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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. :D

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: :D 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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Posted Sun Jun 15, 2008 8:04 pm
Edited Wed Jun 18, 2008 6:09 pm
1 , 2 , 3 , 4 , 5  Next »  [6] | 
1. Board Game: Fury of Dracula [Average Rating:7.34 Overall Rank:109]
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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
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Love this game. Love the mechanics. Would give you two thumbs up, if I could.
Thomas Loefgren
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Never tried this game, but would love to!

Is this mechanism in any way similar to chasing down the spy in Scotland Yard?

In Scotland Yard, the spy-player can do 2 secret movements, but must reveal his position every third move. The other players have to chase him down by guessing where he's going.
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Edited Tue Jun 17, 2008 1:42 pm
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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. :P
JT Smythe
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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.
Laura Roslin: President of the 12 Colonies
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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.
2. Board Game: A Game of Thrones [Average Rating:7.51 Overall Rank:72]
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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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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
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. :)
Krzysztof Zięba
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True, even though I didn't like the game itself, I thought this mechanism was cool. Quite nice.
Tobias Gas
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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.
Eric Grutz
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I would agree. This is the one mechanic that saves this game from being a complete bore in my opinion.
3. Board Game: Power Grid [Average Rating:8.18 Overall Rank:4]
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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
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I believe the Power Grid commodities market actually came from McMulti, which had two oil markets and two gas markets that operated in the same way. Of course, it's possible that McMulti 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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Hopefully FFG's Reins of Power will be the Supremacy of the new millennium. Except, y'know, good. :p
Darren M
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Yes, but will Reins of Power be released this millennium or next?
Anders Gabrielsson
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Don't destroy my dreams! :what:
JP LaChance
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agree 100%
4. Board Game: Caylus [Average Rating:7.98 Overall Rank:10]
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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
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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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Agreed, the key to Caylus and winning is the provost.
Chris Trimmer
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The provost is what gives Caylus greatness and makes Agricola look silly in comparison.
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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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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).
5. Board Game: Last Night on Earth: The Zombie Game [Average Rating:7.37 Overall Rank:118]
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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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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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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
James Thompson
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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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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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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
6. Board Game: Tigris & Euphrates [Average Rating:7.98 Overall Rank:8]
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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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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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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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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.

Ken H.
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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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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.
7. Board Game: Carcassonne [Average Rating:7.48 Overall Rank:65]
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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! :p
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Michael Hellyer
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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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I'll be the odd one out and say that the farms stuff in Carc is the bit I like least about the game
Geoff Burkman
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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!
Kurt Over
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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
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.
8. Board Game: Cosmic Encounter [Average Rating:7.01 Overall Rank:261]
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Greg Gresik
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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 K.
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I think I like variable player powers more than any other game mechanic.
James Thompson
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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 said:D1

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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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 said:D1

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.

9. Board Game: Pandemic [Average Rating:7.74 Overall Rank:22]
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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
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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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I just got Pandemic n the weekend...and the Outbreaks are so fun! esp the chain reaction outbreaks.
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You know, I was browsing the list with exactly this in mind :)
Again, nice one, Grim - we Magers are all one goo
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I totally agree, the re-shuffle is a really a great piece of game design.

That's why I was totally dumbfounded when I read a much-thumbed negative review of Pandemic which basically concentrated on dissing two things - a lack of theme (?) and the re-infecting mechanic (???). I mean, WTF?
hannes voites
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Agreed, I actually went "oh wow" when reading the rules and scrolled this geeklist for this entry.
10. Board Game: Civilization [Average Rating:7.59 Overall Rank:58]
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Ron K
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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
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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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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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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.
Mark Kittel
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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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This mechanic returns in Revolution: Dutch Revolt.
11. Board Game: Struggle of Empires [Average Rating:7.69 Overall Rank:51]
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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
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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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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."
Andreas Johansson (fanatical rubber ducky cultist)
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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".
meenki boo
United States
Jersey City
New Jersey
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Keep your friends close, keep your enemys closer.
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.
12. Board Game: Turn The Tide [Average Rating:6.86 Overall Rank:372]
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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.
12
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!
Darren M
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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.
13. Board Game: Yspahan [Average Rating:7.31 Overall Rank:111]
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Scott McGill
Australia

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Great use of dice!

