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What Specific Game Mechanics Make You Say "Cool!"
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Now, I've yet to create a GeekList that really strikes a chord here on BGG... and that is ok. However, I have a BGG goal this summer. So here I go again.

In my enthusiastic, though short, experience in the board gaming world, I have come to love many things about board games, but for many games I come to really enjoy certain specific mechanics or aspects. Now, I am not talking about generic mechanics, i.e. "I like auction games." I am talking about specific game mechanics that really make players say, "Now that is pretty cool...."

So I'm going to start a list, by no means all encompassing, of specific gaming mechanics that really stand out to me. I encourage all BGGers to add their items and tell why they enjoy said mechanic.


Edit: WOW! surprise I just want to say a big THANKS to all the contributors and comments added to this GeekList! This has truly been a lot of fun watching one of my first GeekLists really take off! ONE BIG thumbsup FOR ALL OF YOU!

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1 , 2 , 3 , 4 , 5  Next »  [7] | 
1. Board Game: Fury of Dracula [Average Rating:7.29 Overall Rank:165]
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In Fury, I love Dracula's trail.

What a cool mechanic. It is effective and overall fairly easy to manage. I have found using color coded markers to mark Drac's card and his location on the Drac map helps tremendously. Of course we play with that nifty Drac screen here on BGG. The tension really builds as Big D's trail gets longer and the scrambling Hunter's try to discover if that encounter about to mature is a vampire...
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Veronica Livingston
United States
Denver
Colorado
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Love this game. Love the mechanics. Would give you two thumbs up, if I could.
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  • Posted Tue Jun 17, 2008 5:06 am
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fen
United Kingdom
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Yeah, the trail mechanism has got some similarities to Scotland Yard. But it's easier to trackdown Dracula than Mr X as he can't double back easily and he has to reveal if you've encountered any of the fresh (on board) parts of his card trail.

Of course, Drac doesn't go down as easily as Mr. "I give up" X does when caught.
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  • Posted Tue Jun 17, 2008 5:57 pm
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JT Smythe
Australia
Sydney
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Yes and no. The first thing I thought of when I played this game was Scotland Yard. But Drac's mechanic is much, much cooler and adds a great deal more tension than Mr X. Rather than revealing Drac's location every few turns the Drac player keeps track of his last 6 locations (easy with the set of cards provided) and when a player enters a space Drac has been in recently Drac has to reveal the card. So the hunters can't just fan out waiting for Drac to show himself every now and then, they have to actually hunt him down like blood hounds on the scent. Also Drac gets to leave behind little presents for the hunters at every location in the form of traps or ambushes or the like.

Much better than Scotland Yard.
 
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  • Posted Fri Jun 20, 2008 3:46 pm
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I think this line's mostly filler
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This mechanic was awesome. I'm not a fan of the game overall (mostly because I don't like the way the combat system works), but this mechanic is enough for me to give it another try at some point.
 
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  • Posted Tue Feb 10, 2009 11:17 pm
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Paul Boos
Spain
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Virginia
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I wish the people I played this game with liked it. I ended up trading it away. I found it very enjoyable myself.
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  • Posted Wed Mar 9, 2011 2:54 pm
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2. Board Game: A Game of Thrones [Average Rating:7.45 Overall Rank:108]
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In Thrones, the mechanic that stands out is the influence tracks.

Intially, the first few games the tracks seem to be an irritating component. I just never really grasped the importance of them. However, as time has passed and my experience with GoT increases, I have come to truly enjoy the bidding process for the influence tracks due to their large impact on the game. The constant debate on where do I want to bid the highest. Is going first important? Is being high on the fiefdoms, so one can win ties, a better way to go? Or is having limited order tokens something you fear....? The influence tracks in GoT is truly a cool mechanic and adds tremendous player interaction.
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Mark Mahaffey
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Columbia
South Carolina
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Agreed. Great mechanic. I think the King's Court is quite clearly the most important. Turn order is important on occasion, but you might want to be moving last as often as first, depending on the situation. Fiefdoms is more important, particularly if you can get the sword - but the stars on your orders give in effect the same result and with more flexibility.

Of course, always want to be on top of all of them.

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  • Edited Sun Jun 15, 2008 8:17 pm
  • Posted Sun Jun 15, 2008 8:16 pm
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David Matchen
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rholzgrafe wrote:
Right, and probably the best choice for this game because I've never seen anything like it in other games.


The mechanic reappears in Caylus ("royal favor," again). Appears Ystari Games agrees with you.
 
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  • Posted Mon Jun 16, 2008 4:29 pm
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Krzysztof Zięba
Poland
Kraków
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True, even though I didn't like the game itself, I thought this mechanism was cool. Quite nice.
 
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  • Posted Tue Jun 17, 2008 6:22 am
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Tobias Gas
Germany
Leipzig
a game of thrones just has a very nice combination of mechanisms. the order placements, the wildling biddings, the influence tracks, the use of the cards in combats and the the card driven mechanism which determines if you can muster new troops... i really like the game because of that combination and the constant tension created by it.
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  • Posted Tue Jun 17, 2008 11:05 am
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Eric Grutz
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Beograd
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I would agree. This is the one mechanic that saves this game from being a complete bore in my opinion.
 
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  • Posted Sat Jun 21, 2008 4:43 pm
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3. Board Game: Power Grid [Average Rating:8.09 Overall Rank:5]
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In PG, I really believe, as many probably do, the commodities market is a very cool mechanic.

As one plays Power Grid, you can actually see supply and demand in action. What an ingenious aspect to the game. I really enjoy wataching garbage never get touched in the beginning of the game and then by the end, people are bidding high for that garbage plant because now garbage is only one electro per good.
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Eric Brosius
Spain
Needham Heights
Massachusetts
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I believe the Power Grid commodities market actually came from Crude: The Oil Game, which had two oil markets and two gas markets that operated in the same way. Of course, it's possible that Crude: The Oil Game took the idea from an even earlier game, but that's the earliest one I know of that uses this concept.
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  • Posted Sun Jun 15, 2008 11:14 pm
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Anders Gabrielsson
Sweden
Uppsala
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Hopefully FFG's Reins of Power will be the Supremacy of the new millennium. Except, y'know, good.
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  • Posted Tue Jun 17, 2008 7:55 am
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Darren M
New Zealand
Nelson
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Yes, but will Reins of Power be released this millennium or next?
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  • Posted Tue Jun 17, 2008 1:40 pm
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Anders Gabrielsson
Sweden
Uppsala
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Don't destroy my dreams!
 
