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Elegant simulations
Thi Nguyen
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A quickie of a geeklist. Just a brief thought I just had, please add more ideas.

The idea of a game being "elegant" is pretty familiar -mostly people talk about abstracts like go, or semi-abstracts like, say, Samurai, Tigris & Euphrates, and Acquire. Most abstracts do, indeed, have a small rule-set and a lot of complex interaction.

However, most of them aren't particularly *like* anything. I mean, chess is mostly a game of competing geometries, and go - well, you can tell somebody it's like a long-term territory dominance game, but it's, in the end, just about the relationship of stones and liberties.

So I'm interested in which games get a hell of a lot of *feel* of a specific situation for a relatively small number of rules.

I'm interested in the relative elegance - the ratio of rule complexity to simulation.

And I'm also sometimes charmed by particular rules - one particularly nice quirk that makes the game much more simulatory.

Games that don't make this list because of relative inelegance: Advanced Squad Leader,
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1. Board Game: StreetSoccer [Average Rating:6.76 Overall Rank:509]
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Thi Nguyen
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StreetSoccer is what started this list. I am astonished by how soccer-like it gets from an extraordinarily small rule set. Basically, the rules are: players move orhogonally, balls move orthogonally or diagonally and are allowed to bend 45% once in a given kick, and you roll the dice and get to split the die roll between one piece's movement and, if he gets to the ball, the ball's movement.

The ball can't move through an opponent's piece.

Only one more rule beyond this: passing is allowed, and every person that receives and kicks the ball pushes the ball one extra free space.

You get out of the ball-passing rule all the need for setting up complicated passes. The fact that the players can move orthogonally only sets up very nice blocking mechanisms - if your piece is right next to an opponent's piece, and you kick the ball to your opposite side, your opponent has to move *three* squares to get to the ball.

Really, that's it. There are a few small rules to prevent abusive play, but it *feels* like soccer. Really. I mean, nobody believes it until they play - but there are dozens of little interactions between these simple rules, and it frickin' feels like soccer. A lot. Really.
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2. Board Game: Hannibal: Rome vs. Carthage [Average Rating:7.98 Overall Rank:20]
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Hannibal has a pretty large number of rules, relative to the games I play, but, compared to the other rules-heavy games I've played, way wins out on simulatory whatever. It's the political markers. The game board is covered with political markers. Political dominance (measured by majority of markers in a province) is: one of the win conditions; a determinant of allies for nearby battles, etc.

So the game ends up not being one of gathering forces and marching, but one of a small number of generals wheeling around each other, dodging past each other, getting into the interior of each others' areas, stirring up unrest, cutting off political support, using new political support to attack.

It feels extraordinarily specific.

I am hella, hella impressed.
Jason Little
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A great game, and the best of the earlier phased action card system games -- similar to We the People, The Napoleonic Wars, etc. But the cards seem tightly balanced and the gameplay is quite engaging. It's definitely a wargame, but fairly "light" compared to other Avalon Hill titles that came out around the same time. Very playable, easy to learn for new players, and great fun.
Bill Koens
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And impossible to find. :(
Tony Cocks
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Would love a copy of this, but due to rarity and price it's unlikely to happen anytime soon. :(
Steve Stanton
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A friend of mine just bought a(n unpunched?) copy for $15.00.
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And soon to be available for a reasonable price again.
3. Board Game: Dune [Average Rating:7.65 Overall Rank:64]
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Also on the rules-heavy side of things, but extraordinary in how much of the feel of the Dune world it gets.

In particular: it gets the space-age, economic balance well with all the rules about being able to pay to ship people into any quadrant.

It gets the strange interlocking balance of the factions by how they have to *pay each other* to use each others services. (This bit is perhaps the most brilliantly original part of the game, for me, and I think gets under-noticed in discussion of the game).

The wheeling, circling, semi-predictable storm gets a helluva lot of the thrill and drama of the books.

AND, I think, every faction has a very small number of rules that are genuinely extraordinary in the level to which they capture the Dune world feel.

In particular: the Fremen's ability to know how far the storm is coming, and survive the storm somewhat.

The Bene Gesserit's win condition of prediction (if they predict the winner and turn # of win, THEY win instead) completely captures the odd, paranoid feeling everybody ought to have about those mysterious, wiley, untrustworthy-but-unavoidable Bene Gesserit.

