Most Brilliant Single Piece of Game Design Ever
Mattias R
Sweden
Stockholm
Unspecified
flag msg tools
mb
Recommend
265 
 Thumb up
3.52
 tip
 Hide
Some games have amazing design from top to bottom. Everything is well integrated, rules are intuitive, gameplay is smooth and there is little downtime. This GeekList is not about those games.

This GeekList instead wants to highlight those games that feature brilliant single design decisions. That one rule or mechanism that instantly “makes” the game, all by itself. Perhaps that single design is unique to that game. Perhaps it is extremely innovative. In one way or another, it stands out from the rest of the design and makes its mark.

I’ll start you off with my two 10’s on BGG to show you what I mean. Please, add your own! What is the Most Brilliant Single Piece of Game Design Ever according to you?
Your Tags: Add tags
Popular Tags: design [+] design_features [+] innovative [+] cool_mechanisms [+] [View All]
  • [+] Dice rolls
1 , 2 , 3 , 4 , 5  Next »  [7] | 
1. Board Game: Blood Bowl (Third Edition) [Average Rating:7.59 Overall Rank:168]
Mattias R
Sweden
Stockholm
Unspecified
flag msg tools
mb
---THE TURNOVER RULE---

Blood Bowl (3rd edition) introduced the turnover rule, which was my inspiration for writing this GeekList. The turnover rule by itself transformed the static tactical miniatures pseudo-wargame from 1st and 2nd edition into the dynamic sports game that Blood Bowl is today.

So what is the turnover rule? In each turn of Blood Bowl, every player on the moving team gets to perform one action. However, the turnover rule states that as soon as one of your players fail an action, your team turn ends!

This simple rule creates a completely different environment for the game and how you play it. No longer can you count on all your players to reliably perform their duties. Instead you must take probabilities into account, and plan and execute your team turn with reasonable risk. You constantly have to evaluate and re-evaluate how much risk you are willing to accept. Can you go for the pass to your catcher this turn or do you try to set up a lower risk play next turn? How can you force your opponent into risky plays that causes turnovers?

The environment created by the turnover rule leads to a constantly charged atmosphere, where every action can be your last for that turn. It increases excitement to levels previously unheard of, and creates in-game stories, both when your players succeed when they really should fail and when they fail when they really should succeed. It suddenly feels like a sports game!
76 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
2. Board Game: World in Flames [Average Rating:7.46 Overall Rank:623]
Mattias R
Sweden
Stockholm
Unspecified
flag msg tools
mb
---THE END OF TURN ROLL---

World in Flames has the end of turn roll, which by itself eliminates many of the problems associated with transforming real time events into a turn-based game.

So what is the end of turn roll? Time in World in Flames is divided into Turns and Impulses. A turn consists of a number of impulses. How many impulses go in a turn, you ask? Well, you can’t say, you see, because of the end of turn roll. After a certain number of impulses, you roll a die at the end of the impulse to see if the turn ends. The probability increases with time, weather and by a certain player action.

This simple rule eliminates or reduces the incentive for many "gamey" tactics that can appear in turn-based wargames. Usually, at the end of a turn, there is some sort of reset of the pieces or of the board (damage is restored, disruption/confusion is cleared or what have you). With perfect knowledge that the turn will end after you go, there is usually little or no reason not to invest all your forces for a last turn push. The end of turn roll by means that you can never be absolutely certain that you will go last, and consequently you need to keep some forces in reserve at almost all times.

In this way the end of turn roll creates a more "realistic" feel to committing your forces, as opposed to a "gamey" feel. Real commanders struggle to maintain a reserve and the end of turn roll gently helps you into that mindset.
51 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
3. Board Game: Wallenstein (first edition) [Average Rating:7.56 Overall Rank:186]
The root of all evil... but you can call me cookie.
United States
Gainesville
Florida
flag msg tools
mbmbmbmb
Cube tower for combat resolution, does that count? Cause I love it.
63 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
4. Board Game: RoboRally [Average Rating:7.20 Overall Rank:224]
Nicklas Roman
Sweden
flag msg tools
mbmbmbmbmb
Simultaneous hidden order placing!

A game mechanism that I'm in love with, and that is featured in a wide variety of games.

The most basic one is Rock-Paper-Scissors - the game is nothing more than what you choose. And it's great fun! This exact mechanism, where three options are all equal but defeat each other in a circle, is used in a number of games.

