The German version of settlers came out around 1995 IIRC and sparked a big revival of board games (and strategic board games in particular in Germany. Then some time around 2008 or so I had friends in NZ and OZ who used to not play board games tell me about this cool game the wanted to play. I was quite surprised that it was settlers which I had not played since moving overseas in 2004.
So yeah the whole revival originated in Germany, but took about 10 years to suddenly go global.
Earlier in the 90s the games that were mainly for sale were games like Britania, History of the World, etc. Axis and Allies was always around too.
The German games brought in shorter games though, which didn't take an entire afternoon to play.
Similar to a video game licensed movie, or a movie licensed video game; even if the title has elements I enjoy, I've been burned enough. Playing it is the only way I'll know I love it.
I can't even trust data collection on BGG, because typically the first wave of Kickstarter ratings are by people who have boarded the hype train. Followed by a re-alignment when people who are playing friends' copies step in.
Component quality bias, as well as cost bias are related (and typically compounded by Kickstarter) phenomena.
One clear signal to me now is if they offer additional game mechanics as a stretch goal. It's hard enough balancing the base game and making it compelling. If a designer thinks they can do this not once but twice, and in a modular way no less, I question their design sensibilities in the first place.
It's possible that this is a flaw of kickstarting board games in general. The platform incentivizes stretch goals and they don't map well onto most board games.
For boardgames, stretch goals should indeed not be about adding or changing mechanics; that's a red flag. Stretch goals should probably mostly be about better quality components. Wooden or plastic pieces instead of cardboard, metal pieces instead of wood or plastic, a nicer board, more art, that sort of thing.
Extra options can work if options are already a big part of the game, and these are options the designer seriously considered but left out because they're not essential and too expensive to include. More money could mean they now can afford the non-essential options they originally intended but couldn't afford. But completely new game mechanics are a massive red flag.
It's worth noting that stretch goals are the area where a lot of Kickstarter projects mess up. Their original idea was good, but it was too successful and they promised too ambitious stretch goals which were just in the idea stage and never got properly developed, and suddenly they find themselves having promised things they don't have time for. I think this is one of the primary reasons why successfully over-funded projects end up being late.
For example: the book talks about the economics of printing game components, warehousing product, and buyer price sensitivity. These all combine to create narrow bands of acceptability for game materials. Kickstarter doesn't change anything about these economics. But now there is no central publisher to steer you away from these predictable issues.
My point then, is that even fancier game components don't make good stretch goals. The high price a game can command on Kickstarter from enthusiasts won't translate to the avg shopper who sees it on a store shelf. And if you print a standard and deluxe edition of your game, you are not effectively capitalizing on Kickstarter preorders to de-risk printing, warehousing, and shipping costs.
It's best to make one game that meets the exacting demands of the Target store shelf if you want to maximize success. Exploding Kittens is probably the best example to date. And that game is not well received by the BoardGameGeek scene (for valid reasons) which highlights the disconnect between the social validation designers crave and market success.
Awaken Realms has been one of the worst offenders with this (both fake stretch goals and fake expansions) but their newest KS (Nemesis Lockdown) actually abandoned all that for timed feature announcements.
Hopefully the start of a trend.
This is an approach similar to what a video game might do.
What you describe is a fairly common "promo" incentive, once upon a time you might get it in the version bought at a big event or that sort of thing, these days it'd be for Kickstarter backers.
Yes, you can make small customisations that don't significantly change gameplay, for example Viticulture is a game about owning a small vineyard and to add variation you get a "Momma" and "Papa" for your vineyard which tweak how much money or starting equipment you get plus they have names and little illustrations to give them personality. Maybe Papa Phil gives you slightly less money than Papa Eric but a piece of equipment that's worth the difference if you need it - having Papa Phil saves you taking an action buying the equipment with money, but if you don't use that equipment at first you're still short of the cost whereas someone playing Eric can spend it how they wish. Clearly having one or two extra Mamas or Papas as a promo isn't game breaking (so long as the designer doesn't add Papa Scrooge who has twice as much money as everybody else put together or suchlike). In fact Viticulture went with event cards for Promos, which is a bit trickier to balance, but seems to have worked OK in practice.
