Co-op Case Study: Sprawlopolis

This week’s case study is about what may be the most minimalist co-op that I’ve met: 18 cards, and less than 15 minutes play. Nonetheless, it’s an enjoyable and intriguing game.

This article originally appeared in Meeples Together.


Sprawlopolis by Steven Aramini, Danny Devine, and Paul Kulka

Publisher: Button Shy (2018)
Cooperative Style: True Co-op
Play Style: Card Management, Tile Laying

Overview

It’s city-building time! Players are given three goals for building their city, then must do so by playing 15 cards, one at a time. In the end their city will be scored based on adherence to those goals, the minimization of roads, and the alignment of matched city districts. Continue reading

Co-op Case Study: Descent – Journeys in the Dark 1e

The overlord category of co-ops gets a decent amount of attention in Meeples Together, but we probably could have written a whole chapter on how overlords interact with the challenge machinery of a co-op game. Instead, we offer up this case study, our first to discuss an overlord game. It describes one of the foundational games in the modern overlord category, and also outline how overlords and challenge systems work together.

This article originally appeared in Meeples Together.


Descent — Journeys in the Dark 1e by Kevin Wilson

Publisher: Fantasy Flight Games (2005)
Cooperative Style: Overlord
Play Style: Adventure, Combat

Overview

In Descent: Journeys in the Dark, players take on the roles of heroes who are venturing forth on dangerous quests. Each of these quests is codified in a scenario that tells the overlord how to lay out rooms and monsters. The game is then played out as tactical combat, with the heroes trying to fight their way to the end of the scenario while the overlord tries to slay them. Continue reading

Designing for Loss, Part One: Obscuring the Loss

Classic board games are all about competition: someone wins and (usually) several someones lose. But, those games aren’t just about instantaneous moments of victory. They’re about ever improving victory over time, which tends to appear in one of two ways.

  1. Linear Gain. Players gradually gain points over time. Though players may gain more or fewer points on any turn, a player who is ahead has more likelihood to stay ahead, and a player who is behind has more likelihood to stay behind. Candy Land (1949) offers an example (with the understanding that a race track is the same thing as a score track, except the winner is the one who gets to an arbitrary score, as opposed to the player who is ahead at an arbitrary time): players further ahead on the track are more likely to win the game than those behind. 
  2. Exponential Gain. Many more games instead support a system of exponential gain, where a player who is ahead gains lots more points than one who is behind. This tends to be because they’ve built an engine that is linearly better than those built by opponents, and that linear improvement tends to translate into an exponential point game in many designs. Take Catan (1995) as an example: with a simple linear expansion of cities and settlements, a player becomes much more able to build new cities and settlements, and perhaps more notably to take road spaces and build sites desired by opponents.

Whichever way that players improve their score, there’s a notable problem: it becomes quickly apparent that some players are winning and some are losing, and so are more likely to win or lose the whole game. So how do you keep “losers” interested in a game? There are a couple of game design solutions, of which I’m going to discuss the simplest in this first article: obscuring the score. Because when playing a competitive game, it’s quite often literally true that ignorance is bliss.

There are a number of different ways to obscure victory in this way. Continue reading

Co-op Case Study: Blood Bound

We’ve just passed by the night of masks and false faces, so it seems appropriate that we’re talking about another hidden teams game (and one that feels like a natural successor to Escape from the Aliens in Outer Space, which we discussed two weeks ago).

As it happens, we’ve played a number of hidden team games since the publication of Meeples Together, and we’ve still got a few classics to touch upon as well. We don’t want to take away from the full co-op games that are the core of the book, but we will be returning with a few other games of this sort in January. 

This article was originally published on the Meeples Together blog.


Blood Bound by Kalle Krenzer

Publisher: Fantasy Flight Games (2013)
Cooperative Style: Hidden Teams
Play Style: Take That

Overview

You’re a vampire of the secretive Rose or Beast clan. They’re so secretive that you don’t even know who the other members of your clan are! Instead, you must engage in deduction by stabbing the other characters with a knife. Your eventual goal is to identify the leader of the opposing clan and capture them — but if you capture the wrong vampire, your whole clan loses! Continue reading

The Problem with Game Length

Once upon a time, a game called Caylus (2005) was released, and it was quickly lauded as the best game ever. It soon climbed the ranking charts on BGG, and there was much hysteria about whether it would surpass Puerto Rico (2002) as the new #1. (Spoiler: it did not.) And so when I sat down to play it on December 14, 2005, I had high expectations.

They were not met.

OK, I’ll admit, I didn’t understand at the time that the hype was over the worker-placement mechanism, which created a whole new industry of eurogames, including ones that I quite enjoy such as Agricola (2007), Le Havre (2008), and A Feast for Odin (2016) — which seems to suggest that I particularly enjoy the somewhat smaller Uwe Rosenberg worker-placement game industry. But I also love Viticulture (2015) and much of Richard Breese’s Key series, depending on how you define “worker placement”. I mean how many games can say they were the basis of a mechanic tag on BGG? (Dozens, I suppose, with pointless arguments over whether a game was “first” or not, when it’s really a question of whether it was “inspirational”*.) And how many games can say they created stupid arguments over terminology started by people too lazy to understand the words they’re using? Continue reading

Co-op Case Study: Escape from the Aliens in Outer Space

The hidden team games are an interesting adjacent space for co-op design, both for the cooperative mechanics of their team-based play and for the introduction of deduction, something that any traitors game could learn from. So over the rest of October we’ll be looking at a pair of hidden teams games.

