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/bgg/ Board Games General

Previous thread: >>97825383

Pastebin:https://pastebin.com/h8Tz2ze8

*NEWISH* survey results:https://pastebin.com/scAkFdTv

>do you prefer playing with your friends or with your SO? If you had to choose one, which?
>what are some behaviors by other players that really grind your gears?
>what do you predict are gonna be some candidates for game of the year?
>>
New thread without waiting for hours after the old one slides off the board? What madness is this?
>>
>>97866706
I happened to be online lol
>>
>>97866711
I would do it myself but I have no /bgg/ core OP pics saved
>>
>>97866746
>spoiler
You got to get creative and brew your own.
>>
I have recently got caverna and played a few games.

I love it. There are so many strategies to try, and it seems that many things are viable. I was worried that it would not have any tension, compared to Agricola. My worries were in vein. It is definitely less punishing, but I think there are still some mind games and the timing of things is crucial. The furnishing tiles are really cool.

Uwe is such a good designer. Maybe I should check Black Forest at some point. If only I could find a place that sells the second printing, since the first one apparently has some qc issues, with bendy and even moldy boards
>>
>>97866746
>get literally any random image
>add "board games" to it such that it can be read in the catalog

It's that easy.
>>
A boardgame shouldn't be over $40 bucks.
>>
>>97866840
Okay Milton
>>
>>97866809
can you guys pick cool art instead of this lame generic fantasy slop tho
>>
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>>97866930
We repeat: contribute and make your own to donate.
Anons should yearn for the ms paint mines.
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>>97866954
here's my idea for proper shoopin maybe later
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>>97866994
Now thats what Im talking about!
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>Who said Gayner Knizia?
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Damn, I used to have dozens of these
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>>97867061
I will aid you
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>>97867061
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>>97867061
3/?
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>>97867061
I made a couple
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>>97867061
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What is this, a gore thread?
>>
I really want to get into Arkham Horror more again to justify the base box I got used from the marketplace but I just seem to bounce off the deck building mechanic and the absolute myriad of components and cards you can get.
I'm playing the super complete edition for TTS that automates everything and provides you with several hundred dollars of content but all I can think is "ehhh"
Mythos stuff is usually right up my alley but everytime I tried to get into it I just got bored. Played path to Carcossa up to stage 5 or something but it just didn't click. It's probably time to lay it to rest. Getting into it more would probably trick me into buying shit I'm not really going to play.
>>
Kino pics desu
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>>97866759
vein is a meat tube in your leg
vane is a wind sale
vain is what you worry in
>>
Why are ameritrash game full of giant plastics , come in giant boxes and have a ton of add-ons and expansions. What are the best ameritrash games that come in a normal box size and don't have a ton of giant plastic minis?
>>
>>97867350
Pax Ren, Summoner Wars, Merchants & Marauders, Dune, Cosmic Frog, Stationfall, Arcs, Spooktacular.
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>>97867350
Spaco
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>>97867350
more plastic = more fun, dummy
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>>97867350
What you dont like it when the minis take up more room than the zone they occupy?
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>>97867400
This shit drives me up the wall. War of the ring is nearly unplayable without the bigger spaces and bigger text from the Playmat.
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>>97867369
seeing these, I don't even know what makes an > ameritrash game

>>97867400
I don't even play these type of games but this kind of stuff really bothers me. Is this intentional design or what?
>>
>>97867419
Just use armies bro
>>
>>97867419
I dont get why more games dont use overflow spaces like the COIN games use.
And those are just for wooden octagons, cubes, and discs!
>>
>>97867434
>seeing these, I don't even know what makes an > ameritrash game
Slave to theme, randomness, and lots of aggressive interaction.
In short, same as its been since the perjorative came out 20+ years ago.
>>
>>97867388
I prefer meeples over plastic minis personally
>>
I really want to live wehrleslop but every time I tried I bounced off his games
>>
>randomness
>pax ren
>dune (outside harkonnen REALLY high rolling early gar)
bait
>>
>>97867449
What about them repels you? Which have you tried?
>>
>>97867434
>I don't even know what makes an > ameritrash game
that's because it's an outdated, useless descriptor that should be retired (and does seem to be going to the wayside)
>>
>>97867419
>War of the ring
Love the game. The armies get too crowded but it's fine.
Speaking of WotR, what are some other area control, military conquest games? Not the fast Kemet style games but more slow plodding, supply line management, positioning, etc.
>>
>>97867468
The kingmaking. I like when I get my plan going just right and I don't get it in his games
>>
>>97867498
Come on man, this is basically the shitpost criticism.
>>
Thoughts on Maria? I don't care about the setting but I find the gameplay interesting enough and want to give it a go.