But often the correct way to design games is to simplify until it's good, not add more and more until playtesters would rather say it's great than risk being asked to waste another six hours on one more test session. Promo features fight that. Would Viticulture work fine with no Mamas and Papas? Yes it would. Would Can't Stop be better with fancy cosmetic player pieces instead of the typical generic ones? Er, no, not really. So such promotional features aren't very good for the hobby as a whole.
Piece organizers, additional players expansion are also good stretch goals.
Cosmetics would be where I would put the stretch goals at (like upgrading the coins to metal coins (remembering to adjust the shipping cost accordingly), upgrading the player tokens, etc), or very expensive t-shirts (as those print runs can also get complicated fast), or stickers or other "simple" swag.
Disclaimer: Have not run or funded a board game Kickstarter, only heard a podcast about one (https://www.idlethumbs.net/3ma/episodes/threes-a-crowdsourci...)
What would be an interesting stretch goal is someone promising to take the extra money to spend more time thinking hard on how to remove and simplify mechanics.
In the extreme case, some campaigns link to a print-and-play version of the game so you can “try before you buy”. Try to do that with a video game!
Also: Even a long time ago, both Quake and Quake 3 Arena had free versions out in the open before their relase.
To me, people expecting too much from these investments seem to not have not understood the deal. It is small scale venture capital with no guarantees.
Creating art for such endeavors is not trivial and a lot of work. In case of computer games often more work than the coding. So it would have to be a pretty great idea if you can do with minimal effort in that department.
It's the same thing: look at what's already there, pay if you think that's good.
I haven't been able to have a regular board game night in months :-( I tried online but didn't love it (I suppose I should try it some more); I wish I could see how to do it in person and maintain physical distance, but it looks doubtful.
Households of more than 1 member are probably looking for more things to do at home together.
I also have some friends who entered into a quarantine pact. They don’t go around anyone else except each other. That way they can keep meeting up for board game night.
If you're used to navigating 3d space in video games or whatever you can probably pick it up but my gaming group is almost exclusively non-videogamers and the idea of getting them to play games through this thing is just a total non-starter.
Also it feels like a bit of a slap in the face to game designers that every player needs their own copy of TTS (~$20 each) yet designers -- whose wokr and IP is the pretty much the whole selling point -- will see none of that.
Personally I don't like TTRPG as DnD precedes Computer based RPG's by decades and also TTRPG makes me think or more wargaming derived skirmish games 7tv or even Force on Force and so on.
I've played many times and it works great. Def worth having someone in your common circle that participates a lot to purchase the additional member pass (up to 4 players is free). The only thing is that it doesn't take into account extension pack rules for higher number of players but to me that's barely an issue let alone a deal breaker.
I haven't tried colonist.io (cited in other reply), though from a brief peek it looks very polished. Am eager to try it.
I have an ongoing Gloomhaven campaign inside TTS. 50% of every session is people wailing and yelling as stupid things are simulated that we don't care about. Oh you dropped that piece on the edge of a piece of cardboard so it fell over. Oh you put this token at the wrong angle so it doesn't count. Ugh.
When the same group of people play anything else we play it either in dedicated software or in https://boardgamearena.com/
Unfortunately BGA doesn't have Catan though its management have said they would cheerfully pay to offer Catan.
I've gotten a number of mediocre games but some good ones (eg 7th Continent, Gloomhaven). In some cases what I bought ended up being cheaper at retail. I have gotten some reprints though, which are of course more of a known quantity.
I will say though that one nice thing to come out of all of this is "premium pieces". That's why I bought the Scythe Collector's edition. The game remains the same for those unwilling or unable to pay the premium but for people like myself with the ability and inclination to do so, it makes the gaming experience just a little nicer.
But I rarely back Kickstarters now. I'm glad it exists as a means of bootstrapping games.
Suggestions? I have Catan, Ticket to Ride, and Carcassonne.
https://boardgamegeek.com/boardgame/41/cant-stop
Too pure a "game" and you'd prefer a bit more theme? Maybe a chance to see how history might have been different if you'd been in charge during the Cold War?: Twilight Struggle.
https://boardgamegeek.com/boardgamefamily/51380/game-twiligh...
