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So, who else is a builder?
Mikko Saari
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I found out I'm a builder when it comes to board games. I want to build things. I find it very frustrating to play a game and leave nothing behind. I want to create things and shape the maps.

I don't mind difficult games, but I can't stand games that destroy what I've built. Understanding this has brought some light into why I like or dislike certain games. This GeekList takes a look at some of my favourites and some recent games I've found lacking.

Feel free to add to the list if you have something to contribute to the idea.
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1. Board Game: Age of Steam [Average Rating:7.83 Overall Rank:22]
Mikko Saari
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Let's start with a look at some of my favourites. I love Age of Steam. It's an unforgiving game where success is hard to achieve - but at the same time you're building stuff, creating routes. No matter what happens, at least you've done a network of railroads and even if you lose, you can be proud of what you've created.

Same goes with 18xx. You don't necessarily own the companies you develop the whole game and all the track is common, but I just love seeing the networks that are created during the game. It's very pleasing, and most certainly one of the reasons I like all these train games so much.
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2. Board Game: Antiquity [Average Rating:7.89 Overall Rank:98]
Mikko Saari
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Antiquity is another tough game - but once again, it's about building things. You get to take over the landscape, fill it with industry (and leave pollution behind). Sure, you may lose what you've built if you have to build graves, but I can live with that. One needs some challenge, after all.
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3. Board Game: Go [Average Rating:7.77 Overall Rank:41]
Mikko Saari
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Go is a builder's game as well (Chess is a warrior's game, or at least more than Go). Stones that lose their liberties are removed from the board, but still, the general idea of the game is to build chains and formations.
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Best building game in the world. Actually, best game period.
 
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  • Posted Sat Apr 19, 2008 6:09 pm
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Paul Szilagyi
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Parma
Ohio
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...and the game rewards you for playing well by letting you KEEP your stones on the board.

It's only when you play poorly that you have to suffer their removal.
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  • Posted Sun Apr 20, 2008 9:06 am
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Grant
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Ambrose wrote:
Best building game in the world. Actually, best game period.


Hmm...I think I'd rather build a barn with my forehead. If this is what building games are defined by, can someone point me to the deconstructing games?
 
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  • Posted Mon Apr 21, 2008 12:06 am
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4. Board Game: Mhing [Average Rating:6.60 Overall Rank:1379]
Mikko Saari
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Even something like Mhing (a commercial card game version of Mahjong) has building, as players build sets of cards to win.
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5. Board Game: Race for the Galaxy [Average Rating:7.88 Overall Rank:13]
Mikko Saari
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Another recent favourite of mine, another building game. Let's add San Juan, Puerto Rico, Agricola... you get the drift. Perhaps it's time to look at some games I don't like.
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6. Board Game: Cuba [Average Rating:7.30 Overall Rank:162]
Mikko Saari
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What's this doing here? At first look Cuba looks like a builder game. That it certainly is, definitely a builder game and not a warrior game. But it's not enough for me. The game is short and the buildings are all pretty equal: there's no "get this building first and then you can get this more impressive building next" effect. On the sixth round, you're still almost as helpless as in the beginning. I don't get enough sense of achievement out of this game.
 
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Greg Jones
United States

Washington
I see what you're saying. The buildings are all about equally expensive. You can afford almost any of them in the first turn. Still, as you build more, you're building up an increasingly powerful engine. For example, building the building that lets you make rum, and then the one that lets you convert rum to victory points. Or the one that lets you earn more water, and the one that lets you convert water to victory points. However, it does seem like the game is pretty short. It ends when you've only gotten to put your complete engine into practice once or twice. That's typical of Euros, though. Rather than let you sit back, relax, and enjoy the fruit of all your labors, they take the attitude that the challenge is the thing. It's already clear who's built the best. End the game, and start a new challenge.
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  • Posted Fri Apr 18, 2008 10:06 pm
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Mikko Saari
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Yes, but at least in San Juan you get to use your good buildings... If Cuba were a bit longer, so you could run your engine a bit more, it would be better. But of course it's designed the way it is, and wouldn't work any other way.
 
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  • Posted Sat Apr 19, 2008 3:55 am
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7. Board Game: Shogun [Average Rating:7.70 Overall Rank:42]
Mikko Saari
Finland

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I played Shogun yesterday. It's a fine game, if you can stand the chaos. However, it's also a fine example of a warrior's game. Sure, you can build things, but if you do, someone's going to come after them. In our game I built a castle on the first turn and later on the same season, an enemy attacked, the battle was undecided and the castle I built was undone. Not cool.