The Guild and Fremen's win condition (nobody else wins by turn 15 - they have kept Dune from getting taken over by a single faction).

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4. Board Game: Daytona 500 [Average Rating:7.27 Overall Rank:308]
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Thi Nguyen
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Back to the ultrasimple - for very, very few rules concerning movement, this early Kramer game manages to get much of the feel of blocking, vying for position, and drafting.

It's obviously not the world' most perfect racing simulation, but it gets a hell of a lot out of basically three movement rules.
Bob Wilson
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So easy to teach, so quick to learn, so much fun to play.

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5. Board Game: Lord of the Rings: The Confrontation [Average Rating:7.35 Overall Rank:97]
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Thi Nguyen
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The thing about Knizia is, I always have no idea how the game even *works* - how the elements manage to make it a *good* game. This really comes out in Taj Mahal, but even more, in LOTR: The confrontation. I have no *freakin* idea how it is that this works, but:

1. The diamond board combined with the rule that you have to move forward does a lot to get the desperation and time-urgency of the books. The pieces have to move forward, and they inexorably move into tighter and tighter spaces.

2. The balance of the pieces is pretty incredible.

3. The Frodo can escape sideways except in the mountains rule manages to capture, in one little rule, so much of the drama of the books...

sorry, I'm totally failing to say anything interesting here...
Michael Miller
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Santa Cruz
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As soon as I read the rules description I thought of this game.
Dane Peacock
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My first thought also.
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Agreed. That's one of the things that makes this such a gem: it really feels like LotR--and does so without being predictable or loosing replayability.
6. Board Game: Shogi [Average Rating:7.29 Overall Rank:468]
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Thi Nguyen
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I am told the paradrop rule was introduced into the chess tradition to make the modern shogi because of the existence of all those ronin. The paradrop rule is: if you capture a piece, it is now yours, and you may, as your move, enter it into any space on the board. This allows giving check or checkmate with a paratrooper.

This rule, I think, really transforms the chess-family. Normal western chess and its variants tends towards movement into more predictability, tighter calculation. It gets less and less like a simulation of anything.

Add the paradrop rule, and, as the game goes on, things get tighter, more paranoid. Those pieces could drop *anywhere*. The calculation space *increases*.

Just like, say, if you were a Japanese warlord and your opponent beat and hired away your ronin and you had no idea where the hell they were out on that foggy battlefield...
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Xiangqi (Chinese chess) also feels more like a simulation than international chess. The river and the camps make up a landscape. The cannon/catapult is powerful at long range and can fire over the lines, but it is difficult to use effectively at close range. The chariots sweep along the river banks and plunge quickly into the enemy lines. The elephants are slow and ponderous but critical to defense, especially against infantry. The footsoldiers can't cross the river against their counterparts without support.
7. Board Game: Netrunner [Average Rating:7.49 Overall Rank:164]
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Thi Nguyen
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I think netrunner's neatest, most simulatory rule, is the bit where *everything* that the corp has is raidable by the netrunner. Your hand, your discard pile, your undrawn deck - you have to defend all of these from hack attacks.

Which, I think, makes playing the corp feel less like a card game (this is my deck, here is my hand, here are the cards I have out) and makes it feel a hell of a lot more like being a corp under attack by a hacker - paranoid, with nothing reliable, everything's gotta be protected....
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Kevin Sporns
United Kingdom
Cambridge
Cambridgeshire
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Or conversly, playing the hacker, where you know that corp’s up to no good. Sure, you might get beat up, or your brain might get baked… but you gotta keep running at em. Cause they're up to no good.

“Hey Kev”

“Yeah?”

“You have a tag, right?”

“Yeah....” (nervously)

“Urban Renewal” (flops down the card)

(me swearing)
Chris Tannhauser
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Runners run naked and head first...
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Netrunner also does a really good job of capturing the feeling of the RPG upon which it's based (Cyberpunk 2020).
8. Board Game: Deadlands: Doomtown [Average Rating:7.19 Overall Rank:569]
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Eric Jome
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I always cringe when adding a collectible card game to a list on a board game website, but...

This game was an absolutely brilliant model of the inspirational material. And I don't mean Deadlands, I mean Westerns.