My favourite one is Roborally. It has added uncertainty in what options are available for each player, and that makes for exciting and hilarious conseqences. You are often thinking about what the other robots will do, but just when you think they will speed forward and push you into a pit they will spin around and drive into a wall three times.

Awesome!
63 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
5. Board Game: In the Shadow of the Emperor [Average Rating:6.98 Overall Rank:539]
Kirk Thomas
United States
Kansas City
Missouri
flag msg tools
mbmbmbmbmb
Your list title is a bit daunting, but I'll give it a go.

In what would otherwise be a fairly typical area-control game, ItSotE adds the twist that the majority of the benefit for controlling an area is received only on the turn you gain control, not on future turns where you retain control (there are benefits to continued control, but not the all-essential VP gains). This creates a difficult balance of wanting to devote just enough resource to gain control of an area, while having to constantly position to be able to gain control of other areas in future turns. The board gets crowded and the actions are very limited, which adds to the pressure of having to worry about the future while not screwing up the current turn.

23 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
6. Board Game: The Manhattan Project [Average Rating:7.55 Overall Rank:143]
Evil Bob
Canada
Montreal
Quebec
flag msg tools
mbmbmbmbmb
The Worker Retrieval Action

In most worker placement games, at some point in the turn you automatically retrieve your workers in order to redeploy them next turn. With The Manhattan Project, retrieving your workers takes your entire turn. This simple game design creates tension in the game as you try to time your retrievals so that your opponents' optimal placement choices remain blocked by your workers. Add to this the fact that there are methods (espionage) to place your workers in your opponents' buildings and it makes for a fun game with direct and indirect conflict.
31 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
7. Board Game: Paths of Glory [Average Rating:8.04 Overall Rank:46]
David Dockter
United States
Minnesota
flag msg tools
designer
mbmbmbmbmb
Mandatory Offense.

The forced bonehead play due to political dynamics. Brilliant.

Also in For the People with "The Road to Richmond" card. Too often, wargames have ignored the political dimension; so we end up gaming something that bears no resemblance to what happened historically due to political dynamics. Would really like to see a lot more of this in our strategic games.
39 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
8. Board Game: For the People [Average Rating:7.63 Overall Rank:490]
David Dockter
United States
Minnesota
flag msg tools
designer
mbmbmbmbmb
The Strategic Will track.

Unbelievable. It is integrated with about everything (I mean everything) in the game. CSA wins if it doubles the SW of the USA (happens fairly often). USA wins when it forces CSA SW (strategic will) to zero. The USA must also have enough strategic will so that Lincoln survives the election 1864.
25 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
9. Board Game: 1776 [Average Rating:6.39 Overall Rank:2057]
David Dockter
United States
Minnesota
flag msg tools
designer
mbmbmbmbmb
Troop generation.

Mechanism for generating insurrectionists, tories and continental regulars.

Very cool system based upon control of victory cities and presence of troops in a geographical area.
24 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
10. Board Game: Persian Gulf: Battle for the Middle East [Average Rating:7.41 Overall Rank:2524]
David Dockter
United States
Minnesota
flag msg tools
designer
mbmbmbmbmb
Political Cards.

Chadwick's brilliant innovation: political cards that push and pull factions to/away from your side. Served as the basis for Days of Decision - among other games

15 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
11. Board Game: Empires in Arms [Average Rating:7.51 Overall Rank:612]
David Dockter
United States
Minnesota
flag msg tools
designer
mbmbmbmbmb
Napoleonic combat system


The chit pull, combat tables, guard commitment and cav pursuit.

Each side begins a battle with so much morale and strength points. Battle chits are selected (go for vegas? play it safe? etc?). Each side inflicts morale and SP losses on the other side. Commit the guard? If so, you must win that round of the battle or lose. Side that losses suffers the dreaded cav pursuit which can produce a massive debacle.

Tension? In spades. A ton of fun.
26 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
12. Board Game: We the People [Average Rating:7.35 Overall Rank:626]
David Dockter
United States
Minnesota
flag msg tools
designer
mbmbmbmbmb
Cards? In a war game? That will never work!

