottom 3: Co-operative Play, Worker Placement, Card Drafting
 
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Larry L
United States
Stockton
California
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My top 3: Push your luck, take that, dice combat
My least favorite: Spelling, answering trivia questions, memory
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Andreu P.
Spain
Barcelona
Catalonia
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thumbsup Worker placement, Tile placement, Card drafting
thumbsdown Storytelling, Player elimination, Dice rolling

I like and dislike quite a few more, but anyway I guess that my choices are clearly indicative of my euro heart meeple
 
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Australia
NSW
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Most: Take that, push your luck (including bluffing), hand management... many many more
Least: individual spreadsheet management
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Victor Caminha
Brazil
Rio de Janeiro
RJ
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And so it begins...
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Most: worker placement, variable player powers, auction/bidding (hand management almost got included)

Least: take that, negotiation, social deduction
 
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Keith B
United States
Katy
Texas
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Fav - Worker Placement, Card Drafting, Bag Building
Least - hmmmm...Social Deduction, Negotiation, Roll and move
 
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Samo Oleami
Slovenia
Ljubljana
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thumbsup Organic whole of the game where I can focus on gameplay without being bothered by mechanisms.
thumbsup thumbsup If such a gameplay could also be focused on the group playing it, that would be just lovely.

thumbsdown Mechanisms protruding from the surface of the game, wanting to be tinkered with and shown special attention.
thumbsdown thumbsdown Altar of a game trying to be the centrepiece of the session (instead of this being the players) preventing direct player to player contact.
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Pete
United States
Northbrook
Illinois
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Am I doing it wrong if I just sort of like everything?

Pete (even likes dexterity games)
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Will

Pensacola
Florida
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least favorite: horribly imbalanced card effect stacking; social deduction; negotiation

most favorite: worker placement; tactical combat; cooperative
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Shotgun Games
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Modular tiles

Deduction & Interpretation

Large Campaign system

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"Everyone close your eyes..."

One vs All

Overly complex End of Game math.
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Erik Andersson
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Rimbo
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plezercruz wrote:
Am I doing it wrong if I just sort of like everything?

Pete (even likes dexterity games)


No, same here.
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Jason DiGennaro
South Korea
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cafin8d wrote:
thumbsup Variable Player Powers, Hand Management, Deck building
thumbsdown Social Deduction, Auction/Bidding, Storytelling


I think we'd get along just fine. I'd add that I love simultaneous action selection (deal breaker?).

 
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Rob Stevenson
United Kingdom
Watford
Herts
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I like:

Time Track e.g. Tinners' Trail
Card Driven Games e.g. Twilight Struggle
Pick up and Deliver e.g Istanbul

I don't care for:

Hidden Movement e.g. Fury of Dracula (third/fourth edition)
Roll & Move e.g. Monopoly: Norwich Edition
Player Elimination e.g. Love Letter

There are caveats and exceptions to all of these. I'm willing to consider, although not necessarily try, games that include my unfavoured mechanisms. I would try Formula D given the chance, despite it being built around a roll and move variant.

Similarly I don't assume that I will automatically enjoy any game that includes my favoured mechanisms.
 
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Under the paving stones, the beach
United Kingdom
Huddersfield
West Yorkshire
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Favourite - Negotiation, Asymmetrical Powers, Direct Conflict
Least - Card Drafting, Memory, Catch Up.
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Désirée Greverud
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Stockholm
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my favs are worker placement, tile laying and variable player powers
least favs would include auctions/bidding, trading and bluffing

none of this would prevent me from playing just about anything that others wanted to play and assured me was fun however
 
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Captain Mandrake
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Any mechanic can have good and bad implementations, but:

The Good
1 Worker Placement e.g. Agricola, Tzolk'in: The Mayan Calendar. Simple, intuitive, but with a huge potential range of complexity and strategy. Encourages player interaction, keeps you reevaluating choices, yet allowing you to plan ahead. It's no wonder that so many of the top games on BGG use worker placement as a core mechanic. Can suffer from overuse if not careful however.
2 Simultaneous Action Selection e.g. A Game of Thrones: The Board Game (Second Edition), Food Chain Magnate. I'd also include hidden action selection such as Forbidden Stars in this, even if its technically sequential. Takes planning problems and adds the extra layer of trying to predict what your opponent is trying to achieve into the mix. In my experience, tends to suffer less from analysis paralysis too as it's not possible to overplan your move because there's too many unknowns.
3 Action Point Allowance System e.g. Pandemic Legacy: Season 1, Blood Rage or Android: Netrunner. Adds extra depth to choices by allowing you to achieve multiple things in one turn. A wide decision space as you have fewer restrictions than a phase-based turn game, and can perform actions multiple times (usually).


The Bad
1 Player Elimination e.g. Risk In some cases if the game is short and light hearted, you can get away with it (see: King of Tokyo or Love Letter), but any elimination longer than 10 minutes is pretty terminal for me in a game.
2 Roll / Spin and Move e.g. Monopoly or Jim Henson's Labyrinth: The Board Game. Removes player agency, makes the game almost entirely up to the random roll of a dice. There's nothing wrong with luck and dice in a game, but it has to be manageable. If all you do is roll and move and never make decisions, you might as well not even be playing.
3 Take That e.g. Munchkin. Almost always descends into a game of luck, where the winner is the person who achieves the goal just after everyone spent their attack cards on someone else. In small doses may be OK, but not good if the game is based around it.
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George Louie
United States
Alexandria
Virginia
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plezercruz wrote:
Am I doing it wrong if I just sort of like everything?

Pete (even likes dexterity games)


there's a difference between liking everything and owning everything.
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