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Painted Into a Corner >> The Game Moves You Hate to Make
Jason Little
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After looking over some other GeekLists, session reports and game comments, I started to form a nebulous idea that I thought would eventually make a good GeekList on its own. I started to look over my collection and started to think about the moves that hurt to make...

They may be sub-optimal moves to stall or buy time, they may be the absolute worst move possible to you, but you have to take it anyway, perhaps the kind of move that just turns your stomach into knots -- or it may just be an analysis of the game and coming to the realization that "if I do this, I'm totally screwed." or "oh no... not again!"

What do you think?
What game moves do you absolutely hate to have to make?
Is it because it's the worst move for you, or too good a move for another player?
Is it a symptom of the game design, or a positional element of the gameplay?
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Popular Tags: zugzwang [+] >> [+] mechanics [+] Golden-Geeklist [+] [View All]
Posted Thu Feb 8, 2007 2:13 pm
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1. Board Game: Hansa [Average Rating:7.06 Overall Rank:201]
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Jason Little
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Reloading Goods

I hate having my turn come around and seeing all the ports are bone dry -- because I hate having to spend one of my precious few actions restocking for everyone else to take advantage of. Unless I've got a ton of cash to burn, I just can't help but feel I'm doing far more for other people than I am for myself.

Grrr... :arrrh:
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This is the first thing I thought of. :angry::angry:
Drew
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Eau Claire
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Reloading is all about timing. Don't wait until you have no choice but to reload. Do it when it's most advantageous to you. For example, if the city you're on, and the next one along the route are both empty (but everything else is relatively full) go ahead and refill it. You'll probably benefit.
Eric Brosius
United States
Needham Heights
Massachusetts
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Reloading is actually a way to win. Just try to do it when you have 6 or more in cash at the start of your turn.
Road of the Twenty
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I'm on the side of reloading too. Too many players get wrapped up in trying to collect tokens then they suddenly realize they could have reloaded and had a fresh batch of goods to sink their teeth into.

It is all about timing when you use the action however. You have to have more than 3 gold or get lucky enough to come into your turn in very good boat position.
Philippe Beaudoin
Canada
Montréal
Québec
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I believe this is another game that can suffer from groupthink for this exact reason. I've played with some people who hated the reloading action, but then we played with a player who started using it even when not forced, and timing it to his advantage. Suddenly, everybody started doing it and now it almost never happens that a player get stuck in a situation where he is forced to reload.
2. Board Game: Puerto Rico [Average Rating:8.32 Overall Rank:2]
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Jason Little
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Eden Prairie
Minnesota
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Taking the Craftsman

I hate having to take the Craftsman myself to get my strategy humming. Invariably (probably due to poor play) I always feel that everyone else is going to benefit more from my turn if I take the Craftsman - they'll be able to sell to the Trader or reap the whirlwind shipping with the Captain. But there are times I know if I don't take it and generate some goods for myself, no one else will either!

Grrr... :arrrh:
Brian Griffin Waters
United States
North Pole
Alaska
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I hate slapping the guy to my right. But every once in a while it just needs to be done.
John Brier
United States
Gainesville
Florida
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Have you heard of a building called the small warehouse? Oh, you haven't? Well maybe you are familiar with the Wharf?
Paul Szilagyi
United States
Parma
Ohio
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O.k.,
Granted, I suck at this game (despite having played more than a few times)... but there's not a move IN Puerto Rico that I don't dread taking, for this exact reason.

-ZZ
Paul Clarke
United Kingdom
Southampton
Hampshire
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Even if you have a warehouse or a wharf, it's still better to let someone else pick craftsman, because you will be able to ship the goods earlier (as opposed to waiting for the next turn or possibly turn after that), and you also deny the other players points if you can fill up boats before them.
John Brier
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Gainesville
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sure, if craftsman benefited everyone equally; but when you are a "shipper", having a small warehouse or wharf can significantly increase your profit margin from crafting-shipping process (even if you are last in the shipping order), so if you have these you can be in the position of wanting to craft at almost every opportunity, which is befitting of your strategy! It's silly to have a better shipping infrastructure than everyone else and be afraid to craft- that's just a strategy for losing. I find moderately experienced players often get caught in the trap of "craftsman fear", which I guess is fine if you always pursue a "builder" strategy, but as anyone who knows the game will tell you: you can't always choose a strategy from the outset.

Another immensely (!) influential factor is boat control- nothing is more satisfying that plopping down a single coffee on the largest boat when you are the only one producing coffee (and did I mention you have a harbor?).
3. Board Game: Torres [Average Rating:7.32 Overall Rank:116]
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Jason Little
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Eden Prairie
Minnesota
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Placing the King in the Final Round

I hate having to place the king somewhere on the board in the final round - because it means I'm in last place, and invariably, I haven't left myself any good spots where I can score the bonus but my opponents can't! I'm terrible at Torres, and placing the king in the final round is a subtle way the game gets to rub it in!