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  • Posted Tue Jun 17, 2008 2:31 pm
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JP LaChance
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Madison
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agree 100%
 
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  • Posted Mon Sep 22, 2008 5:05 am
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4. Board Game: Caylus [Average Rating:7.97 Overall Rank:11]
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In Caylus I really think the provost, is a cool mechanic.

As one plays and gets more experience with Caylus the power of the provost and the ability to manipulate by all players is just plain fun. It adds a element of nastiness devil that is not over bearing in this heavy Euro game. I really enjoy this mechanic.
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John Farrell
Australia
Aspley
Queensland
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On the other hand, I find the provost adds an element of nastiness which means I refuse to play this game ever again. I don't remember bad things actually happening to me, but the fact that a game had a built-in opportunity for spite appalled me.
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  • Posted Mon Jun 16, 2008 4:28 am
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Agreed, the key to Caylus and winning is the provost.
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  • Posted Mon Jun 16, 2008 7:43 pm
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Chris Trimmer
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Lewisville
Texas
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The provost is what gives Caylus greatness and makes Agricola look silly in comparison.
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  • Posted Tue Jun 17, 2008 11:53 pm
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Brad
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Brandon
Florida
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If you hate built in spite, do NOT play In the Shadow of the Emperor. The entire game is spite mechanics, at least if you want any victory points.
 
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  • Posted Wed Jun 18, 2008 5:53 pm
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Emivaldo Sousa
Brazil

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CM Randall wrote:
Friendless wrote:
On the other hand, I find the provost adds an element of nastiness which means I refuse to play this game ever again. I don't remember bad things actually happening to me, but the fact that a game had a built-in opportunity for spite appalled me.


Interesting opinion. I'm of the thought that one just has to play Caylus and keep the power of the provost in mind. You play so you can avoid the major negative aspects. But I can also see where if the provost play becomes to nasty or mean spirited it would be a major downer for some people.


When playing with my wife and my mother in law, We just leave the corruptible dwarf alone. When playing with friends... (insert maniac laughter).
 
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  • Posted Mon Nov 3, 2008 3:09 pm
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5. Board Game: Last Night on Earth: The Zombie Game [Average Rating:7.31 Overall Rank:169]
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In LNoE, the game mechanic that really adds a "COOL!" to this phenomenal zombie game is the combat system.

The combat system in LNoE is simple but tremendously more interesting than the straight up roll a die and on a 4, 5, or 6 you kill the zombie. Boring! The concept that you can just "fend" off the zombie really adds to the theme of LNoE and the necessity for rolling doubles increases the need for weapons.
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Chris Schenck
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Dayton
Ohio
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I also like the fact that (in most cases) you can see the results of the roll before deciding to modify it with a card or ability.
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  • Posted Mon Jun 16, 2008 11:44 am
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Jacob Russell
Canada
Vancouver
British Columbia
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I'm only just coming around on this mechanic now but after maybe 15 games I'm starting to appreciate it as well. At first I thought that rolling doubles was one of the most irritating combat systems around, but your totally right on the theme aspect (fending off) and the need for weapons, of which there are plenty.

- J
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  • Posted Mon Jun 16, 2008 7:02 pm
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James Thompson
United States
Amherst
New Hampshire
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I agree, great mechanic all around. It's fairly easy to fend off a Zombie, but very hard to kill them without weapons, so you get some great fights,and it's always something special when a hero beats a zombie with bare hands.
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  • Posted Tue Jun 17, 2008 7:04 am
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tom kennedy
United States

And I love the creative ways the weapons alter this...by re-rolling, adding another dice, adding 1 to one or more dice, killing on what would normaly fend off, and even instant kills.
 
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  • Posted Thu Mar 19, 2009 8:40 pm
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Jon Gray
United States
Walnut
California
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thokennedy wrote:
And I love the creative ways the weapons alter this...by re-rolling, adding another dice, adding 1 to one or more dice, killing on what would normaly fend off, and even instant kills.


Especially love fights involving the baseball bat. Jenny and the baseball bat can go on all night!

Zombie 5
Jenny 54
Bat: 4
Break? 3
Bat: 3
Break? 4
Bat: 2
Break? 2
Bat: 5
Break? 2
Bat: 6
Break? 2

WOUND!! zombie

Then the bully Zombie player plays "It's stuck!" or something.
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  • Edited Tue Aug 11, 2009 4:03 pm
  • Posted Tue Aug 11, 2009 4:01 pm
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6. Board Game: Tigris & Euphrates [Average Rating:7.89 Overall Rank:15]
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In Tigris & Euphrates, there are many cool mechancis. I really enjoy this game, but there is one mechanic that really adds tension, mystery, and a cool sense of urgency. The coolest mechanic is the hidden victory points.

The hidden victory points are even hidden behind your player screen, so your opponents cannot even glance and make a rough estimate like in Puerto Rico. As you play, you may think your doing well but low and behold your actually third... angry
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Richard S
United States
Rensselaer
New York
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But they are not hidden as you receive them. It's not impossible to keep count. In fact, it's pretty important that you do.
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  • Posted Sun Jun 15, 2008 9:20 pm
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David F
United States
Emeryville
California
Set up a lot of the PBF framework for BSG, Runewars, Small World, The Devil's Castle. PBF in Gears of War, Death Angel, A Game of Thrones. Currently playing Twilight Struggle, Middle-Earth Quest and Eclipse on Vassal.
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I'm anal about using the right terms to describe games and have posted an alternative glossary to the inconsistent sprawl in BGG's database and lexicon that is clear, accurate and simple. I care big time about my reviews, ratings and comments.
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Doesn't Modern Art have hidden victory points behind cool screens too? (well, money in Modern Art is really victory points) I agree with the above comment though: I don't really like these hidden victory points, since they stress my memory. It'd be fine if I'm playing in tournaments, but I don't want to think that hard when I'm enjoying the game in a social setting (or play people who think that hard).
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  • Posted Tue Jun 17, 2008 12:03 am
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Based upon my poor understanding of history, science, and ethics...
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North Pole
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Agreed. Without hidden scoring this game would lack much tension. The hidden scoring is what pushes it over the hump into the realm of greatness.

