New to Me: Summer 2014 — The Season of Very Good

Another season has gone by, and though I didn’t play anything new that was great in Summer 2014, I played a whole bunch of new games that were very good, and that I’d happily play again, so here’s my look at The Season of Very Good.

The Very Good

Damage ReportDamage Report (2014). Following in the footsteps of Space Alert (2008) and Escape: The Curse of the Temple (2012)Damage Report is a real-time cooperative game. It’s a game of logistical resource movement, where the real-time play is all about getting the right stuff to the right places in time, while a 3-minute timer of doom relentlessly adds to your problems.

As a real-time game, Damage Report does a great job of keeping you frenzied: you try and keep abreast of the larger picture while constantly being dragged down by the need to take your own moves and monitor your own timer. As a cooperative game, Damage Report does a good job of giving you opportunities for working together: you try and get the appropriate supplies to your friends (or on the flipside, reveal what supplies they could bring you) — and the challenges put in your way are tough. The phrase “logistical cooperation” doesn’t sound that exciting, but the game turns out to be joyously frantic and adrenaline-fueled. The cooperative play works, but the designer really got the real-time play right. Continue reading

Not Necessarily a Deckbuilding Design

DominionOver the last few years, I’ve written about deckbuilding games pretty extensively. However, in that time I’ve never actually stopped and defined what the term means. After all, in the genre’s earliest years, you knew a deckbuilder when you saw it. Thunderstone (2009), Ascension (2010) and (especially) Tanto Cuore (2009) were all obviously Dominion (2008), with some different rules and a different facade — so they were de facto deck builder games.

However in recent years that visceral definition has become less clear because deckbuilders have both proliferated and become more varied. It’s part of what I see as a four-step process.

  1. A game with an innovative mechanic appears and knock-offs mostly copy the game; they’re similar enough to feel unoriginal, but different enough to not seem like a total rip-off. Examples: AscensionThunderstone.
  2. Games continue to use the original, innovative mechanic, but vary more widely, and as a result a genre appears. Examples: Eminent Domain, Quarriors.
  3. The genre matures and the innovative mechanic becomes old hat. At this point this mechanic infiltrates other sorts of game as one part of a larger whole. Examples: A Few Acres of Snow, Copycat.
  4. Further variations appear that are so different that it now feels like the original mechanic was largely an inspiration. Some of them may vary enough that they actually are a brand-new mechanic, which might create knock-offs, genres, mechanics, and inspirations of its own.

And so the evolution of eurogames continues. Continue reading