You begin with a small band of desperados, the tiny town grows rapidly like the boomtowns of the old West, your gang becomes embroiled in an attempt to control the town, and the whole thing often winds up in a decisive shootout at a key location. The mechanic for resolving these gun fights? Poker. Factions covered old West standards like the sheriff and his deputies, the outlaws, and the company that owned the mining town. Cliches from great Western movies and television were everywhere, from Chinese immigrants working at laundries and railroads to the final dialogue between the main characters in The Quick and The Dead.

If you ever have occasion to slap leather in the town square, remember that there is a tick right before the clock strikes noon. :)
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As big a fan of Doomtown is, I am sorry to say that it is neither elegant, nor a simulation.

Range Wars (also based on the Deadlands universe) is a better simulation, although no more elegant.
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Have to agree with Dave. I can't think of any CCG that would qualify as either a simulation, or as "elegant". By nature, due to the requirement of deckbuilding, the games are clunky. There are elegant deck designs, however, but the games themselves are not.

Elegant deck designs? When I was active on the MtG tourney scene, I played them. TurboStasis, Prosperous Bloom, Buried Alive... Many of the "engine" decks are elegant.
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I agree with the lister, this game is pretty elegant for a CCG. None of the thousand or so cards are truly 'coasters' unlike all the rest of the CCG's. It really captures the feel of a weird western and is the only good multiplayer CCG. It has a boardgame feel once a town is up and running. In fact it's a really good multiplayer game. Unfortunately the deck construction takes too much time and thought for the 'Magic' type of CCg'ers. Range Wars?!,that game is terrible.
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I'm voting simulation. Doomtown has every cliche in the book. Want to rob the bank? Get drunk at a saloon? "Inspire" a Dude at the local brothel? Seek revenge from the dead? While most games' abstract mechanics sacrifice simulation for playability, Doomtown does a rather good job of mechanics reflecting the theme.

As for elegance? Hmm. The mechanics of Doomtown are certainly more complex than, say, Magic. And, like any ccg, the cards make the game even more complex. Doomtown also has the tricky deckbuilding that results from one card having dual properties.
That Steve Guy
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Allen Park
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For a game which includes multiple "civilizations" (outfits) each working to build their own "kingdoms" (streets) with different abilities, characters, actions, and whatnot, the game has relatively few rules. It allows a lot of different strategies none of which guarantees victory. There is very little you could do or see in the source material that isn't covered in Doomtown. I think it's a great thematic simulation (as opposed to a real simulation).
9. Board Game: HellRail - 2nd Perdition [Average Rating:6.09 Overall Rank:3307]
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Matthew Nadelhaft
Scotland
Edinburgh
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I think this game is about as elegant as they come - one set of cards that are the tracks you lay down, the passengers you ferry, the fuel determining how far you move, and also how many cards you can draw. Whether or not it counts as a simulation.... but hey, maybe ferrying souls in hell really IS like this!
10. Board Game: Quirks [Average Rating:6.10 Overall Rank:2323]
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Matthew Nadelhaft
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Edinburgh
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This is one clever little game! The simple mechanism for moving the environment along an evloutionary track, and the little slide-rule-thingy for determining how viable your organism is in any particular environment - not to mention the wrinkle of getting extra points is you can eat another organism in the same environment.
Robert Taylor-Smith
Canada
High River
Alberta
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Argh, I wish I hadn't given away my copy complete with expansions. A great game but I don't know if it fits the Elegant status.
Robert Taylor-Smith
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High River
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I wouldn't say this game is elegant only novel.

Two-player games are decided by the (random) initial distribution of Quirks while 3 or 4 player games never end using the standard rules and are like the 2 player game when using the 'advanced' rules.

An interesting experience but not really a game.
11. Board Game: En Garde [Average Rating:6.62 Overall Rank:770]
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Chuck Uherske
United States
Rockville
Maryland
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Surely this game belongs here.
Trevor Gunter
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Madison
Wisconsin
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This is the one I thought of immediately once I saw Street Soccer at the top of the list. It's not exactly like fencing, but it does a fair job considering the simplicity of the game.
Robert Rossney
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San Francisco
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It's as good a simulation of fencing as a card game whose deck consists of 25 cards numbered 1-5 can be.
Chuck Uherske
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But what more could one want? Fencing is hardly a theme that calls for a thirty-page booklet of rules. You just want something that induces the players somehow to dance back and forth along a linear track, trying to get into the right position to poke the other.

