My Criteria for backing board games on Kickstarter

I have become a pretty big fan of kickstarter. Being a fan of a service that is a way for game designers to get their games financed is a great thing to support, but can also be a problem for the wallet. The core problem being that there are a lot of great looking projects being made; each vying for your precious dollar and the attention of the masses. I would like to give my money in so many different places, help so many awesome people get so many great games made, but I just can not, and frankly I should not. Not every game is worth the investment, but how can anyone possibly know where the dollar is best spent on a site where unproven games, indy games, known developers and popular remakes all stand shoulder to shoulder? I have come up with some basic rules I follow.

Proven games don’t need to work too hard

Often times there are kickstarter project that are either remakes or reprints of a game that already has a track record Usually these are good track records hence the project to get a reprint or make of the already beloved game. This is ultimately a higher tier of kickstarter for me. It is a lot easier to put a games like this up against a game I might buy at my FLGS or online. The games tend to have reviews, fans and atleast someone on /r/boardgames who will say it is their absolute favorite game ever (for whatever that is worth) — but I digress. Say you like the game, watched the review are excited for the game and are ready to spend your money – however, there is still one catch. The difference between paying for shipping or taking the time to go down and get the game is the wait required by a kickstarter project. Most projects you will be waiting for at least a few months, maybe more. There are production runs that need to be approved, previewed, finalized and produced and this usually applies to cards, boxes, tokens and many other details. This waiting time can be worth it for getting a discount (below msrp prices) or, if the game attracts a big enough following, by offering stretch or earlybird rewards – but more on these later.

Proven games I have backed: Odins Raven’s, Werewolf, Coup

Indy games need to play the crowd or bring the price down

Now, what I am saying is based on nothing more than my history as a kickstarter backer. I have not run a campaign, I have not done in depth research on the subject of kickstarter effectiveness or crowd funding. I have read and considered almost every board and card game kickstarter for the last 6 or 8 months and I have voted with my dollars.

What I have seen is that the indy game maker (and I love you guys) needs to work harder to make their kickstarter work. Just throwing a game out that has nothing but a description a rule book and a video of play-through does not do enough for me. I am buying into a game that hasn’t been printed yet, hasn’t won any fans or awards and I have very little insight into the testing process or really anything about the company behind the game. So we start on shaky ground. Investment into art is nice to see, a play-through of the game, especially one where people are having fun playing the game, is also great. But more importantly if I am going to back you on your project that may be the next big hit, and may be the next big flop, I want a few things.

  1. I want to be getting a deal. Listen, I know I am going to be one of the first! I could even have my name in the rule book. I don’t care. You are getting to hold on to my money for as long as it takes to get the game made right? I want a deal on it. It doesn’t have to be big, and I know margins are tight, but I want a deal, you knock 5 dollars off what you will sell it for later and I am already starting to get interested.
  2. I want rewards. I know rewards are typically given as prizes for having a good campaign, and that is fine. I need the game to be gathering steam as you go (yes, I will tell friends and co-workers to help out). If you are gathering steam and rewarding people while you pick up more and more sales, yes, get those rewards out make them fun, make them cool. You don’t need to reinvent the game, get sleeves for the cards, get new art, more art, better art. Give away 1 more role card, better meeples, bigger meeples. Little things like that that make you feel like you are getting something extra for my support go along way.
  3. I want an experience. I know you are busy and you have things to do. So do I, and while I’m at work, it is pretty cool to get an email every couple of days updating the project, where you are, what strech goals have unlocked, what ones are coming up. Even remind me to tell my friends or like it on facebook. I have stuff going on and I can’t watch your project all the time. But email detailing the experience you and hopefully your supporters are having is critical to make me continue to support (and maybe even add more funding) to your project.

Are my criteria for backing a game sharp and strict? Possibly. I have a lot of things I could be doing with my money and even a lot of other games I have yet to play or add to my collection. Kickstarting can be a really fun experience for everyone and if there is enough of an incentive and your game looks fun (don’t forget my previous statements are predicated on if I think the game looks fun) I will back your project wait out the production of the game and hopefully you will make some money for your hard work. I want you to be successful, I just have to be a consumer, not a charity.