This article was originally published in the Meeples Together blog.


Escape from the Aliens in Outer Space by Mario Porpora, Pietro Righi Riva, Luca Francesco Rossi, and Nicolò Tedeschi

Publisher: Santa Ragione (2010, 2016)
Cooperative Style: Hidden Teams
Play Style: Hidden Movement

Overview

The humans are trying to escape! The aliens are trying to kill them! And you are secretly either a human or an alien. Your moves are secret too, though you’ll sometimes reveal your true location and sometimes a false location, based on which cards you draw when exploring. Humans win individually if they escape, and aliens win collectively if they eat up all the tasty human morsels. Continue reading

What Makes Wingspan Great?

(Or, Anatomy of a Game: Wingspan)

Obviously, Wingspan is both one of the most controversial and hottest games of 2019. I wrote about the controversy some months ago, discussing how its production decisions were pretty typical, despite the conspiracy theories that some people were spinning. But, because of the game’s scarcity, I wasn’t able to actually give it a try until this week, which now allows me to talk about its hotness.

Your birds are ready for watching.

I should say that I’m usually somewhat biased against a game when it achieves HOTNESS, because I find it increasingly likely that the emperor has no clothes. And even if the emperor has attractive lavender threads, I figure they won’t be as beautiful as what I’ve imagined in my head. Sometimes the hotness does turn out to be a terrific game like Terraforming Mars, but it’s equally possible that it’ll be a deeply flawed release like Caylus (and I’ll talk more about why I think that in a future column).

But in the case of Wingspan, I’m thrilled to say that it holds up to the hype. Here’s how I think it ended up a terrific game. Continue reading

Co-op Case Study: Forbidden Sky

Forbidden Sky was the game that we really wanted to include in Meeples Together, but it came out too late in the year for it to meet our schedule. So, consider this a true addendum to Chapter 4, where we offered case studies of Pandemic, Forbidden Island, and Forbidden Desert.

This article was originally published in the Meeples Together blog.


Forbidden Sky by Matt Leacock

Publisher: Gamewright (2018)
Cooperative Style: True Co-Op
Play Style: Action Point, Tile Laying

Overview

The players take on the roles of space archaeologists exploring a secret power platform. They must build an electrical circuit to power a rocket ship. But, a storm has overtaken the platform, and it may electrocute the explorers or blow them off the platform, sending them plunging to their death. Continue reading

New to Me: Summer 2019 — Others Enjoy Them More Than I

These lists have always been a quarterly summary of the new games that I played and what thought of them, as a medium-weight eurogame-focused player. That don’t necessarily represent if these games are good or bad, just if like them. And that fact felt like it was on particular display this summer, when I played a number of games that were very good in the abstract, but less enjoyable for me specifically.

But I’m going to start off with the one game that may have be the opposite case …

The Very Good (“I Would Keep This”)

Blood Bound (2013). This is a pretty light and simple game that’s more about experience than strategy, and that’s not a category I usually love, but this one was pretty good. It was sort of the deduction of Love Letter meets the gameplay of Bang! There are two teams of players, and each team is trying to capture the leader of the opposite team: but you only know the probable identity of one other player — and nothing about whether they’re a leader.

The cleverness of the hidden teams part of this game is that its deduction comes in two parts: you have to guess both the affiliation of each player, and their rank within the team — and the second part can be quite dicey since there are nine potential ranks in each team, and many of them will be out of play, so the level “7” character will usually not be the leader, but could be.

The Love Letter aspect of this game comes from the fact that each player has a special power that they can use once. These can be cleverly played to help fellows and hurt opponents … if you can guess who’s who.

For a game that’s over in 15-30 minutes, this one has a surprising level of depth, and its two levels of deduction make it more interesting than many in the hidden teams category. Continue reading

Co-op Case Study: Pandemic — Reign of Cthulhu

By this point, there have been a shocking number of Pandemic games. Some slightly vary the original formula, while others move increasingly far away. We expect to look at most of them over time, because variations to an an existing system are one of the most intriguing ways to examine the evolution of a game design.

This article originally appeared on the Meeples Together blog.


Pandemic — Reign of Cthulhu by Chuck D. Yager

Publisher: Z-Man Games (2016)
Cooperative Style: True Co-Op
Play Style: Action Point, Card Management, Set Collection

Overview

The players take on the role of various investigators who are trying to close four gates that are destroying the world. As in Pandemic (2008) they must balance removing  cultists and shoggoths (to avoid losing the game) and collecting sets of cards (to ensure winning the game). However, this is more than just a retheme, as Pandemic: Reign of Cthulhu features a few new threats, such as Old Ones and a sanity die. Continue reading