EDIT: added some dice games 5/18/2008For quick reference, be sure to check out the Game Weight info located in the Statistics section for each game. My pics for relatively light 2p games, but expandable to more players include
Samurai 2-4p
game rules are easy to learn, and only consists of 4 pages (the other half is in German). There can be alot of thinking involved, but else, the range for 4p is 45min to 1hr. For 2p, a friend and myself finished a game as quickly as 15min, with a higher 2p range at 25min
Blokus 2-4p
20 to 30 minute games. You're trying to block opponents from being able to place all of their tetris pieces, pentominoes, and 1 to 3 unit pieces while trying to place as many of your own as possible
Blokus Trigon 2-4p
Similar to above, but you're playing on a hexagonal board on a triangular grid, with pieces whose units are made up of triangles, not squares. Creates a shift in mentality since most of us are used to square grid games. Pieces need to be rotated certain ways to fit
Rumis 2-4p
aka Blokus 3d. The objective is to arrange and place 3d blocks such that your color of blocks has the most units visible from a birds eye view (straight above). 6 different board layouts and an included turntable make this a good production value as well as for replayability
Rumis+ is the 5/6 player expansion for Rumis and 2p standalone game of Rumis, but as noted in the description there may be compatibility issues with US sets. Better to do some reserach about that first
AquƤdukt 2-4p
25 to 35 minute games. Easy rules to pick up and play. It's one of those underrated games IMO. Place houses, try to water them, screw each other over in the manner that is your typical eurogame. Similar gameflow here as with Ticket To Ride.... "do one of 3 things on your turn..."
Ingenious 2-4p
abstract game matching colors with an interesting scoring system. Your lowest score among the 6 colors is your score.
Careers or
Careers 2-6p
It's like Monopoly (or Life as some say), but a whole lot better. You define your own career goals in terms of fame, happiness, and money (fortune) and win if you're the first player to achieve them. There are special cards like experience cards that let you move the # of spaces on the card instead of rolling (make your own luck) and opportunity cards to let you move to specific spots on the board. This means there's more planning and some skill involved, and games don't take 3 hours to forever unlike Monopoly. A 6p game for us ended in just over an hour while two 4p games took 1.5 hours since I messed up some of the rules for those games.
Zooloretto and
Aquaretto, both 2-5p
Again, similar gameflow here as Ticket To Ride in terms of "do one of 3 things on your turn...". You're taking animals from delivery trucks and trying to organize them in your zoo and pens for the most points. Similar concepts, but they play different. Aquaretto has more flexibility in the way animals are arranged, but is more harsh on the way 'unused' animals are stored. Zooloretto has fixed zoo spaces, but has more freedom in how they're stored in the barn. The 2p variant is different from the 3 to 5p variant, but I hear they work well none of the less.
Tutankhamen 2 - 6p
A think game of how you're gonna plan out and collect sets of tiles to be the first to score a certain # of points. The "board" actually takes a relatively long time to set up, but it does play fairly quick
Combo King 2-4p
When I was introduced to this, the game owners scaled it to 6 players by getting out another set of 'casino dice' and placing the reference card for chip actions so multiple players can look on and reference it. Straight up dice game. It says 20min, but grueling games to the very bitter end can end up taking longer, even beyond an hour
Pickomino 2-7p
Another dice game. Not too much thinking, very casual. Great to suit that type of 'mood' in your gaming nights. With 7p, I'd set aside an hour for play. Sometimes the game ends sooner, but sometimes not.Ticket to Ride: Switzerland 2-3p
was brought up. I don't know what's more nerve-wracking. The fact that the rainbow train cards are no longer wilds, but ONLY used for tunneling (e.g. need to claim a route of 4 green trains? You'll need to pray for 4 green train cards at some point since locamotives won't bail you out of this one), or the fact that attempting to build a tunnel can be hit or miss, but either way, you're gambling.... If you'll ever find that 4th green train within a reasonable time frame or if you'll have the resources to build a tunnel, or should you just wait to accumulate more train cards to be sure you'll do something that turn?
baba44713 wrote:
mrwolf710 wrote:
However Monopoly always had the home field advantage - everyone learned it in their childhood and noone is intimidated by its rules (and almost noone plays it the way it shold be played, but that's another story).
Good luck with your TTR career

- if you find you really enjoy it I would suggest looking up the USA 1910 expansion (you get more routes and you get large train cards that replace those small fiddly ones). The Swiss expansion is also frequently suggested as a great TTR version for 2 players, although I find its production values a bit lacking and the gameplay pretty unbalanced and biased towards insane piling up of destination cards. But it DOES spice up the TTR experience by introducing a new, radically different map and (for me) the quite amusing tunnel mechanic.
They say of the Romantic languages, American English is among the most difficult. Spanish, French, German, etc. often get ripped on for being difficult, but really, "American" has so many exceptions in spelling and pronunciation, it's really amazing that foreigners manage to learn it.
Surprised to hear someone say TtR Switzerland is too much on destination tickets but gloss over that with TtR 1910.
In the 1910 variant for TtR 1910, you only use specific destination tickets (all of them new to 1910 IIRC, none from the base game). There's no Longest Route bonus, but there is the Globetrotter bonus of 15pts to anyone who has the highest # of completed destination tickets. Hocking LR for the GT bonus pretty much puts a direct emphasis on completing destination tickets.
In the Mega Game variant for 1910, you use all the destination and can get both LR and GT bonuses. Furthermore the dest tickets are created such that they encourage drawing due to overlapping paths.
Can't comment on the Big Cities variant though
Last edited on 2008-05-18 16:52:59 CST (Total Number of Edits: 2)