Indy games I have backed: Dungeon Roll, Compounded: Better Gaming Through Chemistry, Dragon’s Hoard.

Ticket to Ride: Game Review

2013-02-20 18.33.09I have to start this review with a little bit of my history with this game. Ticket to ride has been one of my wife’s favorite games since the moment we opened the box and played it the first time. I have been reserved. At first, believe it or not, I was confused by this simple game. It was so straight forward I couldn’t figure out how I was supposed to have a meaningful strategy that would effect my chances to win. Eventually I figured out how to build routes together and when to draft cards vs. playing trains etc. Ultimately I still felt the game was still won and lost on random chance. Getting the right routes led to winning the game and getting the right routes was all a chance. I love figuring out strategy and I had hit a wall with ticket to ride. I was still firmly against that wall when I got my wife Ticket to Ride: Europe (selfless I know, but she liked the game so much I thought she would like another version) and after playing a few games, I was pleasantly surprised with how much the game had been improved.

The Europe installment solved all of my issues I was having with the game with new routes, new mechanics and the addition of  train stations. I now find that Ticket to Ride: Europe is one of my favorite games. The original has some good points but, also some bad points. I’m getting ahead of myself, let me break down the game before I go any further.


In Ticket to Ride you are placing a trains along routes on a map of some part of the world (Base game is United States, Europe is the other base game and there are others). Cities have tracks between them and are different colors and cards that same color need to be played in runs to occupy the path. The cards can be taken in pairs from the 5 face up train cards or randomly from the draw pile on you turn. Wild cards are also available but taking a face up wild card is the only card you can take on that turn. On your turn you need to decide if you take cards or take trains. The last piece of scoring are the route cards. At the end of the game you either gain  or loose points based on if you have or have not completed the route. Routes are accomplished by creating a path connecting the two cities indicated on the route card. These can be drawn on a turn during the game in addition to the 3 each player gets at the beginning of the game. Finally the player with the longest continuous path gets an additional 10 points, which surprisingly can be pretty important.

Critical Review

Once again here is what I am looking at in each category. Scored out of 10.

  • Point of entry – The ability for new players to get involved. This also will take into account the rate at which a new and experienced player will become competitive.
  • Mechanics – The stuff that makes the game work. The way the game flows, the turns pass and how the board or structure is organized all factor in.
  • Replay-ability – The ability to play the game many times with enough variety of play and competition to ensure many more enjoyable plays.
  • What comes in the box – The tactile game pieces, the box organization and the way which they compliment the game.
  • Aesthetics – The design elements including colors fonts, white-space, etc.
  • Fun factor – Is this game fun to play? What makes it fun, who will most enjoy it and when it is best played.

Point of entry  – I think with little knowledge of the gaming community most people who attempt to dive into games to any extent have heard that Ticket to Ride is a game for beginners. Rightly so. I almost thought the game was too easy for beginners. Needless to say, anyone, and I mean anyone should be able to sit down and play a game of TtR at any time. Grandparents, kids probably 6 or 8 and up, anyone. 10/10

Mechanics – I still think TtR, the original north american edition, can be broken by getting the right routes. It isn’t so much getting overlapping routes, it is the amount of longer routes in the west, north and south vs. the shorter midwest and east coast routes. This allows for playing trains in some parts of the map to just not be equal to playing trains in others. When two players who have both played their share of games can each complete 4 or 5 routes, the competition is not who did so most efficiently or who completed them with the most trains or creating the longest route — no, the win will typically go to who got more routes in the right parts of the map to earn bonus points for 5 and 6 train routes. I think TtR: Europe fixes this problem quite well by not really having many 5 or 6 train routes. Rather, all parts of the map are evenly dispersed with short and long paths, and the winner ends up being the one who can strategically build a path that entails their routes and block others from achieving the same thing. I, at this point, would recommend going right to Europe and not messing with the original.  That is, unless you are a newer gamer, then I would stay start simple and work your way up. Other than what I see as problems with the map on the original TtR, the mechanics are sound and fun and one of the few games that makes me sweat to finish my routes by the end of the game. 6/10.