Spawned 30+ games now: check out the top 100 ranked wargames - probably a dozen CDWs (Card Driven Wargames). This is the game that generated the whole genre: A card that can be used for an event, activation, replacements, etc. Made wargames MUCH more interactive.
49 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
13. Board Game: Magic Realm [Average Rating:7.11 Overall Rank:642]
GodRob
United States
Unionville
Virginia
flag msg tools
Don't be that person who gets bitten by a zombie and keeps it a secret from the rest of the group.
mbmbmbmbmb
You roll two dice for most of your actions but you only use the higher die to determine the result. Lower results are usually better.
32 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
14. Board Game: Stronghold [Average Rating:7.36 Overall Rank:299]
Evil Bob
Canada
Montreal
Quebec
flag msg tools
mbmbmbmbmb
Time Tokens

I've seen a few other games with "Time tracks" before, but Stronghold is the first one that I've ever seen use Time tokens as resources.

In this game, an invading army is laying seige to a castle. As the invader performs actions, he "pays" the defender "hourglass tokens". On the defender's turn he can allocate the hourglass tokens towards defensive actions, such as training or repositioning his troops, or deploying cannons along the walls. He can even partially commit his hourglass tokens to actions and complete the action whenever he recieves more hourglass tokens. If the Invader performs fewer actions, he can even "starve" the defender of time.

Elegantly thematic.

41 
 Thumb up
0.01
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
15. Board Game: A House Divided [Average Rating:7.09 Overall Rank:631]
David Dockter
United States
Minnesota
flag msg tools
designer
mbmbmbmbmb
Variable Activations

Roll a die, that's how many units (stacks) moves (marches) you get in your turn - modified my a table. Not sure what game came up with this, but this was the first game I remember playing where each side didn't move all their units in their turn before the opponent could respond.

I remember playing it the first time, rolling crummy, moving almost no units and then my opponent rolling high and moving a bunch of units. Loved it - the variability - and the idea that I don't control all my own pieces 100% of the time with perfect coordination between them.

The game had a number of serious issues IMHO, but, this part of it was great.
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
16. Board Game: El Grande [Average Rating:7.83 Overall Rank:26]
Corey Ellis
United States
Gainesville
Florida
flag msg tools
mbmbmbmb
El Grande's tower mechanic is brilliant...subtle but unavoidable. It is "track-able" but also secret (for those of us with wibbly wobbly minds lol). It adds just enough tension to the game to keep you on your toes and keep people guessing, while still adding the fun "where is he going to send all those guys this turn?" to the big scoring rounds. I doubt its brand new to the gaming community or all on its own, but having provinces with hidden amounts makes for interesting scoring and stress!
46 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
17. Board Game: Pandemic [Average Rating:7.66 Overall Rank:43]
Len
United States
Austin
Texas
flag msg tools
mbmbmbmbmb
Intensifying the infection deck:

When you draw an Epidemic! card, you shuffle the infection discard pile (recently infected cities) and then place them back on top of the infection pile.

This is a great piece of game design...a novel way to ratchet up the pressure on the team as this begins to force some nasty outbreaks if you can't keep it under control.

Without that simple rule, the game would not be the same.
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
18. Board Game: Warriors of God [Average Rating:7.40 Overall Rank:706]
Tanks Alot
United States
Fort Mill
South Carolina
flag msg tools
facebook.com/HistoricalBoardGames
mbmbmbmbmb
Leader Death. Roll a die, leader dies, all your armies are left stranded...
Nothing worse than the black Plague

Edit: Just as a note I wanted to add, that at first glance leader death looks like a random thing, but the war itself is spanned over 100 years, and the black plague attacked randomly. You really have to plan "backup" leader placement to save troops in case a big leader dies. If you just put leaders everywhere and count on the chance of passing a die roll it certainly is a random game.
12 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
19. Board Game: Magic: The Gathering [Average Rating:7.44 Overall Rank:122]
Justus
United States
Las Vegas
Nevada
flag msg tools
designer
mbmbmbmbmb
Kind of shocked this is not on there. Maybe people aren't as cynical as I am. But given the juggernaut that is Wizards of the Coast, I have to say that the CCG is the by far the most brilliant game mechanism designed in the late 20th century.
60 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
20. Board Game: Dominion [Average Rating:7.77 Overall Rank:30] [Average Rating:7.77 Unranked]
Corey Ellis
United States
Gainesville
Florida
flag msg tools
mbmbmbmb
I guess this might not be at the top of "the single most brilliant thing etc etc" and as one of my 10s I am certainly biased . I find deck building to be a great brand new mechanic ...although I think that dominion is the only deck builder I truly enjoy . I've tried nightfall and ascension and all of the dozens of other spin off but they all seem like gimmicky regurgitations of the original idea ....for some I guess that's good but for me I figure why fix something that isn't broken .