Grrr... :arrrh:
1
Mark Haberman
United States
Painesville
Ohio
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If the game is close, I often position myself to be slightly in last place so that I can place the king. I've even gone so far as to add tower pieces so as to put someone else ahead of me, as long as I have a prime spot for the king.
Luke Morris
Japan
Nagoya
Aichi
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If you can place the king in position so you can get 15 points for not moving ANYTHING then it's a great thing - you'll get one extra turn to do whatever you want to get MORE points rather than having to worry if it's worth one of your turns to try and get to the 15 points.
I'd say it's worth positioning yourself there if yu're not that far behind the leader...
Gary Webster
United States
Littleton
CO
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Catching up is very hard to do in Torres. Sometimes that last king placement can help, but I hate to be in last place then, because it's hard to pass the folks who have put themselves on top of the big towers. So, the king on my small tower may be a good way to get back at them.

It just doesn't quite help enough. I guess that's a good game design, eh?
4. Board Game: Masons [Average Rating:6.71 Overall Rank:508]
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Jason Little
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Eden Prairie
Minnesota
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Completing the First City

I hate completing the first city in Masons. Triggering scoring rounds for other people is tough enough, but I'm always fearful that my opponents have those huge scoring cards for Towers on the coast, or White Towers out in the fields, etc. Timing the completion of cities is always tough, based on the strength of the scoring cards, but that first city always gets me!

Grrr... :arrrh:
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Well then just make sure you're in last place when you score so that if your opponents have good cards, then you'll be able to benefit. Always make sure you're in last...wait a minute...that won't work. Never mind. :p
Mark Haberman
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Painesville
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Jeez, I hate to keep disagreeing with you here... wait, no I don't. :devil:

If you're opponents have the lousy towers on the coast card, you want to be completing a city as fast as you can. One that includes some of those coastal towers. Things are only going to get worse after all!
Steve Oliver
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Alameda
California
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If you think your opponents have large-scoring cards, then you should want to create a city.

And, you don't have to score when you create a city. So you can reduce the value of their cards by scoring early, and you don't have to. Since it's the first city, you have 0 points and are tied for last place, and you get to swap cards. That's almost always good to do early in the game.
Nyarlathotep
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yeah, what they all said...forming the first city early (especially if you have crap cards) can give you a *huge* boost.
Jason Little
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Well... that still doesn't change the fact that I hate doing it... ;)
5. Board Game: Scrabble [Average Rating:6.48 Overall Rank:657]
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Jason Little
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Playing Near a Triple Word Score

I hate playing words anywhere near a Triple Word Score. I try to stay two spaces away from them at all costs, even if it means throwing down 6-10 point words instead of hitting the Double Word Score spaces. Invariably, as soon as I inch too close to one and leave something odd like a K or a Q nearby, my opponent plays "ZPKQR" -- or something that looks equally illegible but is indeed a legal word.

Grrr... :arrrh:
5
Mark Haberman
United States
Painesville
Ohio
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This I hate. Actually, I hate even starting a game of this, because I am doomed to failure. I can't spell, and this game kicks in my AP like none other.
John Farrell
Australia
Aspley
Queensland
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I hate trading tiles. Playing near a triple word score is a calculated risk, you just have to make them work for it.
Joel Haddock
United States

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My cousin's husband's family are a bunch of crossword loving, Scrabble-dictionary memorizing fanatics. They play words that consist purely of consonants and dare you to challenge them. Needless to say, simply agreeing to a game with them is a move I hate to make...
Jerry Hagen
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Madison
Wisconsin
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Don't be afraid to trade tiles. 0 for the turn hurts, but limiting yourself to a substandard rack for multiple turns often hurts more.
Jay Falcao
Canada

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Definitely agreed upon. I try to get near the triples so I can take advantage of them, but without fail my opponent will nab it first. I especially hate it when you have a high scoring word in your deck, but can't get it out before they use some silly three letter word first.
6. Board Game: Santiago [Average Rating:7.29 Overall Rank:144]
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Jason Little
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Eden Prairie
Minnesota
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Placing My Single Irrigation Line -- Ever!

I hate being in a position where I feel I need to use my one, lonely irrigation line to save a field that will otherwise wilt. Invariably I feel I need to use it at least six times a game - but I always feel that by the game position, other folks will be able to horn in and use the water and gain more benefit out of it than I will. I am very bad at planning out where and when to use that little blue line, and it shows with my scores!