Replay-ability – I think a lot of  ”gamers” can get sick of this game pretty easily because they favor the longer more immersive games. That is all well and good, but, even when some people feel above the game they get surprisingly engaged when they sit through a game. I think the game is endlessly replayable (my wife has played over 200 games on the iPad for instance), but, be wary. If you are used to more complicated games, this one might get dull for you quickly. 7/10.

What comes in the box – The sheer numbers of trains makes it mandatory that they are little plastic pieces and not wood ones (wooden trains would be nice though). The original version I got came with the miniature travel size cards and I just can’t understand why. TtR: Europe came with  normal Euro size cards and that is considerably better. 7/10.

Aesthetics – Train cards look much nicer when they are not tiny travel size cards. Overall, the colors are clear, the map looks nice and I really like the box and map art style. That little hint of old-timey, late 1800′s train station fare is quite nice. 8/10.

Fun factor – This game is still a fun one, there is no doubt there. I think especially for newer gamers and non-gamers, this is one to get into and have a ton of fun with and really get into playing more games. I still think there is more fun to be had with TtR: Europe, but I do believe there is a right crowd for the original TtR as well. Overall this game should keep you having fun for some time, and when it stops being fun, get the sequel and I think that one should keep you playing even longer. Despite some lack of ability to make any like number of route cards win, I believe the game is a  blast and I always look forward to playing it. 8/10.

To sum up this sort of 2 game review I want to just make my notes about which game is stronger where. Ticket to Ride is a really strong game for families, non or limited experience gamer friends and just generally having a fun time. That said, it is one I would skip for gamer crowds and heavy thinking strategy people in general. For those gamer crowds and people who want to play a more strategic game I would say Ticket to Ride: Europe is a major improvement over the first game. I even think people who have played TtR for a while and are getting a little sick of it, find the game breaking problem I have found or just want to advance to something a little more difficult would benefit greatly from picking up the sequel –  I highly recommend it. I give the original Ticket to Ride a 7/10 while I give Ticket to Ride Europe a 8/10.

Becoming a game designer

I wanted to take a little bit of time to chronicle my current project work, but, first I should explain how I got started with game design.

I have been working on my first game design project this last month. I am attempting to create a card game which I am calling “Healers & Tanks,” until I think of a better title anyway.

Deciding to take this stab into game design has been a long time coming. I work with a company (loose usage of the word “company”) of game designers who primarily focus on mobile games. mediaCrab. That’s what we call ourselves. Despite my interest I have been all but useless when it comes to helping design a game. For one thing, I haven’t had a ton of ideas for what a mobile game should be. Part of that problem is that mobile gaming hasn’t every really appealed to me. I will play a mobile game from time to time, in fact, I get in on reviewing a new one about once a month. So, as far as the company goes I have been sort of sitting on the sidelines. No game ideas, nothing to contribute at all. I don’t really want to come up with an idea for a mobile game, I probably wouldn’t want to even test my own game, I just… don’t care that much about mobile games. There, I said it. I don’t like sitting by myself playing a game on a tiny screen, I don’t find them fun or well designed very often.

I keep coming to the realization that beyond all other things, I am a social gamer. It shouldn’t surprise me, I am a social person, I always have been. When I am having fun I like to be in a group. Now, don’t get me wrong, I am not the life of the party type, I am not even really the party type. I like small groups, I like 1 on 1 time with people up to maybe a group of 5 or 6. That said, when I started playing board games I noticed I was sitting at a table, eating, drinking and playing with people. Gaming socially and enjoying the hell out of it. Not to mention, board games have a wonderful simplicity to them. Forget about 1-tap touch screen mechanics, try placing tiles, moving wooden cubes, the simplicity is wonderful.