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  • Posted Tue Jun 17, 2008 11:42 am
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Ken H.
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Amherst
Ohio
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Koldfoot wrote:
Agreed. Without hidden scoring this game would lack much tension. The hidden scoring is what pushes it over the hump into the realm of greatness.


I have the opposite opinion. Hidden scoring sucks the tension right out of the game, and brings it closer to multi-player solitaire. When you don't know how close you are, you lose the ability to really optimize your tiles.

Of course, I only play here on BGG, where a game may take a couple of weeks to play out. Factor in that you have multiple games going on at the same time, and it is basically impossible to remember even vaguely who was scoring in what color. Well, maybe not impossible, but not fun either.
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  • Posted Tue Jun 17, 2008 2:05 pm
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Paul Doherty
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McKinney
Texas
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I'm going to agree that hidden victory/money is the way to go. In Modern Art especially so, since I feel an auction game like this shouldn't be reduced to a calculation exercise; you should use some intuition about where your opponents are at, point-wise. In fact I don't even attempt to keep exact track of their amounts and I've won both of the games of MA I've played.
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  • Posted Sun Jan 3, 2010 6:42 am
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7. Board Game: Carcassonne [Average Rating:7.46 Overall Rank:87]
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In Carc, the obvious mechanic that really stands out is the farms.

The farms add a long term strategy element to the game and farm builing can also be very tactical especially when you play Carc with many experienced players. There is a high fun factor when you attempt to merge your big meeple into that high point farm!
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Michael Hellyer
United States
Aurora
Illinois
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The farm rule makes it hard to get my friends interested. They understand building cities and roads and abbeys and all, but beginners get frustrated with the farms.
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  • Posted Mon Jun 16, 2008 5:22 am
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Sean McQ
United States
Mechanicsburg
Pennsylvania
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I'll be the odd one out and say that the farms stuff in Carc is the bit I like least about the game
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  • Posted Tue Jun 17, 2008 3:52 pm
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Geoff Burkman
United States
Kettering
Ohio
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I'm not sure I'd even consider the farm scoring to be a "mechanic" per se. I guess it is, though, a scoring mechanic. Regardless, my experience in the game (so far) has indicated to me that scoring cities is still the most important avenue toward winning the game, not only for the direct, doubled points, but also indirectly for purposes of bolstering the score of controlled fields and/or securing the trade goods bonuses.

As far as stand-out mechanics in "Carcassonne" go, I'd lean more toward some of the expansion mechanics like those of "Trader and Builder" or "The Tower."

At any rate, it's a great game!
 
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  • Posted Tue Jun 17, 2008 9:28 pm
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Kurt Over
United States
Philadelphia
Pennsylvania
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When I was taught the game the farm rule was poorly explained, if not almost skipped over. With the River it caused a large farm to develop that proved the key to scoring and the winning of the game - and which I never had an real understanding of how to have any chance to compete for it.

So I spent a few hours playing a game where I essentially had zero chance of actually winning. One reason I've never bothered to seek a chance of playing it again.

- Kurt
 
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  • Posted Thu Jun 19, 2008 10:49 pm
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Branko K.


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PlayMe1 wrote:
The farm rule makes it hard to get my friends interested. They understand building cities and roads and abbeys and all, but beginners get frustrated with the farms.


I totally agree with this. Farms are cool when you play with experienced players but are a total party-pooper when you introduce this game to new, casual players. I usually prefer to throw in I&C and T&B right away and forget about farms altogether.
 
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  • Posted Fri Jun 20, 2008 3:18 pm
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8. Board Game: Cosmic Encounter [Average Rating:6.99 Overall Rank:361]
Greg Gresik
United States
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Illinois
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Variable Player Powers seems to add flavor and replayability. I find that many of the games I really play alot have VPP as a mechanic - Bang!, Cosmic Encounter, Citadelles, even Star Wars:Epic Duels - are all examples of varying player powers in some degree.

The key is good play-testing to make sure that "varying" doesn't mean "some are better than others" - in Epic Duels, for example, there are some better choices, but playing teams can balance this.

Interestingly, in games like Cosmic Encounter, the strength of one player can be enhanced or diminished by the powers of other players. Again I think this is just a bonus in terms of replayability.
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Josh
United States

Surely I'm not the only person who really enjoys the smell of post offices
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The face of the Earth is a graveyard, and so has it ever been. Each living thing restores when it dies that which had been borrowed to give form and substance to its brief day in the sun.
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I think I like variable player powers more than any other game mechanic.
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  • Posted Mon Jun 16, 2008 5:49 pm
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James Thompson
United States
Amherst
New Hampshire
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Variable player powers are awesome if done right. I think to work properly they have to do two things:
1. Be significant. That is, have a real affect on how you play the game and not just be some tacked on and generally insignificant thing.
2. Be balanced. 'Nuff said1

I've never played CE or Dune, which are supposed to be the prime examples of variable player powers. Games like LNoE and Shadows over Camelot use them effectively.
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  • Posted Tue Jun 17, 2008 7:10 am
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dan schnake
United States

Indiana
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Amsjay wrote:
Variable player powers are awesome if done right. I think to work properly they have to do two things:
1. Be significant. That is, have a real affect on how you play the game and not just be some tacked on and generally insignificant thing.
2. Be balanced. 'Nuff said1

I've never played CE or Dune, which are supposed to be the prime examples of variable player powers. Games like LNoE and Shadows over Camelot use them effectively.


In regards to CE, 1. Yes 2. Nope.

Dune is 1. Yes 2. Qualified Yes.

CE trusts in luck and multiple players to balance matters. It often works, but it helps if you just surrender to the crazy nature of a good CE game.

Dune is less crazed and trusts alliances to balance matters.

Those two games are prime examples because they're early examples of really differentiating players.