Grrr... :arrrh:
1
Mark Haberman
United States
Painesville
Ohio
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Me too. Invariably, if you play it early, you'll need it later, and if you save it until later, you end up not needing it.
Mike K
United States
Fairless Hills
Pennsylvania
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Or worse, you'll never get to play it (if no one plays their extra for a long time).
Nyarlathotep
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Or when you finally, desperately need it, someone else plays theirs first
7. Board Game: Tigris & Euphrates [Average Rating:8.01 Overall Rank:9]
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Jason Little
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Eden Prairie
Minnesota
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Exchanging Tiles

I hate getting screwed by the draw and having to spend one of my precious few actions to improve my tile selection. Oh, look, a hand of nothing but black tiles! How useful! Let me burn 4 of those and draw some mo-- oh, look... 4 more black tiles! Now I can get crushed even quicker in a game I'm already horrible at.

Grrr... :arrrh:
1
David Bohnenberger
United States
Swarthmore
Pennsylvania
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Unless you're sure you're winning and want to get the game over with as soon as possible...not that I'm ever in that position...
Chester Ogborn
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Albuquerque
New Mexico
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I ALMOST never exchange tiles. The one exception is when I think I can trigger the end of the game and I think I stand to win. Better for me to get that extra turn than the guy next to me.

But I don't spend an action to get tiles unless its very late in the game and I desperately need something specific...and I'm just trying to get one more point by playing one tile (where the other 3 colors are already pumped up.)
Miguel
Canada
Toronto
Ontario
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Exchanging tiles just before strating a conflict can be ver useful...
Road of the Twenty
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Gumboro
Delaware
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Now I guess I have to be in the opposite camp again and say that exchanging your tiles is a way to dictate the length of the game, not to mention that it can definitely net you a much better pool of tiles.

I do not exchange often, but I do not hesitate when I need a better selection, or as was previously stated, the game is near it's end.
Rich P
United Kingdom
Sheffield
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I always exchange tiles as much as possible to get the game over and done with. Then we can move onto something enjoyable.
8. Board Game: Lost Cities [Average Rating:7.23 Overall Rank:129]
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Jason Little
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Eden Prairie
Minnesota
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Committing to a Fourth Color

I hate throwing down cards for a fourth - or (gulp) fifth - color in Lost Cities. I tend to play shorter games pretty conservatively, and would prefer if my starting hand simply gave me three handshakes and 2-6 in a single color thankyouverymuch. Whenever I commit to a fourth color, I swear I get a brief flash of x-ray vision and can almost see my opponent holding the 8-9-10 cards of that color!

Grrr... :arrrh:
Mark Haberman
United States
Painesville
Ohio
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I never really pay attention to how many colors I've started. Then I look down half way through the round and realize I have all 5 colors started, and that I'm boned.
Chris McGowan
United States
Arlington Heights
Illinois
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We call it "going five wide". I love to see my opponent do this since it is very difficult to get positive points in all 5 expeditions - it can be done, but not normally. Usaully if I go "5 wide" I am trying to rattle my opponent and know going in that one or two expeditions will be negative.
Kristian
United States
Seattle
Washington
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I almost always commit to a fourth... it allows for a safe drop so you're not giving cards to your opponent. I've come out plus with four colours, but I don't think I've ever done it with five. The one drawback to this strategy is that it leaves relatively few cards in the discard stacks if you need to prolong the game a bit so you can lay down cards from your hand.
Martin Sarnecki
Australia
Melbourne (north)
Victoria
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I'm quite often happy to start a 'sacrificial' fourth colour, even if I'll only get 10-15 points out of it, if I'm holding out for cards to boost my double- or triple-investment colours.
Chuck Uherske
United States
Rockville
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There's nothing wrong with a fourth color.

Even a fifth isn't so bad, depending on how you use it and why you opened it up. Sometimes it's better to start a color in which you'll have a negative score, rather than to give up a big opportunity cost in a strong color, or to discard something your opponent can use.

Starting a weak color can be a perfectly fine way to dump cards without giving them to your opponent.
Tom Thingamagummy
United States
Oakland
California
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Heh - I'm a conservative player. If I start with 5-7-8 in a color and have no better moves, I'll just throw it down at the beginning knowing it will be worth 0.
9. Board Game: Fearsome Floors [Average Rating:6.77 Overall Rank:360]
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L. Stitz
Germany
Lüneburg
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Sacrificing a player token to save another one.

I hate having to sacrifice my own tokens in order to save one of my other tokens in this game. This is made even worse by not knowing what follies my opponents my conceive of, so that I actually might end up with more than one fatality in a single turn -- of the second phase, naturally!