The whole game is all just tug of war, you win a province from someone and then lose another province. Nothing lasts for long.
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Schrodinger's Dog
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Medicine Hat
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I found the only way to win is to be the builder, but to be wise in where/what you build. If you leave it undefended from your enemies or your people, you will lose it... stage 1 build, stage 2 defend.

I liked this one alot, and share your dislike of losing things I've built... losing buildings to peasant farmers who just destroy it... just because... does get to me, but I seldom lose my buildings to farmers in this one.
 
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  • Posted Sun Apr 20, 2008 8:11 pm
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Kevin Iacoucci
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Burlington
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Shogun reminds me of musical chairs - I take yours, you take mine, changing chairs until the game stops. Whoever survives the winter best wins... Blah.
 
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  • Posted Sun Apr 20, 2008 9:12 pm
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8. Board Game: In the Year of the Dragon [Average Rating:7.49 Overall Rank:92]
Mikko Saari
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In the Year of Dragon is another fine example of a frustrating game. It's difficult, but in a wrong way. Instead of making progress hard, the game directly attacks your holdings: your characters are killed in various ways, leading to rotting buildings. Sorry, but I just don't enjoy that. I can see the game's pretty clever and solid, but I don't like it.
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Greg Jones
United States

Washington
I see a trend toward this. Notre Dame is similar. There is a (very abstract) building aspect in getting your cubes out on the board and getting good multiplied benefits on actions. There's also a nagging destructive element that you have to keep tabs on: the rats. Even the cubes and the money, while technically something you build up, feel instead like you're trying to avoid going broke. Having ten cubes in your supply doesn't let you do anything really cool; you can only place one at a time. There is one thing that you can do with lots of coins, which is get extra points at Notre Dame, but that's it. With coins and cubes, the main thing is to make sure you always have one when you need it.

I think it's a good trend in that it's new and different. Also, I have to scold myself for being a bit shallow, wanting a game that's "easy" enough that I can successfully build a lot of stuff. But I do really prefer that.
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  • Posted Fri Apr 18, 2008 10:14 pm
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9. Board Game: 1960: The Making of the President [Average Rating:7.66 Overall Rank:52]
Mikko Saari
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1960 is a well-respected game and mechanically quite worthwhile. I do like these card games with cards that have multiple uses and all that. But still this one leaves me... well, not cold, but lukewarm, and that's because this is no builder game. You can amass popularity, but your opponent can take all that away. You can play for several rounds and end up exactly where you began from. Not cool!
 
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Brent Mair
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Roy
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This is an area control game. Definitely not a builder game.
 
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  • Posted Fri Apr 18, 2008 7:12 pm
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Mikko Saari
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And what's more, it's an area control game where you can easily lose position in areas. After all, there are area control games where the cubes you play aren't as easily swept away.

But indeed, area control games aren't the best for builder types. I know I sold my copy of El Grande, even though I think it's a good, even almost great - in theory. I do like Mexica, but there nobody can remove your pyramids...
 
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  • Posted Sat Apr 19, 2008 3:58 am
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Greg Jones
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msaari wrote:
And what's more, it's an area control game where you can easily lose position in areas. After all, there are area control games where the cubes you play aren't as easily swept away.

But indeed, area control games aren't the best for builder types. I know I sold my copy of El Grande, even though I think it's a good, even almost great - in theory. I do like Mexica, but there nobody can remove your pyramids...


I'm with you. I like Blue Moon City, which is an area majority game, but with a soft edge. Even if you don't get the majority, you still get something. And you can sometimes guarantee the majority if you want, because there is a fixed maximum number of cubes.

I contrast with Mission: Red Planet, where you can send five cubes to a region, and then somebody can decide they want to send 11.

I didn't like El Grande either, although I imagine in time I could learn to play competently.
 
