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"I like games." - (You)

Previous: >>96726837

This general encompasses all board game genres - Eurogames, Ameritrash, Ameritreasure, Fillers, Party, Abstracts, Wargames, and especially the game that one anon is autistic about at this very moment.

TQs:
- What's your favorite spinoff? (card version, dice version, retheme, remake, reimplementation, etc)
- Any spinoff that you consider better than the original?
- What new spinoff would you like to see?

Bonus:
- What OOP game deserves a new reprint?
>>
>>96735655
>- Any spinoff that you consider better than the original?
If expansions aren't a consideration, there is no reason to play Carcassonne over Carcassonne South Seas.
>>
>>96735663
Except that it's not in print snd harder to get
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>>96735655
>"I like games." - (You)
Listen, you old school button masher, you sick lizard fuck, listen. Don't ever take my words out of context like that again. Anyway, Ares Expedition is the best TM game, and Slapshot deserves a reprint, even though they would fuck up the art and add minis or some shit
>>
>>96735663
what makes it better to you?
>>
>>96735701
The market you buy victory points from adds an extra layer of decision making to the game that informs the tile laying decisions as well.
>>
>>96735655
>What OOP game deserves a new reprint?
Make the 3rd edition of Serenissima
Helvetia but retheme it for "modern audience"
Craftsmen
Antiquity
Bridges of ShangriLa
Pipeline
Babylonia / Blue lagoon
Madeira
3 kingdoms redux
Tramways
Nations
Mombasa
>>
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>>96735655
How we feel about this Dwarf chads?
>>
>>96735718
I need to check it out. Have you played Small Islands? It's also a tile-laying island-themed game but the goals are private and change each round (there's a secret draft).
>>
>>96735753
>Devir
I don't know. Good looking covers of their games but the games fade away quite fast.
Or maybe I'm confusing them with some other publisher.
>>
>>96735726
I think Pipeline is getting a soft relaunch with a new theme.
Nations is also being worked on by the designer for a new version.
>>
There are spinoffs that try to evoke some of the original flavor (Castles of Burgundy: The Card Game) and there are entirely new games that happen to use the same brand (Cardcassonne).
>>
>>96735655
Boggle is the only game I know that exclusively rewards skill and knowledge. Of course the board state is up the chance but once it's set you have a pure experience where you win based entirely on merit
>>
>>96735825
you don't know chess?
>>
>>96735849
>white goes first
>wins
nah i'm good bro, boggle is much more fair
>>
Qrd on le havre vs Yokohama?
>>
>>96735862
You think you can beat anyone, even good chess players, just by playing as white? let's be real here
>>
>>96735862
Hilarious post.
Anyways, you usually play a few games to determine the winner and lessen this slight advantage.
>>
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Did I miss anon's review of March of the Ants? Still waiting for it
>>
>>96735911 You did >>96729628
>>
>>96735655
Redpill me on Spirit Island and why you guys seem to hate it
>>
>>96735726
Skymines is OOP?
>>
>>96735949
Mombaseda is better
>>
>>96735942
only the chuds hate it
>>
>>96735950
Oh I fully agree, but it was about oop games that need reprints
>>
>>96735655
>Any spinoff that you consider better than the original?
All the card game versions of Reiner Knizia's auction games are better. They're space savers for an otherwise identical game and they eliminate unnecessary and boring arithmetic.
>>
>>96735942
It's a coop game that falls into the same traps as all the other open info coops. And it's one of the coops I find are failed designs (like almost all coops, really) because playing it solo larping as more players is, gameplaywise, identical to playing with others; everyone has the same info incentives and goals, every decision gets made together. One might even cheekily call it multiplayer solitaire
>>
>>96735971
You mean Modern Art Card Game and
Ratzia, right? or are there any others?
>>
>>96735973
how can a coop game be mps?
>>
Can you recommend me some board game design talks?

Just watched Cole Wehrle's talk on king making, which was super interesting
>>
>>96736101
>Just watched Cole Wehrle's talk on king making, which was super interesting
interesting exercise in cope for shoddy designs?
>>
>>96736101
Amabel Holland's video on player counts is great
>>
>>96735655
>Favorite Spinoff?
Elder Scrolls is a spinoff of TMB mechanically but it fixed a lot of that game's flaws.
>Spinoff better than the original
Astro Knights is better than Aeon's End.
>What new Spinoff would you like to see?
Xenoshyft 1v1 card battler. Bugs vs Corpo army.
>What OOP game deserves a reprint?
Terror Below, the unofficial Tremors board game. People really seemed to hate it but my group always had fun with it even if the dog was an overpowered cunt.
>>
>>96735898
The outright fact that white has an advantage means the game isn't balanced for shit.
>>
>>96736101
I'd recommend the decision space podcast. Not strictly about game design, but all (?) the hosts are boardgame designers and it comes up a lot. Quite illuminating at times amd a good podcast overall

There's of course the classic garfield talks about randomness which is ok too. Also lots of designer diaries to read, I'd recommend Mark Hermans ones
>>
>>96736128
>Astro Knights is better than Aeon's End.
spicy take. can you explain why?
>>
>>96736122
Nta but wehrle really has interesting things to say and I like his talks. Problem is that he explicitly wants to design shit (for me) games and I disagree about some very fundamental design question
>>
>>96735898
>>96735909
nta but really how is multiple players being shown the exact same Boggle board and being left to it not more fair than chess?
>>
>>96736139
Easily.