Grrr... :arrrh:
2
Stephen Groves
New Zealand
Auckland
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I am generally more than happy to "sacrifice" a piece as they come back in the first phase anyway. Directing the monster away from your intended winning pieces tends to lead to more victories than an all out race for the exit while avoiding the monster strategy.
John Lyons Beck
United States
Olympia
Washington
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"Hey, I don't have to run faster than the monster, I just have to run faster than you!!!"
:arrrh:
10. Board Game: Go [Average Rating:7.81 Overall Rank:36]
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L. Stitz
Germany
Lüneburg
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Too much pressure early on in the game

I hate having to play several gote moves in a row while not even being in yose yet. (Note to self: Search for a weaker opponent next time.)

Grrr... :arrrh:
Jason Little
United States
Eden Prairie
Minnesota
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I didn't know Dr. Seuss designed Go!

Is there a zug under the rug? A yot in the pot?
Steve Krebs
United States
Davis
California
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A findow in the window?
Mike Cooper
United States
Euless
Texas
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Would that make you a Stitzl in the Schnitzel?
Tim Thorp
United States
Granite Falls
Washington
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The Ynnen will leave you grinnen' :D
Gregory Amstutz
United States
Chula Vista
California
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OUCH!!!!:gulp::gulp::gulp:
11. Board Game: Blood Bowl - Third Edition [Average Rating:7.58 Overall Rank:89]
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L. Stitz
Germany
Lüneburg
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Wasting A Bloody Re-Roll

I hate having to use a re-roll just because I botched some easy action at the beginning of my turn. I mean, come on: Blocking with assistance, so I roll two dice and get to choose which result to use -- what could possibly go wrong? Yeah, exactly!

Grrr... :arrrh:
5
Jason Little
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Eden Prairie
Minnesota
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Agreed! Excellent addition - because invariably, when forced to re-roll early, that kills your turn!
Marcus Sparks
United States
Christiansburg
Virginia
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Amen, brother.

It gets worse when you blow a three-die block... twice.
Marcel van der pol
Netherlands
Leiden
Zuid-Holland
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Yes, this is what makes Bloodbowl such a great game. Learn to prioritize. I usually (but not always) do stuff in this order:

1) Free stuff for which I don't have to roll any dice. Also, I try to use free moves to cover my opponent in case of a turn-over.
2) Important Stuff which absolutely HAS to succeed. In case of a botched action I usually use my team reroll for this. If this fails, well, thats Bloodbowl....
3) Unimportant stuff like blocking the Line of Scrimage, two-dice no-skills blocks etc.
Gert Corthout
Belgium
Wechelderzande
Antwerpen
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It gets really painfull when that reroll bags you another set of skulls! :cry:
Moisés Solé


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What hurts more is that one-reroll-one when going for it for the tying touchdown on the "bottom" of the 8th turn of the 2nd half.
12. Board Game: Caylus [Average Rating:7.99 Overall Rank:11]
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L. Stitz
Germany
Lüneburg
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Building on the castle to avoid the VP penalty

I hate being forced to build on the castle or risk having VP deducted otherwise. I mean, why did he have to push the bayliff that far down the street last round? Or why did she build three parts of the keep (so that there is only one part left), when actually one part would have been enough for her to secure the favour? And how on earth do I get the resources for castle building now, anyway?

Grrr... :arrrh:
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David Chapman
United Kingdom
Unspecified
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Quote:
I mean, why did he have to push the bayliff that far down the street last round? Or why did she build three parts of the keep (so that there is only one part left), when actually one part would have been enough for her to secure the favour? And how on earth do I get the resources for castle building now, anyway?


It would appear that the move you hate is "Playing against people who can play this game".
L. Stitz
Germany
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Quote:
It would appear that the move you hate is "Playing against people who can play this game".

Yeah, I try to avoid that if possible... ;)
13. Board Game: Carcassonne - Inns & Cathedrals [Average Rating:7.61 Unranked] [Average Rating:7.61 Unranked]
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L. Stitz
Germany
Lüneburg
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Placing the Cathedral

I hate placing the cathedral in Carcassonne. Every time I draw it, I either have no city open where I could place it (so that I must donate it to smirking the opponent), or it is that late in the game that no sane mind would risk playing it on his own city anyway. That's when you are quite happy to place it in a city your opponent owns -- who from then on will draw only city tiles and thus be able to finish that damn city for good!

Grrr... :arrrh:
Gerald McDaniel
United States
Lakewood
Colorado
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In our last game of Carcassonne, both cathedral tiles were drawn in the last two turns of the game! You are absolutely correct in this complaint.
Kurt Nellis
United States
Kirkland
Washington
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Ha I was going to put this. The last time this happened to me the only city left was mine, I only needed one tile to close it (before the cathedral), I had been unable to close it earlier, and hit a real dry spell, only pulling dead end roads for the past 5 or 6 moves, and it would have been a very profitable city had I finished it... it didn't turn out to being a profitable city.

Thank goodness for the cathedral for putting some extra tension into the game.
Road of the Twenty
United States
Gumboro
Delaware