>>97867350
Nexus ops
>>
>>97867509
It's not though
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>>97867350
COIN is ameritrash.
>>
>>97867498
Arcs is immune to kingmaking unless someone sucked so bad they're not in contention at all
>>
>>97867527
I tried root and pax pamir. I want to try arcs but don't feel like dropping money on the base game+expansion just to feel disappointed
>>
>>97867498
There isn't really a way around that, he designs his games with a pretty strong implicit social element in mind so if you don't have the right mindset you just won't enjoy them. In Root for example people are going to immediately move to cripple you if you're obviously threatening to win, so the game is just as much about playing the table to fly under the radar to victory as it is about good on-the-board play. You just have to approach the games with those social elements in mind. Ultimately if you just want to focus on on-the-board strategy you won't end up having much fun, although there's no harm in his games not being for you.
>>97867509
I like his games and I don't think it's unreasonable at all, he did a whole hour long talk about kingmaking and it's clearly something he designs around.
>>
>>97867541
It's still pretty hot so it wouldn't be hard to resell without losing much if that counts for anything, no need to push yourself if you've already tried your hand thoroughly with his other games though.
>>
>>97867494
>supply line management
>Reeeeeeees in Maria/Fred and Nevsky
>dies in Supply Lines of the American Revolution
>>
>>97867541
Arcs doesn't need the expansion, it's a wholly different experience. It's less a "lords of middle earth" enhancement and more of a "cities and knights" that uses the same pieces to radically change the game.
>>
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>>97867461
I'm glad you always roll the reformation one shots when you need them in the market.
So so so happy for you.
>>
>>97867543
Yes I didn't like the root games I played because even when I won I felt like cheating the table
>>97867552
I go to a board game club so I'll probably ask to set up a campaign of blighted reach sooner or later
>>
>>97867568
Reformation is dogshit in the first place. If you're fishing for them you fucked up like 3 turns ago
>>
>>97867580
>its n-n-not randomness! Its game b-b-balance!
Concession accepted.
>>
>>97867590
>Play bad
>AIEEEEEEE RNGesus saves me
Ok
>>
>>97867606
You missed the original point so hard it's rather embarrassing to witness.
>>
>>97867572
Root, especially with the inherently unbalanced nature of the different factions, is basically always going to feel that way since playing the table well is nearly as important as playing the game well. I've had a lot of fun with it but I'm a big fan of those semi-social games where negotiation is a significant part of winning, if you have a strong lean towards more straightforward engine building and you've already played enough to have a taste for the game I can't imagine it suddenly clicking for you.
>>
>>97867350
Merchants & Marauders is what you want.
>>
>>97867617
Git gud
>>
>>97867618
I don't like engine building games, I simply hate how in root everyone (should) know the other players' win con and your win entirely hangs on how well you can gaslight the table to conceal how close to winning you actually are
>>
>>97867662
Ebbin double down
>>
>>97867681
It's fine to be bad at complex ganes
>>
I made the mistake of asking a girl if she wanted to play board games with me. The look she gave me is burned into my brain. She knows I'm autistic now
>>
>>97867716
Bro the main reason you get a gf is to have someone to play boardgames with. She was simply not up to par
>>
>>97867726
You're describing a boyfriend.
>>
>>97867726
>Bro the main reason you get a gf is to have someone to play boardgames with.
Holy shit no I'm glad I have boardgaming to myself
>>
>>97867674
The only reason this doesn't happen in engine building solitare euros is because there's too much to calculate/guess at in others engines, and you're too focused on your on little world.