Aeon's End is a fixed market game and you got two ways of populating that market.
>Random
High chance of little to no viable combo effects making a decent chunk of bosses outright impossible to defeat.
>Planned market
Combos will rain like mana from heaven. You are going to win most of the time if you get the engine running.

Astro Knights, on the other hand has a random market with cards mainly fitting certain themes from where they are being purchased from. Combos are likely but not guaranteed and it keeps the game more varied. You may or may not have a run of good shit. You might need to mill a market to help another player setup a combo better. It's one of the rare times where randomization during play benefits the kind of game it is. If you are a player that loathes randomization, you will probably hate it though and there is a shockingly high number of gamers that hate randomization of any kind in a game. Euro players mainly.
>>
>>96736162
He said:
>Boggle is the only game I know that exclusively rewards skill and knowledge.
That's retarded.
>>
>>96736162
if anything it's more skill intensive unless you're playing 960 or something. Of course the player with largest vocabulary and understanding of linguistics (so they can make better guesses at something being a word) has the advantage but it's different every time and not just "oh i memorized a play from this position teehee"
god i fucking hate midwit chessfags so much
>>
>>96736182
cool argument
>>
>>96736182
Chess is a zero skill game that follows an "If, then" flowchart when you reach a certain level.
>>
>>96736189
You're asking for something I never even argued.
>>
>>96736183
You can win Scrabble by memorizing words. In fact, there's an American guy who plays in tournaments in other languages like French or German and all he does is memorize the dictionary. He doesn't speak a lick of French or German yet he has won prizes. Same would apply to that retard's game.
>>
A crossword requires more verbal skills than Boggle because you need to interpret the clues and put your best knowledge to the test. Boggle requires vocab memorization and following a pattern. For a crossword, you need to be a native speaker of the language you're playing in but a speaker of other languages can play Boggle (and win).
>>
>>96736140
> Problem is that he explicitly wants to design shit (for me) games and I disagree about some very fundamental design question

like what?

>>96736115
>>96736123
>>96736136

thanks!!!
>>
>>96736291
I'm not disagreeing with you but crosswords have been solved (as a form) by hardcore crossword enthusiasts too. If you look at cryptic crosswords as a newbie it's hard to interpret but to those familiar with it or have studied the "art" of cryptic crosswords you can interpret exactly what is being asked by looking at one word in the sentence. It's such a trope-filled puzzle that pretty much every setter shits memes and in-jokes all over their puzzles and crosswords become just a bit of busy work for an enthusiast rather than an actual puzzle that requires much brainpower
>>
>>96735942
>Redpill me on Spirit Island
I love coming up with interesting team comps, tweaking that difficulty according to the tables experience or comfort level, and different playstyles are accomodated by the spirit variety.
In every other game I play, I am a risk taking aggro killing machine. Except in SI where I am the support, my fave spirits are tanking ravages and handing out goodies, and I get more satisfaction helping someone out and stalling invaders for them until they reach their peak than I do cleaning up my own part of the island. Meanwhile my usually risk averse wife picks the killing machines with ebb and flow power cycles. Its a fun observation weve noticed.
Spirit designs are also, for the most part, very well done. Two may each care about beast tokens or manipulating the natives, but do so in very different ways that may not even compliment each other.
>>
>>96736101
Spacebiff/dan thurot as a great presentation of how *not* to pitch a game to a publisher.
>>
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>>96736140
>Absolutely sensible disagreements with a creator's design philosophy
>in mah /bgg/
I love me some Cole, but this post is great. Diversity makes this place more fun.
>>
>>96735655
Asked to get spoonfed a game in the last thread, pulled the trigger on Paperback after finding a cheap and good condition copy on ebay. It looks fun. My thinking was it could be a good way to get the other two into deckbuilders, I like them already but Imperium was understandably too much for them and I think they would have liked Dominion but the only time I played it with them was at a board game cafe so they didn't get much time with it - if they like this I think they'll be warmer to Dominion and I can justify buying it since you kinda need the expansions so the cost is much higher. I even built them some MTG decks once but they couldn't get into it. I think they (and me too) will like Paperback. Thanks for the suggestion anon.



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