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  • Posted Sat Apr 19, 2008 4:33 am
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10. Board Game: Antike [Average Rating:7.21 Overall Rank:226]
Mikko Saari
Finland

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Antike is a curious beast. It's another war game, basically, as players can directly attack each other to conquer cities and burn temples. However, I like Antike. Perhaps it's because the combat is fairly subtle - often more a threat than actual violence. Most of the time there's fairly little fighting. That, and the swift turns. Oh, I like those swift turns.
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Greg Jones
United States

Washington
People who approach this as a war game first and a building game second don't do well. It is a building game first and a war game second. The most efficient route to points is economy and building, not conquest. The fighting arises out of two factors. One, you need military to proceed down the economic path. Armies or navies are needed for expanding to new territory, even neutral territory. Navies are needed for claiming the seven seas points. After these have served their purpose, they may as well go attack someone if they're undefended. Two, there aren't enough points on the board for everybody to win. You will most likely need to fight for your last one or two points.
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  • Posted Fri Apr 18, 2008 10:21 pm
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11. Board Game: Through the Ages: A Story of Civilization [Average Rating:8.30 Overall Rank:4]
Mikko Saari
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Let's have another positive example. Through the Ages has war and conflict, but I just adore the way it has been abstracted. You don't need a map full of marching warriors to do a good civilization game.
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12. Board Game: Big City [Average Rating:6.94 Overall Rank:429]
Wade
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Pueblo
Colorado
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one of the best in terms of simplicity yet with enough strategy that most gamers will enjoy a play. Few can compare to the "built enviornment" you are left with after the game
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Mikko Saari
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For some reason this just didn't do it for me. I've played once and I've had no real interest to try again. But the city you build is pretty cool, that much I agree.
 
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  • Posted Sat Apr 19, 2008 3:59 am
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13. Board Game: La Città [Average Rating:7.26 Overall Rank:190]
Greg Jones
United States

Washington
Good heavyish Euro for the builders. Has that feeling where you're always one or two actions short of everything you want to do by the end of the round.

You can lose buildings in this one, but on balance more buildings go up than come down.
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14. Board Game: On the Underground [Average Rating:6.97 Overall Rank:421]
Greg Jones
United States

Washington
Another route builder. This one's cool because it's so tactical, you can't plan at the beginning of the game exactly what your route will look like by the end. It's fun at the end of the game to look at the completed subway lines and be surprised how they turned out.
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Rick Holzgrafe
United States
San Jose
California
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Agreed, and I like On the Underground -- recently got a copy in a trade, in fact. But even better is a more strategic game like Railroad Tycoon, where I can plan from the beginning, and the challenge is to make it all happen according to plan!
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  • Posted Sat Apr 19, 2008 12:48 am
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15. Board Game: Stephensons Rocket [Average Rating:6.94 Overall Rank:435]
Greg Jones
United States

Washington
Another route builder. Also surprising how it turns out in the end. In this one, you can't predict how the routes will look, because no one person controls them.
 
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Rick Holzgrafe
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San Jose
California
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I don't get a sense of building out of this one, because the routes meander so under the control of every player. Nothing on the board really feels like it's mine.

I like the game anyway, quite a lot; it just doesn't scratch my builder-itch.
 
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  • Posted Sat Apr 19, 2008 12:50 am
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16. Board Game: Pueblo [Average Rating:6.89 Overall Rank:490]
Mark Salzwedel
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New York
New York
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I like 3D games, so I traded for this one. This is one of a whole bunch of games in which you literally build, so it's likely to be a long geeklist. It's a pretty light game, but it should appeal to your building instinct.
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17. Board Game: Attika [Average Rating:7.08 Overall Rank:252]
Greg Jones
United States

Washington
Build buildings, and build the board.

Buildings can't be taken away once built.
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Mikko Saari
Finland

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Yes, this is definitely one of the games I was thinking about adding to the list. This is a game where you can feel you've succeeded even if you lose (especially if the game isn't cut short by quickly connected temples).
 
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  • Posted Sat Apr 19, 2008 4:01 am
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18. Board Game: Manhattan [Average Rating:6.71 Overall Rank:545]
Mark Salzwedel
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New York
New York
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This one allows you to build . . . buildings! Not terribly complex, but has that construction thing going on.
 
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19. Board Game: Tongiaki [Average Rating:6.27 Overall Rank:1225]
Greg Jones
United States

Washington
Hmm, you literally actually build in this game, and even the board expands somewhat randomly. And you certainly can lose what you have. However, you can build abstract structures, some of which can eventually become indestructable or nearly so. I think this is analogous to Go. No stone is inherently safe, but you can build structures such that any attempt to surround that stone would be instantly countermanded. Another analogy is a beaver dam. A beaver piles up sticks in fast-moving water. Some of them get washed away. Sometimes even whole arrangements of them get washed away with only a few remaining in disarray. But eventually it's possible to arrange them in such away that they remain permanently. That is a very satisfying building result.
 