That enjoyment got me thinking. If I am going to be part of a group of game designers, why not design something I really enjoy playing. I have been working towards becoming proficient in the world of board and card games ever since. Yes, I realize I haven’t played that many games. So far my experience is pretty minimal. However, I am quickly attempting to expand all of my tabletop horizons by playing games, reviewing the games I play with consideration based on what makes them successful. I have been reaching out to other game designers to start understanding how the world of game design works. I have also been reading blogs and books on the subject just to get my head in the game as quickly as I can. It’s a big task to undertake and I realize there are people who have been doing this for a long time, or at least playing board games for a long time. So, who do I think I am for thinking I can be a game designer?

Game design where it relates to me as web designer

I am a web designer/developer in my usual day to day life. That requires me to take an amount of information and organize it into a website. I need to consider the user and how they might experience the content and how I can get them to the sites goals. I need to consider look and feel, keeping things feeling like the brand. I also need to consider where the site needs to be able to grow to contain new features and updates. A lot of this is User Experience Design, something I have studied heavily in relationship to the web. The other part is strict documentation and considering all parts that make the site work. In web design I tend to over organize the code, in game design I am taking those skills to over organizing the mechanics, features and card or piece types. I also am no stranger to doing math to make a site work and games are no different. The math is more related to probability, but, working math in is no surprise to me after years of building websites.

Game design where it related to me as a creative writer/film maker

I have spent a lot of my professional life trying to explain how a creative writing/film/art major from a liberal arts college in Minneapolis got into web design/development. I had been doing a little web design throughout most of my life. There are plenty of similarities for a creative person who wants to create experiences for people; be it through watching videos, exploring a website or reading a short story. Game design follows right along. Games are another creative medium meant to engage people. They require interaction and have rules and ultimately provide an experience — a feeling. I have been writing, making videos and websites from a pretty young age, and rather than feel daunted that game design is a completely new medium to me, I feel my experience in these other areas is only going to benefit what I can do working on a new medium — one I am coming to love very rapidly.

That’s all for now. I will give an update on my progress on Healers & Tanks. For the time being I will say this much. I have been inspired here by MMO’s I have played and based a lot of the mechanics I am imagining on a combination of things from D&D to Small World to Bang! It is going to be a very simple game to start and I am excited to start prototyping soon. Stay tuned for more updates.

Alhambra: Game Review

Players: 2-6
Ages: 8 and up
Play time: 60 minutes

AlhambraIt was a couple weeks ago when I spent the afternoon drinking beer samples with one of my good friends and fellow gamer at the Winter Beer Dabbler. After a long day of drinking in the cold and being in a good proximity to our FLGS (Friendly Local Gaming Store) we decided to make a visit. I more or less knew I was going to get a game, but, my decision came down to Tsuro or Alhambra. I had seen both of these games on Wil Wheaton’s Tabletop, both looked like fun, but, ultimately I went with Alhambra.

I have now played Alhambra ten or so times with my wife, my regular gaming group, my brother and some family friends. So far the games have been competitive, new players have been quick to pick it up with a little help, and the games have all been an hour or less of unsolicited fun and some mild name calling.


Alhambra drops you into ancient Granada, Spain where the  sultans and other royal Moorish people built lavish Palisades known there as an Alhambra. Players race each other on who can build the most lavish Alhambra with the most Towers, Arcades, Seraglios, and Gardens, Pavilions and Chambers  as well as the longest exterior walls. Tiles, such as gardens and towers are added to each players Alhambra by buying them from the market. The market sells one tile for each currency. There are four currencies represented by four different colored cards. Players can draw these cards from the available money off the top of the deck on money cards.  Players can then use their currencies to buy from the four different markets selling the different tiles. These tiles are then added to the players Alhambra’s and scored in one of three different scoring rounds.

Instead of getting points for each tile, players score points for who has the most of each type of building on the first round of scoring. The second round of scoring scores the top two players and the final round of scoring scores the top three players for each type of building. This sounds rather complex but, the score cards do a nice job of walking you through it and it turns out to be sort of fun to randomly have to stop the game to count the points.

If you want some more in depth info here are the official rules, and if you are so inclined here is the boardgamegeek page for more info.

Critical Review

Once again here is what I am looking at in each category. Scored out of 10.