I think En Garde does marvelously well at that. And, like Streetsoccer's die, the cards in En Garde add lightness appropriate to the game's length and spirit. You wouldn't want this to be a brainburner, but it's got a very nice mix of light luck and skill.
Robert Taylor-Smith
Canada
High River
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The ultimate card counters game.
12. Board Game: Mississippi Queen [Average Rating:6.43 Overall Rank:742]
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Chuck Uherske
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I believe this might qualify as well.
13. Board Game: Um Reifenbreite [Average Rating:7.03 Overall Rank:323]
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I've never cycled competitively, but in my couch-potato days I did watch a few races where teams of cyclists would race (I believe this was the Olympics?). Anyway, when we played Homas Tour, it looked eerily like what I saw on television. The bunching up, the lines of bikers drafting each other, the breakaways... Always a recommendation for someone who likes racing games.
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I forgot to add - the ruleset of Homas Tour is very similar to that of Kramer's racing series. Each player has a set of four cyclists, and a hand of "boost" cards. The difference is that it's dice-driven, and has things like falls and a random event deck. You can play without the random event deck and the falling rules, but then it loses much of its "simulation value".

One last, amusing rules is that players can actually cheat! (Think of a cyclist hanging on to a car, or someone taking a shortcut.) There is a chance that someone will take a picture of you and you'll get caught each time you cheat, and the more you cheat, the greater the chances of getting caught!
14. Board Game: Fighting Sail: Sea Combat in the Age of Canvas and Shot 1775-1815 [Average Rating:6.47 Overall Rank:2801]
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Clinton Smith
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Port Arthur
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I own over 300 wargames and I consider Fighting Sail the most elegant of the entire lot. Two other words that aptly describe the game are these: streamlined and focused. I especially like the use of command chits for the ships instead of written orders, and the tableless combat mechanics.
Scott Gray
United States
Lexington
South Carolina
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clinton,
I own a copy of this game but have never played it. How does it compare to WS&IM and Frigate?
Clinton Smith
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Wooden Ships & Iron Men is, admitedly, a more comprehensive and realistic game, but I think it is somewhat inelegant. In WS&IM a player is required to deal with greater minutiae and can easily lose sight of the forest because too many trees are obscuring his view. Fighting Sail is focused on the essence of naval battle, which is outmaneuvering the enemy and thereby gaining a gunnery advantage. Both are very good games. They just have different design goals. I've never played Close Action, by the way, but it is obviously a detail oriented game.
It has been many years since I played Frigate, but I seem to recall that it is not very realistic or elegant.
15. Board Game: Yacht Race [Average Rating:6.87 Overall Rank:2566]
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While typing up Homas Tour, this is the other race game which came to mind. Players each pilot a yacht around a course. each player has a hand of "wind change" cards, a set number of spinnakers (the game's "boost" cards). The game's simple rules give a very nice simulation of yacht racing, allowing the players to "steal the wind" from other boats via positioning, and using the spinnaker cards for a jump. Yacht race, like Homas Tour, has a random event deck. You can play without it, but the events do add to the charm of the game.
16. Board Game: G.E.V. [Average Rating:6.84 Overall Rank:640] [Average Rating:6.84 Overall Rank:640]
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Eliot Hemingway
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Seattle
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G.E.V. is the simplest wargame I've ever seen that actually feels like a wargame. The theme is well entrenched in the rules, yet not obtrusive. It feels like a nuclear battlefield (or rather, what I imagine one to be like) because of the tactics required to survive.

While the expansions (especially Shockwave) add more complexity, the basic game of G.E.V. is exeedingly simple. Nearly all the information you need is printed on the counters, and the small amount that isn't (usually how units move over different terrain) can be remembered easily because they are logical. Combat is also simple and the only info not printed on the counters, the CRT, is very easily memorized.