Better to stay away from politics as well as the occult? Is it OK to make wine (you are not obliged to drink the wine)?: Viticulture
https://boardgamegeek.com/boardgame/128621/viticulture
If it's OK to make wine, how about whisky?: Clans of Caledonia
https://boardgamegeek.com/boardgame/216132/clans-caledonia
If it's not OK to make wine (or whisky) how about electricity?: Power Grid
And if you just want some chaotic fun, Magic Maze [2] is a real-time, co-op game where the division of labor is split along actions (move up/down, move left/right) rather than across players. There's a very short time-limit, so games are quick but stressful, if you take them seriously, or hilarious, if you don't.
[0] https://boardgamegeek.com/boardgame/30549/pandemic
[1] https://boardgamegeek.com/boardgame/161936/pandemic-legacy-s...
Azul: (lovely) tile laying reminiscent of stained glass. Games take 30-45 minutes and explaining the game takes just a few of those.
Kingdomino: tile laying around a castle to connect different types of lands for points. Has an effective mechanic to trade off getting better tiles against future opportunity. Children play this game easily but adults also like it.
* trains (Trans America, Ticket to Ride, Empire Builder, 1830)
* animals (Wingspan has been mentioned),
* building (Catan, Pillars of the Earth, Argicola),
* trading (Le Havre, Cuba) (note: trading as a theme, not necessarily a game mechanic)
* evolution (Primordial Soup, Evolution)
* space combat (Core Worlds, X-Wing)
* history (Through the Ages, Civilization)
(I've tried to order the games roughly from easy to complex)
It's certainly true that fantasy, horror, and occult are also popular themes. Perhaps more so in Anglo-Saxon-style games than in Eurogames, which can be about extremely mundane things, like maintaining a garden or sewing a patchwork.
A couple of other interesting non-fantasy games:
El Dorado (finding your way through the wilderness)
Power Grid (generating power and supplying it to cities)
Terraforming Mars (theme is obvious)
Twilight Struggle (the Cold War)
Check on BoardgameGeek[0]. Also pay attention to complexity, time and age requirements. Some games are very big, complex and time-consuming, others are quick and easy. Catan, Ticket to Ride and Carcassonne are all classics that fall somewhere in the middle.
- Photosynthesis, a competitive puzzle game where you are a species of tree. https://boardgamegeek.com/boardgame/218603/photosynthesis
- Flash Point, a cooperative game where you are a team of fire fighters. https://boardgamegeek.com/boardgame/100901/flash-point-fire-...
- Azul: Stained Glass of Sintra, a game where you make stained glass windows. https://boardgamegeek.com/boardgame/256226/azul-stained-glas...
What do you mean by "occult" - as in, like, literally they seem to tie into subjects you have a religious objection to? Or just that they seem like they're designed by and for spooky people who hide in basements?
Who are you playing with? Kids? Adults? Do you have a regular group? How large is the group? How often are you looking to play, and how long into the night?
What do you like about Catan, TTR, and Carcassonne? What older boardgames did you like before?
Like, I can say if you like the mechanics of TTR and the leveling-up feel of Catan, you should get Splendor... but if you're hungry for just more Catan, with deeper and more elaborate gameplay I'd say jump to Cities and Knights of Catan, the expantion that makes the game level up higher.
Do you love the tile laying of Carcassonne, but want something where you feel like you have more control? Get Kingdomino.
If you love tile laying but want less control and more mayhem, and love the exasperated agony of watching your hard work collapse? Including real-time rushing? Like, ever tried playing Jenga with a chess-clock? If that sounds fun, get Galaxy Truckers.
Want to explore the social side? Have a large group? Resistance Avalon. The game is pure social deduction - figure out who among you are traitors before they take control of the game. If your group is in for black comedy, there's a Weimar Republic themed game that's similar called Secret Hitler.
Ever tried a co-op game? Want something thematic to our modern pain? Pandemic - you and a bunch of specialists run around the world treating cities and hunting for cures.
Agricola
Race for the Galaxy
Tiny Epic Galaxies
Splendor
Would all be good for the same kind of player counts as them, without any occult theming.https://boardgamegeek.com/boardgame/191862/imhotep https://boardgamegeek.com/boardgame/191876/ulm
- Quacks of Quedlinberg: https://www.boardgameatlas.com/search/game/M7r9tO1GbX/the-qu...