On top of that ' this is a nice medium for magic fans without the money to support the habit . Also a tad more accessible since you don't have to go back and learn ever power of all 20 billion series to fit in with the community . No big deal if you don't know what a 10 foot ultra mega dragon with hex proof swamp walk and disease is that is an artifact creature you have to put counters on every turn....because unlike magic you will only have to play with any given card when they come up I the 10 card shuffle . And then it's pretty easy to dive in and build the deck as it goes rather than opening you ginormous billion card box and throwing together and idea that will ultimately suck probably . To some I guess that open sand box is an appeal ...to me it makes the game harshly inaccessible to new players .

To punter my own argument however I do enjoy the pre balanced pre built decks that wizards had introduced as of late . With these you can throw rando two on table with confidence that they work and that they are not too terribly complicated for new players .

Back to dominion though ...it's easy to start with a 30 dollar base set and see if you like it . If you do it comes with EVERYTHING you need to play . You can steady grow a set at a time . If you want literally infinite play possibilities you can get every single set for a few hundred dollars . I've been lucky to have been collecting since the base so a new set every year or two isn't a big deal . The big appeal to me again is that new players can get the base set and feel they have enough variability to last them 100 games before they must break down and spend another 30 bucks .

70 
 Thumb up
0.01
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
21. Board Game: Space Alert [Average Rating:7.60 Overall Rank:78]
Greg H.
United States
Cleveland
Ohio
flag msg tools
...is a set of steak knives. Third place is you're fired.
badge
mbmbmbmbmb
Innovative design idea?

Using a soundtrack to initiate threats in real time for a collaborative game.

This is a core design choice for the game, and one that does a fantastic job of creating a sense of tension and panic to reinforce the theme, while also preventing one person from having the time to boss around others with "optimal moves."

92 
 Thumb up
0.01
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
22. Board Game: Panzergruppe Guderian [Average Rating:7.24 Overall Rank:1219]
John New
United States
Accokeek, Maryland/
New York, NY
flag msg tools
mbmbmbmbmb
Unknown strengths (to both players) of untried Russian Units.

I think this is simple, yet brilliant. It makes each game different and tense (especially for the Russian player trying to organize a defense against the German onslaught) and also simulates quite well the unreliable nature of the Soviet Army of 1941, the leadership and officer corps of which had been decimated by Stalin's purges.
40 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
23. Board Game: Space Hulk [Average Rating:7.47 Overall Rank:271]
Jeff Dunford
Canada
Kemptville
Ontario
flag msg tools
mbmbmbmbmb
Overwatch.

('nuff said)
27 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
24. Board Game: Star Wars Customizable Card Game [Average Rating:6.57 Overall Rank:1216]
Just Another User
United States
Mundelein
Illinois
flag msg tools
mbmbmbmbmb
M:tG and other CCG's generally use dice, tokens, markers, etc. for performing and tracking certain actions in the game. With this game, the only tracking elements are the cards themselves: Destiny numbers determine wins/losses, if you need to accumulate resources you use cards, and if you run out of cards in your "Life Force" piles then you lose the game. I always thought this was a great mechanic to keep the game portable and trackable: all you need to play are the decks you bring with you (no dice, paper/pencil, boards, etc.).

I'm sure other card games before and since are very similar (even Magic uses the deck as a life timer), but SW:CCG was the first game I saw using this mechanic, with a pure "cards only" playability.
33 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
25. Board Game: Dune [Average Rating:7.62 Overall Rank:134]
Vincent Waciuk
Canada
Ottawa
flag msg tools
mbmbmbmbmb
---TRAITORS---

Each faction selects one or more opposing leaders to be traitors in their pay.

Is there anything worse than setting up a battle plan only to have it revealed that your leader was secretly working against you? Brilliant stuff.
49 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2 , 3 , 4 , 5  Next »  [7] | 
Loading... | Locked Hide Show Unlock Lock Comment     View Previous {{limitCount(numprevitems_calculated,commentParams.showcount)}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
{{error.message}}
{{comment.error.message}}
    View More Comments {{limitCount(numnextitems_calculated,commentParams.showcount)}} / {{numnextitems_calculated}} 1 « Pg. {{commentParams.pageid}} » {{data.config.endpage}}
1 , 2 , 3 , 4 , 5  Next »  [7] | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.