/bgg/ lost all respect from me with thier continual hate of negotiation and kingmaking. That's what player interaction is.
>>
>>97867726
>the main reason you get a gf is to have someone to play boardgames with
The punchline is: you are serious
>>
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>>97867817
I volunteer!
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>>97867844
I guess it's just different philosophies, for me I'm plenty into the more esoteric autist games but I tend to play board games for the interaction and social aspects; big part of why I like Root because it tends to strike a good middle ground between complicated gameplay and interactive social gaming.
>>
>>97867844
What? No.
Can't speak for the whole of /bgg/ but it comes down to this for me
> luv games that have a mechanical framework for negotiation and exchange (eg. Chinatown, Dune)
>hate games that desperately need players to negotiate to police the table/counteract inherent imbalances, yet insist on having it take place entirely above the table (Root, Oath)
Simple as
>>
>>97867852
4 types of human behaviour
>Angry bald man
>"Theehee silly me" woman
>"You did NOT just say that" woman (male)
>The gently swaying perpetually confused drunk

Business life must be hell
>>
>>97867895
>you don't have to police the table in Chinatown or Dune
Sheer cope
>>
>>97867922
The genders are less relevant but you nearly nailed it.

It's: anger, joy, envy, sadness and fear
>>
>>97867541
try base arcs and see how you feel. get to a point where everyone is playing competently and you'll see what i mean. the point swings in the late rounds are big enough so that no one is out of contention, and since scoring is zero sum you're forced to take what you need to win from the person who has it
these same dynamics apply to campaign arcs - mostly. there are more types of scoring in the final arc that require you to to pay attention to other player's objectives, but again if everyone is playing well there won't be kingmaking
the campaign is definitely wehrleslop though. if a player is behind and stands to help me, i'll give them a sweet deal that i would never give a player in better position. this mostly serves to keep everyone in a balanced position though, which is my ideal
>>
>>97867953
>if everyone is playing well there won't be kingmaking
That applies to any game where kingmaking is a "problem".
>>
it's this >>97867726 and this >>97867895 one for me
you guys not like your gfs or what? they dumb?
>>
>>97867085
fug I feel like I should remember where those animal pieces come from but I can't
>>
>>97867926
Chinatown's biggest problem is if someone isn't a moderator, people WILL trade and place properties before half the table even got to talk to them. Well, the real biggest problem is during the final round you can pretty much know who's going to win, and then the game becomes mental math
>>
>>97867926
Did you miss the part of the post where it is about mechanically representing the negotiation part of the game vs not on purpose?

>>97868113
True, I think chinatown (and most pure negotiation games for that matter) kinda need to be played with a relatively short timer to force more gut based decisions; otherwise you end up with someone mathing it out and grinding everything to a halt
>>
>>97868169
Chinatown math is not long, a timer doesn't rush anyone, and theres even less mechanical representation of negotiation in chinatown. The negotiations are all external to the game explicit formalized player action.

You are just digging for rationalizations for a game you are more emotionally invested in.
>>
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>>97867400
>>97867434
This is nothing.
Welcome to Death May Die!
>>
>>97867252
Are you playing it solo? I don't know how anybody could play it solo. It's only fun with 2+ where there's some table talk, planning, and combo setup, only to be ruined by shit token pulls and literally the most punitive encounter card going out to the wrong players at the wrong times.

If you have some buds that like to fuck around with deckbuilding and are fun to be around, it's 10/10. It's a social game and not something to be taken seriously as like a real board game or great narrative arc.
>>
I played the DRG boardgame for the first time. As a fan of the game, it does a good job adapting the chaos and bit of randomness of the game. Probably one of the better videogame adaptations.
>>
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>>97868113
>>
The last round of Chinatown is only a cleanup round, it's there as a formality. Once you realize that, the game's gold.
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>>97868291
Seems like a decent idea, how does this turn out in practice?
>>
>>97867085
>>97867087
Thanks, those were mine! The only one I'm really missing now is Holes of Glory 2: Iberian Boogaloo
>>97868081
Bumuntu
>>
I'm either too good at Ricochet Robots or all my friends are retarded.
>>
>>97868494
many such cases
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>>97868234
The difference is that I would actually play this, however .
>>
>>97868577
What? Mythic Battles is the absolute bees knees!
>>
>>97867252
It's a game I'm glad I played a campaign of, but I don't particular like it so much as admire it. I haven't played a more atmospheric game.
>>
>>97868610
You should try Last Night On Earth, the best horror survival game ever made.
>>
>>97867844
>The only reason this doesn't happen in engine building solitare euros is because there's too much to calculate/guess at in others engines, and you're too focused on your on little world.
It's a pretty big reason and a natural solution. Also
>solitare euros
you smuggled in another reason without apparently noticing. Low interaction games also tend to have less of a kingmaking problem.