  • Point of entry – The ability for new players to get involved. This also will take into account the rate at which a new and experienced player will become competitive.
  • Mechanics – The stuff that makes the game work. The way the game flows, the turns pass and how the board or structure is organized all factor in.
  • Replay-ability – The ability to play the game many times with enough variety of play and competition to ensure many more enjoyable plays.
  • What comes in the box – The tactile game pieces, the box organization and the way which they compliment the game.
  • Aesthetics – The design elements including colors fonts, white-space, etc.
  • Fun factor – Is this game fun to play? What makes it fun, who will most enjoy it and when it is best played.

Alhambra.Point of entry. Alhambra is not the hardest game to get started on, nor is it the easiest. Some of the rules are pretty straight forward while others can be hard to explain at best to a newcomer. Some of the nuances of how buildings are placed can be a little hard to explain. I personally enjoy the puzzle aspect of that game within a game that is actually building your Alhambra. However to new players, especially non-boardgamers, these tile placement rules can be difficult to understand on a first playthrough. The scoring and when it happens is also a little difficult to get used to for a new player and can leave the first couple rounds of scoring feeling a little stange at best. The plus side is, if you are will to play 2 games, by the second game everyone will understand the flow and have a blast with it. Score 6/10.

Mechanics. Alhambra offers quite a few nice mechanics in each part of the game. For instance scoring rounds are triggered when scoring cards, planted in the deck are drawn. This makes scoring come up at random and as a player you are always waiting for the score cards to come up, planning when you should place or buy tiles based on when you think scoring cards will be drawn. Buying tiles is pretty straight-forward but the game adds the stipulation that if you buy with exact change you get to go again. This makes tile buying very interesting, do you wait for exact change or do you overpay to get what you need now? Constructing an Alhambra would be an easy job if there weren’t rules around how walls can and can not be used together, sometimes there are tiles that you can buy that wont fit in your Alhambra. The game would be pretty bland if it weren’t for the mechanics that give players a lot of choices to make along the way. Score 9/10.

Replay-ability. I don’t think I have played enough games at this point to know from personal experience if I will be playing this game for years to come. I do know there is plenty of excitement and different scenarios in every game. The smart mechanics make the game interesting and there is enough strategy to keep things interesting. I believe this is one I will hang on to and teach the kids some day. Score 7/10.

What comes in the box. The tiles, like in Carcassonne, are solid, think compressed cardboard. The cards are thick and good quality. The storage the box offers, though not incredibly well organized, is plentiful and the tiles come with their own bag to be drawn from and stored in. The one place I am disappointed with the base game compared to the ‘big box‘ is the scoring board is not well setup. The score spaces are printed in a twisted back and forth pattern and I can’t say how many times I have accidentally moved a player piece the wrong way subtracting instead of adding points. The Alhambra Big Box, instead of having 2 boards, a board for the tiles and a board for the score, has the board all as one piece and the players are scored around the outside avoiding the problem. Score 6/10.

Aesthetics. Everything is visually similar and really gives the feel for time period and the type of climate/region that is represented. The one knock here is on color use. At times it can be confusing with green money and garden tiles which are also represented with the color green. It is hard to not see a green garden tile and want to pay for it with green money even if the tile currently sitting on the blue currency market space. Other than that little nick the game looks wonderful. Score 6/10.

Fun Factor. This game is fun there is no way around that. There is plenty of good strategy to be used thanks to the good mechanics. The slight confusion on first play-through quickly drops off and leaves you with a game where you are racing to build the best Alhambra and usually having a blast yelling at people who steal “the piece I needed” just when you have exact change. Everyone I have played with has enjoyed the game and I will continue to bring it along on game nights as an option for the foreseeable future.  Score 9/10.

Final Thoughts

It might not be heralded as one of the great gateway games of our time or anything, but I believe it is one any new gamer should add to their collection and share liberally with friends and family.
Average/Final Score: 7/10.

Odin’s Ravens Kickstarter

I just wanted to put a line out on a game I hope to be playing within the year. However, I wont be if the Kickstarter doesn’t get funded. The game is Odin’s Ravens 2nd Edition. Odin’s Ravens is a 2 player card/board game that has had earlier editions – last published in 2002.