 
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  • Posted Wed Jun 18, 2008 1:08 am
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9. Board Game: Pandemic [Average Rating:7.63 Overall Rank:37]
Andy
United Kingdom
Stockport
Manchester
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In Pandemic I love the infection intensification mechanic, that sees the discarded infection cards placed back on the top of the deck... this is a piece of genius game design... and was a real "wow" moment when I was first taught the game.
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Denise Patterson-Monroe
United States
Carmel
Indiana
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Agreed - this brings tension into a game unlike anything in any game I've ever played before.

In my last game of Pandemic, we had JUST found the cure for black, but had 4 cities with 3 black cubes each, and several other cities with black cubes too. Then we hit an Epidemic card and literally everyone at the table suddenly sat up straighter. Would we eliminate those 4 3-cube cities before we drew one of them again? Drawing from the shuffled discards makes the game so much tighter.

(PS, we did squeak by, and even eliminated black, but then were overwhelmed by blue and lost with 8 outbreaks )
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  • Posted Sun Jun 15, 2008 9:33 pm
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hannes voites
Estonia
Tartu ja Tallinn
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Agreed, I actually went "oh wow" when reading the rules and scrolled this geeklist for this entry.
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  • Posted Thu Dec 3, 2009 5:44 pm
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Paul Boos
Spain
Falls Church
Virginia
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Forbidden Island has this as well. Wonder if any others games do...

If so, can someone start a geeklist on this and add it to my Beyond Mechanics Metalist?
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  • Posted Wed Mar 9, 2011 2:56 pm
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Andy
United Kingdom
Stockport
Manchester
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pmboos wrote:
Forbidden Island has this as well. Wonder if any others games do...
Forbidden Island is by the same designer and is basically the same game, but more simplified.
 
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  • Posted Wed Mar 9, 2011 3:19 pm
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Mark Thomason
United States

Washington
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Grimwold wrote:
pmboos wrote:
Forbidden Island has this as well. Wonder if any others games do...
Forbidden Island is by the same designer and is basically the same game, but more simplified.


Yeah, not overly likely any other games have that since Matt Leacock, as far as he or anyone else is aware, invented it himself for Pandemic, and then reused it in Forbidden Island, which is pretty much the same game with a re-design for more family-friendly theme and complexity level.
 
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  • Posted Tue May 24, 2011 11:57 pm
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10. Board Game: Civilization [Average Rating:7.57 Overall Rank:82]
Ron K
United States
Marcellus
New York
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The zero-sum mechanic between units on the board and treasury. This drives some degree of useful combat, limits expansion, and both encourages city creation and constrains how many cities at a time can be created. Brilliant.
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Eric Johnson
United States
Rohnert Park
California
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Ron's got a good point, although for my money the trading mechanic which actually encourages exchanges beneficial to both parties is the most elegant system in the game. In short, the value of a set of cards is multiplied by the square of the number of like cards that you hold. Thus, a single salt card is worth three points, but two salt cards are worth 3 x (2x2) = 12 and three salt cards are worth 3 x (3x3) = 27.

With this system, if one player holds two papyrus (base value 2), two salt (base value 3) and one iron (base value 5), his hand is worth 8+18+5 = 31.

If his opponent holds one papyrus, one salt and two iron, his hand is worth 2+3+20 = 25.

Now, here's the beauty of the system: if they make a trade, with the first player giving up an iron card (base value 5) and receiving in exchange a papyrus and a salt (total base value 5), on initial inspection that looks like an even trade that doesn't offer either player any motive to trade; however, when you look at the final hand values, you reach a different conclusion.

The first player now holds three papyrus (worth 2 x (3x3) = 18) and three salt (worth 3 x (3x3) = 27) for a total of 45 points after the trade. The second player now holds three iron, worth 5 x (3x3) = 45. By giving up cards worth five points each, the first player increased the value of his hand from 31 to 45, while his opponent increased the value of his hand from 25 to 45. Both players benefit. Brilliant!
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  • Posted Sun Jun 15, 2008 11:01 pm
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Patiently waiting for the zombie apocalypse...
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I have always wanted to give this game a go.. With the limited availability it probably will not happen. It looks fun. Long, but fun.

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  • Posted Mon Jun 16, 2008 12:33 am
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Wendell
Spain
Arlington
Virginia
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CM Randall wrote:
I have always wanted to give this game a go.. With the limited availability it probably will not happen. It looks fun. Long, but fun.


It is long. And very fun. Better as Advanced Civ, IMHO.
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  • Posted Mon Jun 16, 2008 4:42 am
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Mark Kittel
United States
Albany
New York
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The trading is one outstanding mechanic, agreed.

I also like the non-combat combat system. Excepting the invasion of a city, "battles" are really more representative of land-control struggles that span years or decades, not a specific incident.
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  • Posted Mon Jun 16, 2008 8:57 pm
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Dan Lokemoen


msg tools
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This mechanic returns in Revolution: Dutch Revolt.
 
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  • Posted Fri Jun 20, 2008 4:29 am
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11. Board Game: Struggle of Empires [Average Rating:7.60 Overall Rank:93]
Firestone
United States
Northern
Colorado
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I love the alliance mechanism in this one.

"Crap. I really don't want to have to fight him this turn. I guess I'll just pay to make him my ally!"

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Mark Kittel
United States
Albany
New York
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Actually I suspect a fair number of real alliances in history have been made just for this reason - I'd rather not fight X, so let's make X my ally and Z our common enemy.
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  • Posted Mon Jun 16, 2008 8:59 pm
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Patiently waiting for the zombie apocalypse...
United States
Colorado Springs
Colorado
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kimapesan wrote:
Actually I suspect a fair number of real alliances in history have been made just for this reason - I'd rather not fight X, so let's make X my ally and Z our common enemy.


"The enemy of my enemy is my friend."
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  • Posted Mon Jun 16, 2008 10:07 pm
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Andreas Johansson
Sweden
Linköping
I spent 200 GG and all I got was this lousy overtext!
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I spent 200 GG and all I got was this lousy overtext!
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The evil part is "X wants to fight Y, so I'll pay to make them end up on the same side".
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  • Posted Tue Jun 17, 2008 1:06 am
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meenki boo
United States
Jersey City
New Jersey
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Keep your friends close, keep your enemys closer.
 
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  • Posted Fri Jan 23, 2009 10:32 am
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Carter Maxwell
United States
Minneapolis
Minnesota
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Best part of a great game. I played this game early in my introduction to gaming, and this was probably the first mechanic to elicit a "Cool" from me.
 