>/bgg/ lost all respect from me with thier continual hate of negotiation and kingmaking. That's what player interaction is.
Wehrle legitimately broke you people's brains.
>>
>>97868343
When there is a clear consensus one way or the other it goes straight to voting. A prior consensus is common when throwing people overboard so being able to end the discussion is more impactful when voting on leaks and movement. If there is deliberation the turn player ends it as soon as they have said there piece. Which encourages people to talk over each other to say what they need to before that happens. Some people like that, some people do not. There are two universally awkward cases though. The turn player does not always have a clear incentive to allow or disallow discussion when voting to throw someone out of a boat they are not on. And early on when people are forming partnerships the discussion period can drag on if the turn player is having trouble finding people to work with.
>>
>>97867988
true, but the way arcs is designed with vast swings of VP hinging on potentially single plays (assuming adequate preparation) gives it a wider band than most games
>>
>>97868214
Simply untrue and I have no idea why you are so strongly trying to argue against this point. You can exchange everything in chinatown. Everything that is in the game is a possible part of a transaction. It's true that the math isn't particularly challenging but 5 minutes per round are too precious to really dig deep into a single trade if its nonessential. As you say, if there's too much room to math it out it becomes quite tiresome.
>>
deciding between buying mindbug or compile. what do you think?
>>
How do I teach pax ren under an hour?
>>
>>97868700
>Low interaction games also tend to have less of a kingmaking problem.

>>/bgg/ lost all respect from me with thier continual hate of negotiation and kingmaking. That's what player interaction is.

You literaly just said the same thing. I can't take you people seriously
>>
>>97869299
It's literally just comparing the size of 2 triangles.

It's so easy, on my first play I intentionaly "king-made" from turn 1 and forced 2 players to have the same score and go into tie breaking.
>>
>>97869299
>luv games that have a mechanical framework for negotiation and exchange

>exchange everything
That's not a mechanical framework thats a lack.
A game with a mechanical frame work for everything means you can make every deal silently.
If you have to talk, the game is closer to mechanicaly irrelevant. If you have to talk FOR EVERY THING you can ignore most of the game.
>>
>>97869153
What is a "wider band"

The people who can't compete for the first turns points are unlikely to "setup" for late game swings
>>
What's the difference between a game like War of the ring and 878 vikings? I only played WotR once and I saw people playing 878. Besides the ring mechanic/tracks they look similar. But I'm sure there are other major differences, especially looking at the complexity difference. Anyone played both and can explain what the main differences are?
>>
>>97869299
>You can exchange everything...
Hang on, do you mean you don't like Root because you can't exchange cards in hand? You mean "unbound" not "mechanicaly represented".
>>
Why is Wehrle so popular here? People can't stop talking about him and his games.
What's the appeal his games have that you all like so much?
>>
>>97869810
he's popular in board games
his games have cute art and are sold in Target
>>
>>97867541
base box includes vanilla arcs and Leaders & Lore variant which gives asymmetric powers to players, some say that's enough game for them and i can agree, the extra L&L pack is if you liked the game, and Blighted Reach is only if you wanna see even more rules in less turns on the same tiny map

>>97869705
>The people who can't compete for the first turns points are unlikely to "setup" for late game swings
why not? if you know you can't compete an Ambition you should set up to compete in the next round, hoard resoures or get a good Court card
on the other hand, Raid dice and the ability to quite literally steal a win also encourage setting up for a play when you're not in the lead. Ultimately it comes down to what you can do with your cards, but even 6 actions in a turn can be huge if you make them huge.
>>
>>97869810
It's a case of presentation and hype amplifying his work. His games are not universally easy to get to the table
In general people overestimate how often they’ll play these games. But the underlying systems are genuinely distinctive and influential in modern design. I really dislike these kinds of games, and I don't feel like I'm capable of criticizing whether or not they're objectively well designed. I do wonder if he would stand a chance as a designer if he had to start all over again. I mean probably not but that's not unique to him. I think when you're successful you overestimate how talented you are. I know I did.
>>
>>97867494
Wargames are what you are looking for. Some of my favourites are Sekigahara, Triumph and Tragedy and Paths of Glory.
>>97869437
I would go with Compile since it has more depth.
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>>97867935
that's 5 not 4 wtf
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>>97869526
print the action cheat sheet and hand it to them, and hold their hand through a couple of turns as an example.
>>
>>97870225
I do have the player aids, I was looking more for tips about how to structure the teach, do I simply explain all the actions then the rest, starts from the win cons, stuff like that



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