Thorsten Gimmler, Odin's Ravens, Second Edition.

The game looks like a great way to spend time with a friend or significant other and previous editions have been very well received. There is also a great video on their Kickstarter page that explains the game and it’s mechanics.

What got me to contribute via Kickstarter was the simplicity of the game. I find the best strategy games open a player up to find strategy among simple mechanics. This is a simple, “know when to play the hand you’ve been dealt” type game that looks like an absolute blast. The goal is to fly your raven across the twisted random path before you all the while attempting to hinder your opponent from following the same path in reverse.

If the Kickstarter Campaing for Odin’s Ravens is successful I am sure I will be updating everyone when I get a chance to play through it. Check it out on Kickstarter, or read more about the game on Boardgamegeek.


Carcassonne: Game Review

In the middle of a game of CarcassonneThis is my first review and I thought I would use one of my first gateway games to get my reviews started. It also happens to be the case that Carcassonne is an all around brilliantly designed game. I put a lot of stock in a game that is designed simply enough that it can be fun your first time, and a game that has enough complexity and strategy to be fun on your on you 25th, 50th or 100th time playing. Carcassonne is one of these games. To a first time player it is a creative puzzle, to a more seasoned veteran Carcassonne is a strategic game of knights, thieves and farmers; The player who controls the growing map will win the game.

The Premise

Carcassonne is played with one inch square tiles that feature pictures of cities, roads or fields. Different tiles are arranged differently so that the road, city or field is touching different edged of the tile. On your turn you draw a random tile and place it touching the edge of at least one other tile provided road touches road, city touches city and filed touches field. That way the game feels like building a giant puzzle where there are no rules concerning where each puzzle piece should go. The player is then able to play a “follower” represented by a small wooden person called a meeple. The meeple can only be played on the tile just played. Followers can be thieves if they are located on the road, knights if they are in the city and farmers if they are in the field. Followers score the player points either when the city or road are completed (city walls surround the entire city, roads end in stop points eg. villiage, city) or in the case of farmers, at the end of the game and depending on how many cities farms support. In this way players score points and the most points win the game. Note: there is actually one more type of tile called the cloister which has its own rules.

That’s really the gist of the game. At the very basic level, just building a big city or a long road with random tiles has a certain appeal to it. I still find myself getting a pleasure out of completing a map without any holes. As you get a little experience playing you will find ways to get your followers in the right positions to steal cities away from your opponents and find ways to play tiles that make finishing a city or connecting two farms impossible for your opponent.

My Experience with the Game

I was first introduced to the game by my regular gaming group when we were between D&D campaigns. The first game I played was a 4 player match where two of us had not ever seen the game before. The two new players actually tied for the win in that game. The ease of entry and the speed at which new players are able to be competitive makes the game really strong and I saw it in my first game. I almost immediately bought a copy of the game for myself and my wife. Now, my wife likes games, but had been hesitant to play D&D or Small World due to sort of a perceived level of nerdom from which she tries to keep her distance. I knew instantly that Carcassonne would be a game I could use as a gateway to get my wife playing games with me. I was right, the easy entry and rate at which she was able to become competitive made the game a perfect way to get her involved and get her to trust future games I brought home.

Since that first game I have played the game with my nephew’s, family, friends and coworkers. All have enjoyed the game, all have been able to see what fun a well designed board game can be. Frequently the biggest hurdle in introducing a new game is getting past the monopoly stigma where new or infrequent board game players fear a complicated or long-winded game that could ultimately end in a flipped table and a binge on comfort food. Carcassonne is perfect for this challenge.