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  • Posted Wed Jul 1, 2009 2:02 am
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12. Board Game: Turn the Tide [Average Rating:6.82 Overall Rank:507]
Andrew C.
Australia
Sydney
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After dealing out the player's hands at random for the first round, the second and subsequent rounds begin by passing the player's hands one position to the left. That way, each player gets to see how well they do with everyone's hand. Randomness is supplied by a separate deck of water-level cards that are shuffled anew for each hand, so each round will still play out differently.
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Bill Eldard
United States
Burke
Virginia
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I do find Turn The Tide's 'pass your hand to your left' mechanics rather unique and very challenging. T3 is a great card game!
 
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  • Posted Tue Jun 17, 2008 2:55 am
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Darren M
New Zealand
Nelson
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This is definitely an underrated game on BGG and one I enjoy playing. The pass-the-hands mechanism is a great balancing method and the game's a good "super filler"... easy to play yet strategic.
 
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  • Posted Tue Jun 17, 2008 1:39 pm
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13. Board Game: Yspahan [Average Rating:7.25 Overall Rank:171]
Scott McGill
Australia

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Great use of dice!

I also like the Supervisor / Caravan thing.
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John Perry
United States
Burbank
California
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I love the use of dice in this game - throwing a big fistful of dice and them
deciding which actions are and aren't possible in a round. And being able to
buy bonus dice that only count for you is a nice extra touch.
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  • Posted Tue Jun 17, 2008 6:09 pm
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14. Board Game: Escape from Colditz [Average Rating:6.52 Overall Rank:1055]
Lindsay Thomas
United Kingdom

Got a pesky POW outside the main compound, running for freedom?

Got a guard who's too fat and slow to catch him up and give him a good old-fashioned rugby-tackle?

Never mind, just get out your gun and Shoot To Kill.
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dave boulton
United Kingdom
etchingham
E. Sussex
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I (and several others including my brother) got introduced to this game during a school 24 hour famine thing we did to raise money for ethiopia sometime during the 80's; for some reason everyone doing it had to remain on school grounds (I dunno m'b so people would remain honest ifn their freinds were there to abuse them ifn the weakened, anyhum not point of the story) we were 16, we liked to play games we thought we could combine this with not eating for 24 hours (yes i know the mind boggles dosent it?) what could go wrong?

Anyhum it would be probably about 2 in the morning when this happened, bouyed on by youth and the fact we seldom got together this many people to play games we were still going strong, my brother playing the brown faction (polish?) had been sitting very quietly in one corner of the table subtly and sneakily moving a specfic polish prisoner ever so slowly towards freedom; no fancy escape kit, no distractions, no disguise just wandering purposefully toward an exit point, I like to imagine (as this is an anecdote reserved for gamers who like to brag) the guy; hands deep in his pockets, kepi (I always saw him as a lancer) pulled down hard over his face, whistling nonchalantly around a cigerrette rolled in newsprint in the corner of his mouth; he looks round, claps his hands together and rubs them jubliantly just about to dissapear off into the deep forest for the difficult task of getting to a neutral country (Switzerland?) when WHAMMM! A mauser rifle round enters slightly behind his ear and drops him like a sack of spuds.

True it was very late, true no-one had eaten in approximatly 10 hours, true people were sleepy, true it was a particularly dark brown piece and in bad lighting it did look rather like a german piece, true Dan (and 60% of the people playing) had never played the game afore and did not know the contense of the german cards but makeing smug pronouncements like "HA HA HA! you can't get him Lee he is too far to catch, nyah-nyahnyah-NYAH-Nyah!" would never be a good idea would it?

Should have seen his face after he learnt what it did, Priceless!
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  • Posted Mon Jun 16, 2008 2:48 am
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Patiently waiting for the zombie apocalypse...
United States
Colorado Springs
Colorado
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Thanks for sharing the experience. I've never played this game or even heard of it. Seems interesting..
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  • Posted Mon Jun 16, 2008 7:54 pm
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Lindsay Thomas
United Kingdom

All this needs is a reprint, with a proper, clear set of rules and it would shoot straight into the BGG top 100.

It's a great game, spoilt slightly by the rather vague rulebook.
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  • Posted Tue Jun 17, 2008 12:41 am
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James Hutchings
Australia
Unspecified
Unspecified
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Ho ho...for you I sink the var is over ja?
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  • Posted Thu Jun 19, 2008 4:54 pm
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15. Board Game: Escape from Colditz [Average Rating:6.52 Overall Rank:1055]
Lindsay Thomas
United Kingdom

Got POW's misbehaving? Maybe they've been caught outside the main compound? Maybe they've assaulted one of your officers? Maybe they've got 30' of rope hidden up their trouser leg? Maybe they've tried digging tunnels again?

Send them to the Cooler AKA the Cells AKA Solitary Confinement.

Pretty soon, Solitary Confinement won't be. Pretty soon you'll have half the POW's in there - if you're doing your job properly.

Send them to the Cooler outside the Main Compound. In that way you can send them straight back to the cooler as soon as you release them "for being outside the main compound". Good joke that. Ha ha, laugh as you watch them trying to escape back into the castle.
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16. Board Game: Zatch Bell! [Average Rating:5.89 Unranked]
Douglas Bushong
United States

Indiana
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Zatch Bell!

The game is a CCG, but the innovation is in the spell book. Your deck consists of the pages of the spell book, and your "hand" is the page that you are on. When you damage your opponent, they must turn pages in their book. The first player to finish the book loses.

I don't care for the theme much (those marionette looking kids creep me out), but the mechanic is extremely elegant. There is a lot of meta game going on in your head when you are building your deck, as you and your opponent are playing with stacked decks.

Would have been a great game if it had not been attached to that show.
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Michael R
United Kingdom
Glasgow
Lanarkshire
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There are other CCGs that use the same mechanic most notably WWE Raw Deal. It is also used in Magic: the Gathering. The earliest example I know of is Millstone from Antiquities (1994). It has been used as the kill condition in tournament decks (eg. Mind's Desire).
 