I also like the Supervisor / Caravan thing.
18
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.
14. Board Game: Escape from Colditz [Average Rating:6.53 Overall Rank:834]
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Lindsay Thomas
United Kingdom

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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.
7
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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Thanks for sharing the experience. I've never played this game or even heard of it. Seems interesting.. :)
Lindsay Thomas
United Kingdom

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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.
James Hutchings
Australia
Unspecified
Unspecified
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Ho ho...for you I sink the var is over ja?
15. Board Game: Escape from Colditz [Average Rating:6.53 Overall Rank:834]
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Lindsay Thomas
United Kingdom

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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.
9
16. Board Game: Zatch Bell! [Average Rating:6.00 Unranked]
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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.
3
Michael R
United Kingdom
Manchester
Lancashire
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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).
Stefan Lopuszanski
United States
North Wales
Pennsylvania
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Sounds similar to the Star Wars CCG. In that game your deck is your "life" and such.
Brian Dysart
United States
San Jose
California
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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.
17. Board Game: Thebes [Average Rating:7.35 Overall Rank:98]
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David Bohnenberger
United States
Swarthmore
Pennsylvania
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I thing the "days" track is pretty cool.
49
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Colorado Springs
Colorado
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I don't know what the "days" track is??? Why is it cool??
Mike Siggins
England
Cambridge
Dishevelled
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Tinner's Trail does it pretty well. Not quite as smooth, but very close.
JP LaChance
United States
Madison
Wisconsin
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I agree. Using "time" as your "money" is very cool!
Warren Adams
Australia
Edgewater, 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.
David Ells
United States
San Clemente
California
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Thank you for the days ...
18. Board Game: Wallenstein [Average Rating:7.69 Overall Rank:46]
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David Bohnenberger
United States
Swarthmore
Pennsylvania
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The Power Tower is definitely cool.
21
Richard Turner
United Kingdom
Leighton Buzzard
Bedfordshire
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Or crap, depending upon your point of view.
Hector Flores
United States
Naperville
Illinois
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or cool.
Dick Hunt
United States
Ovid
Michigan
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This game is absolutely loaded with cool mechanics--the battle tower, the simultaneous planning of actions without knowing what order the 2nd half of them will occur, the variable turn order, and the ability to change your plans as your turn progresses.

The only drawback my group finds with Wallenstein is the way that someone can "turtle" all game long by building a wall of armies and hiding his point-generating buildings behind it. You've really got to guard against that during the game's setup (read: YOU should still try to turtle, but don't let others do so!).
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.
Chad Krizan
United States
Lawrence
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!
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)
19. Board Game: El Grande [Average Rating:7.96 Overall Rank:9]
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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 :D
16
Michael Edwards
United States
Everett
Washington
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Ohh - I take it the Rondels are new to later edition?
Jason Spears
United States
Saint Joseph
Michigan
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Chanfan wrote:
Ohh - I take it the Rondels are new to later edition?

Nope. They have been there since 1995.
Joshua Wolf
United States
Brooklyn
New York
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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.
Bill Eldard
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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?
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:p
Michael Edwards
United States
Everett
Washington
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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?
20. Board Game: 1960: The Making of the President [Average Rating:7.78 Overall Rank:33]
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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.
17
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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??
Scapegoat
United States
Houston
Texas
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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.
Wendell
United States
Newport
Rhode Island
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I was going to add this one - it is an interesting mechanic.
Colin Hunter
New Zealand
Auckland
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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.
21. Board Game: Viktory II [Average Rating:7.11 Overall Rank:801]
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Andrew Tullsen
United States
Tigard
Oregon
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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:
7
I have a business, installing styrofoam nuns. (Erik Warnes)
United States
Waldorf
Maryland
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One of the simplest and best supply systems in a wargame.
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.
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.
22. Board Game: VOC! - Founding the Dutch East Indies Company [Average Rating:6.33 Overall Rank:2126]
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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!
14
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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. :D
Gil Hova
United States
Newark
New Jersey
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This mechanic is being spun off into a standalone game called Captain Clueless.
Francis K. Lalumiere
Canada
Brossard
Quebec
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That sounds very cool. Is the rest of the game good?
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!
Bill
United States
Orlando
Florida
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This game must be tough for the solo player.
23. Board Game: Imperial [Average Rating:7.79 Overall Rank:30]
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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.
27
jon dee
Denmark
Unspecified
Unspecified
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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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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:
I have a business, installing styrofoam nuns. (Erik Warnes)
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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.
24. Board Game: Bohnanza [Average Rating:7.18 Overall Rank:142]
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Matt Loter
United States
Stamford
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.
42
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.
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.
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.
25. Board Game: Niagara [Average Rating:6.64 Overall Rank:476]
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Wayne Murphy
Canada

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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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Francis K. Lalumiere
Canada
Brossard
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It's too bad Niagara's getting the crap treatment here on BGG.
I really like that game.
JP LaChance
United States
Madison
Wisconsin
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Agree here too. a very good family game or gateway game IMHO
Brandon Pennington
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Springfield
Missouri
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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!
Craig Somerton
Australia
Ryde - Sydney
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.
Russell Howell           (Left for Reality)       
United States
Canoga Park
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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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35 comments [Hide]
Chris Schenck
United States
Dayton
Ohio
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Roll and Move.

It's the game mechanic of the future, baby!
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.
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:
Matthew Barratt
United Kingdom
Royal Leamington Spa
Warwickshire
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