- Wingspan: https://www.boardgameatlas.com/search/game/5H5JS0KLzK/wingsp...
- Tiny Towns: https://www.boardgameatlas.com/search/game/iEEoo9hTRo/tiny-t...
- Welcome To: https://www.boardgameatlas.com/search/game/I77I9HybTm/welcom...
Each of them are widely popular recent games that have a similar amount of rules to the ones you own and still offer some good strategy and fun for nearly everyone I've played with.
FYI I was kind of surprised when I saw that game only received a 7.5, but then I checked Catan for reference an that only received a 7.2 rating so make of that what you will.
Have a look at eg the full list of games on boardgamegeek https://boardgamegeek.com/browse/boardgame?sort=rank (sorted by rating).
For family fun 'Bang'
Munchkin' is the go to game when we have annual holiday with some uni friends. Great speed of game, the betrayal element is great for that crowd plus kids 10+ enjoy and get in on the adult banter.
Check out BoardGameGeek if you haven't yet, there's every theme and mechanic out there you can think of, and you can see games related to ones you already like, highest rated games, curated lists, etc.
If you like games with an economic component, the Power Grid franchise is fun to play. Each map has a special twist on the rules, such as not being able to buy uranium on the North Korean market, and you can only buy from the North or South market each turn (not both).
How did you come to this conclusion? It's... completely disconnected from reality.
If I go to boardgamegeek.com and look at the "the hotness" sidebar, there are 15 games (of which two, Gloomhaven and Gloomhaven: Jaws of the Lion, would appear to be closely related).
In descending order of "occult flavor":
1. Arkham Horror: The Card Game
2. Spirit Island (in which you play as pagan deities trying to repel the forces of civilization)
3. Gloomhaven (perfectly ordinary dungeon crawler, as far as I see)
4. Gloomhaven: Jaws of the Lion
5. Lost Ruins of Arnak (makes some reference to "fearsome guardians" associated with the remnants of a lost civilization)
At this point, there is zero "occult flavor" associated with any of the 10 remaining games. So, in the order listed on the site:
6. Pendulum - "Players command their workers, execute stratagems, and expand the provinces in their domain in real time to gain resources and move up the four victory tracks: power, prestige, popularity, and legendary achievement."
7. Dead Reckoning - "is a game of exploration, piracy, and influence based in a Caribbean-esque setting. Each player commands a ship and crew and seeks to amass the greatest fortune."
8. Imperial Struggle - "is a two-player game depicting the 18th-century rivalry between France and Britain. It begins in 1697, as the two realms wait warily for the King of Spain to name an heir, and ends in 1789, when a new order brought down the Bastille."
9. Terraforming Mars - "Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things."
10. Godzilla: Tokyo Clash - "you play as the Earth's most fearsome Kaiju — Godzilla, Mothra, King Ghidorah, and Megalon — battling for dominance as the most terrifying monster in Japan."
11. Wingspan - "You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves."
12. Maracaibo - "is set in the Caribbean during the 17th century. The players try to increase their influence in three nations in four rounds with a play time of 40 minutes per player."
13. Brass: Birmingham - "tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870. As in its predecessor, you must develop, build, and establish your industries and network, in an effort to exploit low or high market demands."
14. Everdell - "the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters [forest wildlife] intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises?"
15. Root - "The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats."
Gloomhaven is full of demons and Lovecraftian monsters to fight, by the way, and the player characters use summons and dark magic. Great game; we’re on roughly our 40th play session tomorrow!
I don't think it makes sense to consider Gloomhaven and Gloomhaven: Jaws of the Lion independently. There are other issues with this count -- for example, Lost Ruins of Arnak doesn't appear to, technically, exist yet -- but that would be the main one.
If, instead of the "the hotness" sidebar, I look at the top 20 games by rating, then those with more than zero potential occult flavor are:
1. Gloomhaven
13. Spirit Island
19. Arkham Horror: The Card Game
(with potential honorable mentions going to Star Wars: Rebellion and War of the Ring: Second Edition, depending on your opinion of Star Wars and Lord of the Rings.) This is 15%, not 33%.