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  • Posted Tue Jun 17, 2008 11:18 am
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Stefan Lopuszanski
United States
North Wales
Pennsylvania
So hear me roar! RAWR!
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Sounds similar to the Star Wars CCG. In that game your deck is your "life" and such.
 
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  • Posted Tue Jun 17, 2008 11:28 am
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Brian Dysart
United States
San Jose
California
The innovation isn't so much deck=life, but that the specific ordering of your deck matters. You gain mana by flipping ahead in your book (you have to flip at least one page each turn, but can choose to flip more), so you can skip ahead to specific cards. Some of the cards have random effects ("flip a coin: heads, do one damage"), so two decks won't alway play against each other the same way. The ordering means that even two copies of the same deck, ordered differently in the spellbook, could play very differently.

I second the lack of interest in the theme, and in practice I wonder if the spellbooks were more fiddly than they were worth (re-ordering cards would be time-consuming, and some cards are removed from the books during play), but if I ever come across a cheap source for the cards I might try it.
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  • Posted Sat Jun 21, 2008 12:27 am
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17. Board Game: Thebes [Average Rating:7.26 Overall Rank:166]
David Bohnenberger
United States
Swarthmore
Pennsylvania
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I thing the "days" track is pretty cool.
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Patiently waiting for the zombie apocalypse...
United States
Colorado Springs
Colorado
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I don't know what the "days" track is??? Why is it cool??
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  • Posted Mon Jun 16, 2008 12:35 am
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JP LaChance
United States
Madison
Wisconsin
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I agree. Using "time" as your "money" is very cool!
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  • Posted Thu Jun 19, 2008 4:36 am
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Warren Adams
Australia
Perth
Western Australia
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I like the "less chance of finding something each time you dig because the dirt goes back in the bag" mechanic in this one.
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  • Posted Mon Nov 3, 2008 6:14 am
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David Ells
Spain
San Clemente
United States of America
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Thank you for the days ...
 
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  • Posted Sun Jan 18, 2009 6:57 am
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Mark Thomason
United States

Washington
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Sounds like the same thing Red November does with hours.
 
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  • Posted Tue May 24, 2011 11:59 pm
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18. Board Game: Wallenstein [Average Rating:7.64 Overall Rank:81]
David Bohnenberger
United States
Swarthmore
Pennsylvania
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The Power Tower is definitely cool.
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Richard Turner
United Kingdom
Leighton Buzzard
Bedfordshire
Or crap, depending upon your point of view.
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  • Posted Tue Jun 17, 2008 7:48 am
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Mark Slater
United Kingdom
Newport
Newport, South Wales
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Also, the tower has to be the fastest method for resolving a conflict in any game system.

"Drop-Rattle-scatter-count the cubes" Done in no time at all.
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  • Posted Tue Jun 17, 2008 1:21 pm
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Chaddyboy
United States
Olathe
Kansas
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This was my first thought as well! It does a great job of balancing out the luck throughout the game. If you lose a battle that you should have won, you most likely have cubes sitting in the tower waiting help you in later battles. Not only does it balance the luck, but it provides added tension to each battle. Awesome mechanism!
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  • Posted Tue Jun 17, 2008 5:04 pm
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Phil Sauer
United States
Willow Street
Pennsylvania
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Yep... the tower is complete awesomesauce -- even better is the re-themed version, personally. (Shogun)
 
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  • Posted Sun Mar 8, 2009 8:00 pm
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Randall Bart
United States
Granada Hills
California
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A seriously awesome mechanic for a light, half hour game.

This game goes how long? shake
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  • Posted Sun Mar 7, 2010 9:02 am
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19. Board Game: El Grande [Average Rating:7.89 Overall Rank:14]
Davido
United States
Mather
California
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Rondels-Decide *secretly*
Castillo-"keep track of the cubes in the tower"

put it together and "airdrop the paratroops into the region of your choice". If your neighbor does the same region, conflict and hilarity ensue
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Michael Edwards
United States
Everett
Washington
YA RL'YAH
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Phnglui mglw nafh Cthulhu R'lyeh wgah nagl fhtagn! With cheeze!
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Ohh - I take it the Rondels are new to later edition?
 
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  • Posted Mon Jun 16, 2008 6:52 am
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Bill Eldard
United States
Burke
Virginia
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MKUltra wrote:
I wouldn't call this a real "rondele" implementation, as the shape of the device is a matter of convenience and doesn't have anything to do with the action. It's just a good shorthand so you don't have to have, say, extra cards for everyone.


Well stated -- you're right.

The first time I came across a true rondel mechanic was in Antike. Does anyone know of any early games to use it?
 
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  • Posted Tue Jun 17, 2008 5:08 pm
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Jason Wiebe
Canada
Edmonton
Alberta
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This is why this is a great game... It should be number one, not PR. Oh dear, did I offend you??? hahahahahahahahaha
 
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  • Posted Wed Jun 18, 2008 2:50 am
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Michael Edwards
United States
Everett
Washington
YA RL'YAH
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Phnglui mglw nafh Cthulhu R'lyeh wgah nagl fhtagn! With cheeze!
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spearjr wrote:
Chanfan wrote:
Ohh - I take it the Rondels are new to later edition?

Nope. They have been there since 1995.


Well then, this is a sad, sad comment on how long it's been since I last played. Also, on my memory. What were we talking about?
 
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  • Posted Sun Jun 22, 2008 6:36 am
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Dreamteam


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Actually I don't remember rondels being in the game either. Although I have only played the German original version, so maybe that is why.
 
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  • Posted Sat Mar 6, 2010 12:14 pm
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20. Board Game: 1960: The Making of the President [Average Rating:7.66 Overall Rank:52]
Locke Alexander
United States
Redwood City
California
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I love the Political Capitol Bag. It allows you to control the luck aspect to the game much better then Twilight Struggle's dice.
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Patiently waiting for the zombie apocalypse...
United States
Colorado Springs
Colorado
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I'm a big fan of Twilight Struggle and I must admit rolling that "1" on your coup attempt is very frustrating. angry So how does the Political Capitol Bag differ??
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  • Posted Mon Jun 16, 2008 2:26 am
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Crazy Bob
Philippines
Cebu
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You pull cubes out of a bag to succeed in certain things. If they are yours it works, if not, it doesn't. So, when you succeed, you are less likely to do so next time. Also, the weaker card you play, the more of your cubes that go in the bag.
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  • Posted Mon Jun 16, 2008 2:37 am
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Wendell
Spain
Arlington
Virginia
All the little chicks with crimson lips, go...
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Hey, get your stinking cursor off my face! I got nukes, you know.
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I was going to add this one - it is an interesting mechanic.
 