Simply put, one of the best tactical wargames ever designed.
Robert Taylor-Smith
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High River
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hmm, after thought I'd have to agree. This game is 'Elegant'. Too bad the counters and map are so flimsy.
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I tend to agree here, The rules just counldn't be any simpler and still have the right flavor. Many decions to be made still. Fits my defintion of elegant.
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It doesnt make any sense that a Heavy Tank would move faster than a Missle Tank.
Roland Lee
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Houston
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These aren't MODERN Heavy Tanks or Missile Tanks. These are FUTURISTIC Heavy Tanks and Missile Tanks...Gawd knows just how things have changed. After all, it isn't the US fighting against China or whatever...it's the Combine fighting against the Pan-Euros.
17. Board Game: Triplanetary [Average Rating:6.71 Overall Rank:2279]
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Rob Rob
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La Mesa
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A surprisingly simple vector movement system that simulates Newtonian physics in zero-gee space flight. You don't even need extra rules to orbit a planet. You just approach the gravity well at the right speed and the game's own mechanics take over.
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Mayday with it's counters replacing the wax pencils seems more Elegant. One has clumsy components (Triplanetary) and one has clumsy rules (Mayday) but are the best of the vector games.
18. Board Game: Apocalypse: The Game of Nuclear Devastation [Average Rating:6.79 Overall Rank:1621]
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David Hunter
United Kingdom
Bexley
Kent
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This is the one that would get my vote for elegance any day (which when you come to think about it is an odd thing to say about nuclear war...). A few hundred words of rules only and a brilliantly simple combat mechanic that uses a dice but doesn't roll it and is about as far as you can get from "give me a six to kill him".
19. Board Game: Ace of Aces - Handy Rotary Series [Average Rating:6.96 Overall Rank:487]
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Andrea Angiolino
Italy
Rome
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Nice and elegant system to give you the feeling of a WWI air duel. Very effective if just two planes are involved.
Robert Taylor-Smith
Canada
High River
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Outdated now but has a problem that 'software' type games have....endless 'loops'.
20. Board Game: Napoleon: The Waterloo Campaign, 1815 [Average Rating:7.28 Overall Rank:334]
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Alan Richbourg
United States
Arlington
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By far the most elegant wargame I've played, and I've played quite a few. I bought it after learning about it at BGG. The variant I made is even more elegant, imho.
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What Varient?
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Check out the variant at http://www.geocities.com/athos_10/NAP/
21. Board Game: Mogul [Average Rating:6.56 Overall Rank:1095]
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Eric Poolman
United States
Ventura
California
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I immediately thought of Mogul:

Ridiculously simple ruleset, very few pieces and cards, and yet it feels completely like I'm running a pyramid scheme as long as I can before the market crashes.

The bidding money *just* so that you can take it from other players is a really clever trick -- I've suspected that the designer had the the idea for the mechanic, tried it out, and realized it was perfect for a market game.
22. Board Game: Bonaparte at Marengo [Average Rating:7.58 Overall Rank:180]
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Mark Christopher
United States
Salem
Massachusetts
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With the possible exception of the road movement rules, I find this to be a truly elegant wargame. Indeed, it seems to straddle a unique intersection of war, euro, and abstract games. While I greatly enjoy the other wargames on this list, I find this one the most elegant of them (and of any others I've played). All the parts fit together so well, I sometimes have to wonder how the designer could have *not* thought of all the pieces before starting the design process.
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23. Board Game: Zendo [Average Rating:7.30 Overall Rank:218]
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Greensboro
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Zendo as a simulation of the scientific method. See here:

http://www.boardgamegeek.com/article/1363713#1363713
24. Board Game: Mayday [Average Rating:5.82 Overall Rank:3876]
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William Hostman
United States
Eagle River
Alaska
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This is the elegant space combat game... not Triplanetary.

Using a future position counter allows realistic vector movement. The simple combat system makes this fast playing. That it captures the same feel as the significantly longer space combat rules in the Traveller RPG is good. That it can be substituted whole cloth for same is even better.

Further, it's expandable. The Classic Traveller ship design system is fully compatible with this ruleset.
25. Board Game: Pit [Average Rating:6.43 Overall Rank:749]
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Nathanael Straight
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It's hard to get a higher "simulation accuracy" to "rule complexity" ratio than here. You get the real feeling of being in the epynomous "pit" with only very few rules.
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Edited Thu Mar 1, 2007 3:53 am
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G Quinn
United States
Unspecified
New Jersey
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Excellent list. As I was scrolling down, I would think of a wargame to add (Napoleon, Ace of Aces, etc.) only to find them already included. You might add Steve Jackson's Melee.
Crusher Crancko
Spain
Granollers
Barcelona
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What do you think about MATCH BALL?

http://www.boardgamegeek.com/game/27548
William Hostman
United States
Eagle River
Alaska
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I'm not certain that Melee really counts as "accurate". Man To Man, by SJG, was far more realistic, and only slightly more complex.
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