You have to know what it is you're trying to count. A Feast for Odin (#23) might be objectionable on the grounds that you are thematically honoring a pagan god. But it involves no supernatural phenomena whatsoever. Mage Knight (#24) is a war game in which you use magic.
I would mentally classify Mage Knight in the same genre as superheroes rather than occultism, but somebody else might differ. But my larger point is, it's a mistake to look at those two games, acknowledge that they both meet (very different) definitions of occultism, and then conclude that occultism is extremely prevalent. First define what occultism is, and then you'll notice that the number of games actually meeting that definition is much smaller than the number of games potentially meeting any definition.
I’ve played enough games to realise anything in the top 200 is probably quite good. Probably anything from 201 to 500 is is also good.
Erring on the side of caution, maybe 20% of the top 200 may have magic or occult elements. I have far too many board games. I maybe have 5 that are occultish, have magic or pagan religions. I’m actually really surprised. I thought it would be more. I have more games about farming.
Admittedly "occult" is a bit vague. Does it refer to everything with a fantasy or supernatural theme? Then it's undeniable that it's a popular theme for games. Fantasy, magic, horror, superheroes; there's plenty there that sparks the imagination of gamers and game designers, and if that's a theme someone dislikes or objects to, then that's a pretty big chunk they're losing out on.
Still, there are indeed a lot of games that don't touch on any of those topics at all. Shop around a bit, look into different kind of games.
Or use BBG's advanced search[0] to filter out all the themes you don't like[1]. (In this search, I filtered out everything fantasy, horror, religious or mythological.)
[0] https://boardgamegeek.com/advsearch/boardgame [1] https://boardgamegeek.com/search/boardgame?sort=rank&advsear...
I would take a look at the list of family games instead.
https://boardgamegeek.com/familygames/browse/boardgame?sort=...
OP, I would just go on BoardGameGeek and browse through the top-rated games. Just looking at a game's page should be enough to tell you if the content is acceptable.
Though honestly, as a newbie, you should probably look through one of the curated game lists: the bare rating that a game has seldom lines up with what a beginner might be looking for. For a start, it's mostly heavier games that have very high ratings.
My personal observations about BSG:
As a traitor-mechanic game it suffers severely if the traitor doesn't know how to play well or if someone gets bored and isn't paying attention.
Again in particular with coop-with-traitor-mechanic games, it is very vulnerable to loud alpha-gamer quarterbacking ("Hey! Everyone needs to support this plan because it's clearly The Best Plan, and if you don't you're clearly the traitor because you're playing sub-optimally.")
It takes a long time, 2 hours minimum and I've been subjected to 4 hour games.
Put simply, it is generally not fun for a rookie gamer.
Recommendation:If this game of cooperative play with traitor mechanic sounds interesting to you, I recommend the game "The Resistance: Avalon", which has similar mechanics but plays in 20 minutes optimally and 50 minutes for a slow game. Compare with 120 minutes to 240 minutes in my experience for BSG.
Disclaimer:I've played BSG twice (same group), I've hated it twice, and I refuse to play it anymore. I do not consider myself a rookie, and I personally prefer shorter (120 minutes or less), simpler games.
I hate traitor mechanics, and I'm not a big fan of the Android setting (Android itself I find not much fun) - but I found the mechanism in New Angeles acceptable. One player did indeed screw everybody else over, and it wasn't the most fun I've had in that amount of time, but I'd do it again some weekend I think.
The popular game I refuse to play is "Firefly: The Game". The friend who owns it says "Well it's flawed but it really captures the TV show". I hadn't enjoyed our first game of Firefly and hadn't seen the TV show, though I had seen the movie, so I watched the TV show. The next time I explained to him that he'd been correct. It exactly captures the TV show, in that the TV show's writer clearly doesn't understand that he's writing a story about the bad guys. Stories about bad guys can be fun. There don't even need to be good guys, there arguably aren't any good guys in "The Wire" for example - but the writer does need to be aware they're telling a story about bad guys. Firefly thinks these people are heroes. And so does the terrible board game.
I played both a lot, and like 'Secret Hitler' because they pared down the number of game mechanics a lot, and still left a meatier game.