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Wade
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Pueblo
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would have never thought of this as a building game.
 
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  • Posted Fri Apr 18, 2008 10:39 pm
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20. Board Game: Capitol [Average Rating:6.92 Overall Rank:520]
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Another hour or less, nice building game with a brillant "feel" to it.
 
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21. Board Game: Palazzo [Average Rating:6.60 Overall Rank:751]
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Another hour or less building game with a nice mechanic. Some say dry, I like it for a change of pace. I generally prefer building cities, countries, districts and this is more abstract, but its still a decent game.
 
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Greg Jones
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Pretty minimal sense of building. The arrangement of your floors is only linear. Lost Cities has as much building as this.
 
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  • Posted Fri Apr 18, 2008 10:58 pm
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22. Board Game: Alhambra [Average Rating:7.05 Overall Rank:241]
Greg Jones
United States

Washington
Perhaps it's a set-collection game at heart, but for me this is also the best tile-matching building game. I have more fun with trying to build a nice wall than with just the set collecting. There are two constraints to consider with building. You want to get a long wall, but you also need to keep your non-walled areas open. Otherwise, you might get shut out of building a tile because you have no legal place to place it, even though you could totally afford it (maybe even with exact change). Poor construction can cause you to lose the set-collection battle.
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23. Board Game: Java [Average Rating:7.08 Overall Rank:307]
Richard S
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Rensselaer
New York
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I don't have the same requirement to build that you do, but if I did I would play this game more often. No matter who wins or loses, you end up with a darn impressive landscape after the fact. Mexica and Tikal also fit, but Java is my favorite.

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Brent Mair
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Roy
Utah
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I am a builder, and I don't think this game (or her sisters) fit. Tikal definitely doesn't. These games are more about area control than building.
 
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  • Posted Sat Apr 19, 2008 1:40 am
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Mikko Saari
Finland

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Like I said before, I think Mexica works, in a way at least. Tikal not as much (sold mine away). At least Mexica is one of the least offensive area control games for a builder =)
 
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  • Posted Sat Apr 19, 2008 4:04 am
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24. Board Game: Vegas Showdown [Average Rating:7.27 Overall Rank:181]
Greg Jones
United States

Washington
Another good tile-matching building game. The tile-matching rules are less strict than in Alhambra. You can place a wall against a door. There just must be some open door to the room. Also rearrangement is less costly. Whereas moving a tile in Alhambra uses two valuable turns, renovating in Vegas Showdown often only means you lose one point you could have got for publicity, and you can move two. Likewise placing a tile you couldn't place initially is cheaper. In Alhambra, it costs one turn. In Vegas Showdown, you can do it for free when you do publicity. So in Vegas Showdown, it's rare that I don't bid on a tile because I don't have a place to place it, until late in the game when most of my casino is full.

On the other hand, there are bonuses for placing buildings certain ways, and that can affect my decisions.
 
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25. Board Game: Taluva [Average Rating:7.14 Overall Rank:242]
Greg Jones
United States

Washington
Java reminded me of this. It's another one where you build the landscape and buildings on it. I'm not that fond of it, but I have no logical reason for that. It has the sense of building to connect and block that Go and Attika do. It should appeal to people who like building and who like high conflict with minimal luck or chaos.

Buildings can be destroyed, but you still get credit for them. Depending on the situation, you may or more not want your building destroyed.
 
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Greg Jones
United States

Washington
I'm a builder but also a warrior. I like when you can do both in a game, but I do also like the war-only games. I even like the games you don't where everything is in flux, like Shogun and The End of the Triumvirate. I'm also a bidder. I think that pretty much sums up my taste in games.
 
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  • Posted Fri Apr 18, 2008 11:18 pm
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Andrew Swan
Australia
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Nice list, Mikko. I'm guessing you're not going to like Babel!
 
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  • Posted Sun Apr 20, 2008 10:01 am
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Mikko Saari
Finland

http://www.lautapeliopas.fi/ - the best Finnish board game resource!
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Oh, sounds like a game that just isn't for me. Haven't tried it, though.
 
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  • Posted Sun Apr 20, 2008 10:20 am
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