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  • Posted Mon Jun 16, 2008 4:43 am
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Colin Hunter
New Zealand
Auckland
Stop the admins removing history from the Wargaming forum.
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I like the idea of the bag as well, especially since it help balance out low ops hands. In the end though I think it isn't better than dice necessarily. While I like the trackable aspect and the fact success is off set, generally speaking the number of cubes won't be that different in the bag and draws aren't all that common. The result is a system that in my opinion is not any less luck intensive than TS, it only appears that way. Still I think the concept and think behind it is superb, even if in execution if isn't quite the same.
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  • Posted Mon Jun 16, 2008 5:59 am
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21. Board Game: Viktory II [Average Rating:6.98 Overall Rank:1152]
Andrew Tullsen
United States
Tigard
Oregon
designer
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Viktory II has the mechanic where the buildings you have (village - > city) support your units. They directly influence the number and types of units you have on the map. Villages support 1 Infantry. When you upgrade to a City, you get an elite unit (Cavalry, Artillery, Frigate) as well, depending on the type of the terrain. A forest hex supports an Infantry and a Frigate. If a Frigate dies, as long as you have the city to support it, it goes back on the board when you place your Reserves. But if you lose the city, then you immediately lose whatever units it supports, and your opponent gains those units. So you can always see whether you opponent has more troops on the board then he should devil
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Just call me Erik
United States
Waldorf
Maryland
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One of the simplest and best supply systems in a wargame.
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  • Posted Tue Jun 17, 2008 1:56 pm
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Thomas Blaine
United States
Fulton
New York
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Love this mechanic. It strongly discourages turtling and makes the game a lot more lively.
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  • Posted Tue Jun 17, 2008 11:43 pm
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Kurt La Botz
United States
Mesa
Arizona
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What is soooooooooooo cool is you can't just depend on building one type of unit your forced to use your other units and you are limited to how many units you can have makes for some interesting planning.
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  • Posted Wed Jun 18, 2008 7:14 pm
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22. Board Game: VOC! Founding the Dutch East Indies Company [Average Rating:6.18 Overall Rank:2829]
 
Eric Boivin
Canada
Montréal
Québec
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This game has the most original and fun mechanic I can think of. When trying to do an expedition, you close your eyes and mark your way with a dry marker. Other players can guide you by telling you cardinal points, but only once for each expedition they participate in. I loved it!
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Patiently waiting for the zombie apocalypse...
United States
Colorado Springs
Colorado
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surprise Wow! I have never played a game with that type of mechanic. Unique idea! I bet that is alot of fun.
4 
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  • Posted Mon Jun 16, 2008 6:26 am
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Gil Hova
United States
Newark
New Jersey
designer
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This mechanic is being spun off into a standalone game called Captain Clueless.
 
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  • Posted Mon Jun 16, 2008 6:34 pm
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Francis K. Lalumiere
Canada
Brossard
Quebec
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That sounds very cool. Is the rest of the game good?
 
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  • Posted Mon Jun 16, 2008 6:42 pm
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Eric Boivin
Canada
Montréal
Québec
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weishaupt wrote:
That sounds very cool. Is the rest of the game good?


Yeah, not bad at all. You have contracts which you bid on for when you think you're able to fulfill them. Players place their cubes as merchants or sailors in boats, where merchants can bring back goods from their expeditions, and sailors (except for the first one, who is the captain and does the drawing) have to guide the captain. So basically, you can sponsor expeditions, and cooperation is essential because if you don't let anyone in your ships as merchants, they won't bring sailors to guide you while your eyes are closed!
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  • Posted Wed Aug 13, 2008 1:45 am
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Bill
United States
Orlando
Florida
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This game must be tough for the solo player.
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  • Posted Fri Jun 19, 2009 11:01 pm
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Paul Boos
Spain
Falls Church
Virginia
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This elicited a 'cool' from me just from reading the rules...
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  • Posted Wed Mar 9, 2011 2:58 pm
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23. Board Game: Imperial [Average Rating:7.72 Overall Rank:43]
Chris Broggi
United States
Southwick
Massachusetts
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Changing control of counties based on stock ownership. It's a strange feeling controlling a country on one turn and then controlling their opponent on the next turn.
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jon dee
Denmark
Unspecified
Unspecified
In it's self i don't consider "the take over" that original, but the way it play together with the rondel action and the simple warmoves is very well done!
Its a rare gem. A game where nearly every move, every player makes every round, does have huge impact on the game, in a way, that force you to rethink your strategy. There is actual very few phases in the game that have "no brainer" moves. And that without having any randomness mechanic in the game!

I find that the games big achivement!


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  • Posted Mon Jun 16, 2008 4:50 pm
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Patiently waiting for the zombie apocalypse...
United States
Colorado Springs
Colorado
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Imperial is a game that is very high on my list.. I've heard alot of good comments about it. I do understand it is quite difficult to grasp the first couple times playing, but I still want it though.. devil
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  • Posted Mon Jun 16, 2008 7:58 pm
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Just call me Erik
United States
Waldorf
Maryland
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Thought I have yet to play it, one thing I like about Imperial is the Rondel. It's just such a cool action selection mechanic.
 
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  • Posted Wed Jun 18, 2008 6:43 pm
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24. Board Game: Bohnanza [Average Rating:7.13 Overall Rank:199]
Matt Loter
United States
New Haven
Connecticut
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Rigid Hand/Play order.

The first time I played this the idea that I couldn't rearrange my hand of cards and that I had to play them in order just blew my mind. After years of loving this game, it still blows my mind. Just an all around interesting and great mechanic.
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Gary Webster
United States
Littleton
CO
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This could be one of the stranger restrictions on a card game ever devised. I thought of Bohnanza when I saw this list. I use this as an entry level game, especially with a large group. It's very, very fun to see the looks on the faces of the new players when you tell them that they can't mix the cards in their hands.