Critical Review

Though I think it is important to share the basics of the game and my experiences with it, I think I do a disservice as a self-titled reviewer to not critically diagnose what makes the game successful or not. I decided the best way to review and ultimately rank games is on a set of criteria that could be used for any game. The areas I will rate games on and discuss are as follows:

  • Point of entry – The ability for new players to get involved. This also will take into account the rate at which a new and experienced player will become competitive.
  • Mechanics - The stuff that makes the game work. The way the game flows, the turns pass and how the board or structure is organized all factor in.
  • Replay-ability - The ability to play the game many times with enough variety of play and competition to ensure many more enjoyable plays.
  • What comes in the box – The tactile game pieces, the box organization, the art style and the way which they compliment the game.
  • Fun factor – Is this game fun to play? What makes it fun, who will most enjoy it and when it is best played.

Point of entry. As I mentioned before, the point of entry on Carcassonne felt very low to me. And as I have used the game on both my (at the time) skeptic wife and 12 year old nephew that any level of player can quickly get into a game and start preforming tactics in an attempt to win. Carcassonne excels here. The game is heralded as a “gateway” in the gaming community and the heralding is deserved  Almost anyone can understand this game quickly and begin having fun right away. Score 10/10.

Mechanics. Carcassonne has two basic mechanics and they are simple ones. Drawing random tiles to play on the community tile-base and playing a meeple on the tiles you just played. This concept, though simple is complimented by the variety of tiles that can be drawn, the sheer number of possibilities a player has when placing the tile and the options that the player has for placing his/her meeples. A simple concept mechanically is complimented by pieces that, by their square nature, are designed so it is easy to see what to do with the tile you drew — road connects to road, city to city, etc.The game also has a very obvious end point that no player need wonder when it will come. The game is finished when tiles are used up and the remaining meeples are scored to announce a winner. My one slight knock, and it is a small issue, is that the base game comes with a score board to 50 and there is no strong design element that allows you to keep track of circuits around the 50 square scoring board. In later expansions, 50 point chips are provided which helps a little but still feels a little awkward. The last point of contention that I don’t love about games is having some uncertainty about when a turn is over, at the end of a turn in Carcassonne there is an optional mechanic of playing a follower on city, road or farm. This can lead to slight confusion with faster play and newcomers, but, small detail ultimately. Score 9/10.

Replay-ability: A game that has a lot of replay value usually has a good mix between random happenings and player interaction which usually results in something along the lines of strategy. To note, I have played the game upwards of 25 to 30 times so far and I am still willing to play at about any point. I do think the level of random is a little higher than the level of interaction/strategy. Getting a random piece one at a time can sometimes feel a little limiting to strategy and depending on who you are playing with, you might find yourself playing most of your tiles on the clear opposite side of the map as the other player(s). More players make the game a bit more strategically interesting as there are fewer available places to place followers and more tendency to try to steal cities, roads and farms away from other players. I have also heard of playing the game with a hand of 3 tiles, which I believe would effectively up the strategy factor. Ultimately this is a great game you will want to play over and over again, especially when introducing new players to the world of ‘Euro Games’. And if you want something more from the game the sheer number of expansions should give you plenty of ways to make a good game better or keep players, who might be getting bored, happy. Eventually the more advanced players may drop the game for more complicated concepts in time, but, I still think for the most part it is fun for any occasion or audience for many, many plays. Score 8/10.

What comes in the box. I actually think the tiles are really solid, the meeples are wood and sturdy even when dropped on the floor. So far I haven’t seen much wear on our set in the form of dents or scratches on the tiles themselves. The box is compartmentalized well for the base game (gets a little more complicated when trying to store expansion tiles in the main box). The art is just the right amount of bright, colorful and enticing which is pretty common is some of the more popular Euro Game including Ticket to Ride and Small World. Score 8/10.

Fun Factor. I believe if the game isn’t fun the other details don’t matter that much. With that in mind, this game is endlessly fun. Partially this is because of solid mechanics and design. Partially this game is really fun because getting new people playing a game and having them see the fun they can have with some wood and cardboard pieces sitting around a table is a very rewarding feeling. As far as replay value, or, am I still having fun playing it much later, I still think it is strong even for more advanced players. Say you don’t want a hard strategy game one day and just want a relaxing game to end the night or to sip wine around — Carcassonne fits perfectly in so many situations. The one situation I might warn against: playing this game on a smaller surface. Running to the end of a table can be a bit maddening. For optimal fun, find a large playing surface and start right in the middle. Score 9/10.