It's also a good way to introduce new gamers to the interesting mechanics that occur in various board games. Once they understand the restriction in Bohnanza, it's easier for them to comprehend the somewhat tamer restrictions of many board games.
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  • Posted Mon Jun 16, 2008 4:19 pm
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Gordon Yu
United States
Rego Park
New York
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Forcing a player to plant over the non-one bean only fields first is kinda neat too.
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  • Posted Tue Jun 17, 2008 12:33 pm
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Ivan thegreat
United States

California
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Explaining this mechanic can get difficult because everyone is surprised they can't rearrange their hand. I however love this mechanic as well. Besides I practically never get to beans further back in my hand because I trade them. Another great mechanic in this game.
 
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  • Posted Tue Jun 17, 2008 7:30 pm
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Linda Baldwin
United States
White Plains
New York
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Exactly. The hand order really forces trading.

Someone once remarked that the game seemed stupid -- why would anyone ever trade? (We've all encountered those types in trading games -- Settlers, even Genoa. "Why should I trade? I'll be helping YOU!"

In Bohnanza, you don't wanna trade, fine -- but you'll hurt yourself far more than you would have helped your opponent
 
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  • Posted Mon Apr 5, 2010 6:51 pm
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25. Board Game: Niagara [Average Rating:6.59 Overall Rank:637]
Wayne Murphy
Canada

First time I played the river was really cool, watching the little boats fall off the waterfall was great!......then I realized the game play didn't match the wow factor of the board.
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  • 10 comments [Hide]
Francis K. Lalumiere
Canada
Brossard
Quebec
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It's too bad Niagara's getting the crap treatment here on BGG.
I really like that game.
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  • Posted Mon Jun 16, 2008 6:45 pm
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JP LaChance
United States
Madison
Wisconsin
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Agree here too. a very good family game or gateway game IMHO
 
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  • Posted Thu Jun 19, 2008 4:38 am
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Brandon Pennington
United States
Springfield
Missouri
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If your orange juice doesn't burn on the way down, then you need more vodka!
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weishaupt wrote:
It's too bad Niagara's getting the crap treatment here on BGG.
I really like that game.


agreed!
 
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  • Posted Fri Jun 20, 2008 5:00 am
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Craig Somerton
Australia
North Ryde
NSW
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I agree, the mechanics of the river is cool, but I just don't get what it is that everyone loves about this game? I've played it 20 plus times with various groups and always feels like it's way over-hyped and just not that much fun. There are far better games that deserved the SdJ than Niagara, I feel.
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  • Posted Fri Jun 20, 2008 7:47 am
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Russell Howell           (Left for BGG)          
United States
Canoga Park
California
     Sponsored by           Zik Zak
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I have found that the base game of Niagara was just dull and uninspired. There was no excitement in moving the river and it felt as if I was fighting against myself more than the river.

With the exapnsion, The Spirits of Niagara, I have completely changed my opinion of the game. The expansion adds in the flexibility and challenges that should have been in the original. I do not consider it a "great" game, but if it is pulled out with the expansion, I would be more than happy to sit down and play a game or two.
 
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  • Posted Sun Aug 10, 2008 7:09 pm
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35 comments [Hide]
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Chris Schenck
United States
Dayton
Ohio
GO BUCKS!
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Stop touching me!
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Roll and Move.

It's the game mechanic of the future, baby!
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  • Posted Mon Jun 16, 2008 2:09 pm
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Ryan Morgan
United States
Sanger
California
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Oh ha ha i just saw the flag on your name LOL, thats hilarious.

feel free to point out the fact that i can't read where people are from when making points. i just laughed my self to tears over that.
 
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  • Posted Thu Jun 19, 2008 4:28 pm
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Steve Cox
United States
Alton
Illinois
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For those who missed out, here's a recap:

fellonmyhead wrote:
Points to note:

1. Your definition is for "mechanics", not "mechanic".

2. The only definitions given for "mechanic" from dictionary.com are as follows:

dictionary.com wrote:

me·chan·ic /məˈkænɪk/ [muh-kan-ik] –noun

1. a person who repairs and maintains machinery, motors, etc.: an automobile mechanic.

2. a worker who is skilled in the use of tools, machines, equipment, etc.

3. Slang. a person skilled in the dishonest handling of cards, dice, or other objects used in games of chance.


--------------------------------------------------------------------------------

[Origin: 1350–1400; ME: mechanical < L méchanicus < Gk méchanikós, equiv. to méchan() machine + -ikos -ic]



3. If you're going to try to manipulate definitions to support your argument, make sure they're the correct ones for the correct word.

4. I'm right; you're wrong.



Neil Up wrote:
As is often the case, an American English usage that sounds neologistic to British English speakers has its origins in a sixteenth or seventeenth century form which is obsolete on this side of the pond. This is from the Oxford English Dictionary's definitions for "MECHANIC" (which might just trump Dictionary.com, I reckon). It's supported by a quotation from the great Francis Bacon, who'd be right at home in this kind of argument.

II. 3. Mechanism, mechanical structure. Obs.
1605 BACON Of the Aduancement of Learning II. sig. Ll1v, "The fault being in the very frame and Mechanicke of the parte".

So the word has a fine precedent for legitimate usage in the sense in which it's in common use on the Geek -- even the best of pedants can be undone by inadequate scholarly resources!



fellonmyhead wrote:
To me it all depends whether we're viewing this as art or science. I mean, the boardgame is art in the sense that the components, the design and the artwork are all art. But the structure (or "game mechanics"), the mechanisms, the flow of play, the interfacing and how we describe all of this is science.




fellonmyhead wrote:
Being a "scientist" of sorts I tend to preclude inaccurate laguage or ill-fitting words from my vocabulary when talking about the scientific elements of games. Now "mechanic" is not really ill-fitting, I just feel it's a tad inaccurate; but if you're saying it's slang then it's out.



leroy43 wrote:
snore snore snore
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  • Posted Thu Jun 19, 2008 8:41 pm
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Matthew Barratt
United Kingdom
Royal Leamington Spa
Warwickshire
Beware the nun of doom
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  • Posted Sun Jul 20, 2008 2:22 pm
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Minty Hunter
New Zealand

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  • Posted Tue Nov 25, 2008 12:28 am
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