Final Thoughts

All together this is a classic game everyone can enjoy for a long time. One of the heralded gateway games of the table top gaming community, and it is a true beauty. If you run out of fun with the original expansion are everywhere (I recommend Inns & Cathedrals and Traders & Builders). Give it a go if you haven’t already, and it you have it and haven’t played for a while, get it back out and build another map of the city of Carcassonne.
Average/Final Score 8.

A gamer in transition

I have always been a gamer, I think looking back it is one of the few things that have defined me throughout my entire life. At maybe 8 I was playing super Nintendo on a mini trampoline in my basement. When I was 10 I got a computer and began my early life as a PC Gamer. By 12 or 13 I had rebuilt it into a formidable gaming machine and was playing original Starcraft, Counter-Strike, Half-Life and eventually World of Warcraft. PC Gaming is still my strongest passion when it comes to gaming, but it is slowly ebbing away.

I am entering a phase of my life where not only do I have an added amount of responsibility and family time (see posts about my daughter). I now have somewhat less time to sit on the PC for hours at a time. I have less time to play whatever new games there are and honestly somewhat less desire. I find my hands, or more importantly one hand occupied much of the time and my erratic sleep schedule leaves me going to bed early and not spending late hours of the night racking up wins in Starcraft2. I realize this may just be a temporary setback in my gaming time, but, even so, I am starting to expand my gaming palette.

Enter Tabletop

I really have to give a lot of credit to Wil Wheaton’s “Table Top” web show. I started watching these out of mild curiosity and quickly began discovering a whole new world of gaming possibilities. Around that time, I began playing D&D 4th Edition with some fiends who also turned me on to my first “Euro Style” board game (Carcassonne) and my first true indie game Pushfight!. I found myself thinking, “holy shit, there is a whole world of games out here I had no idea about.” I was honestly taken aback, I had no idea even what I was missing. As a kid we had played Monopoly, Chutes and Ladders, Candyland, Apples to Apples and the like and I always sort of felt demeaned by inferior gameplay and childish themes. I had no idea there was this world of deep, strategic, fun board games out there.

How board games fit

Some of the advantages to board games feel a little obvious but, I think as someone who never fathomed enjoying them, they are worth pointing out.

  1. Board games have a certain deep subtlety about them that my “gamer” side really appreciates. Sometimes it is hard for me to look at cardboard cutouts, dice and cards and think, ‘hey, this is some advanced thinking going on here,’ when I was used to the insane complexity of an MMO or a good RTS game. However, sometimes complexity is not always the most fun. Complexity can also be crude and complex just to seem like there is a lot going on. The depth and subtlety of board game is apparent when simple mechanics such as tile laying, card playing and piece moving can have a complex strategy behind them. Suddenly moving a piece is as interesting as controlling and building an entire army.
  2. Board games are inherently social. And granted, many games are now played online. In fact I spend most of my life online, talking over chat and on the phone and that is where board games are very refreshing. I find myself craving interactions face to face. Sitting at a table with friends or family over a game is a wonderful way to talk and get all the humanness I can soak up in our increasingly digital world.
  3. Family playtime is something I’ll probably find ways to bring up all the time on this blog. But, as a dad and a husband, I find myself looking for ways to spend more time siting together, playing together, talking together. TV is both good and terrible for this. We sit but we don’t talk, we don’t use our brains, we don’t interact. Board games are something I enjoy playing with my wife (and thankfully, she enjoys them too) and one day I hope to share with my children. Again, I will write more on this at another time, but, I believe strongly, the family that plays together, stays together.

So now, I can proudly announce I have started; my collection has begun. I am now a collector, player and advocate of board games. I have a boardgamegeek collection page started and I play and share games whenever I can. Will there always be room for computer games, sure, but, somehow I don’t care as much about missing my time sitting alone playing Starcraft or Skyrim. I look forward just as much to playing board games and card games with friends and family when it comes to getting my gaming fix.

A collection of boardgames