Four years ago I identified the top five out-of-print games on boardgamegeek. Since then, a number of games have found new life as reprints, so I thought the topic worth revisiting to see what's "hot but hard to find."
Ridere, ludere, hoc est vivere.
Monday, November 5, 2018
Monday, October 29, 2018
Notes on simultaneous-move games with continuous strategies
My recent posts on game theory have focused on games with discrete strategies, which is to say that players are faced with a finite number of choices for each decision. Some time ago, in our colloquium on games of strategy, Aaron Honsowetz, Austin Smokowicz, and I discussed games with continuous strategies (also on video) - those games in which players choose a value on a spectrum, such as a price to set on a commodity.
Monday, October 22, 2018
European board games before Catan
Game designer Rob Newton asked on Twitter what people would consider "classic literature of the board game world." Fellow designer Jonathan Weaver responded in three categories - citing Chess and Go as "ancient literature," Monopoly as "classic American literature," and then added, "whatever the predecessor of Catan is would be classic European literature." Some time ago, I was inspired to go back and look at what board games Americans had available to them when Monopoly arrived. Now I was faced with a similar question for Europe before Catan. I already knew that Clue was originally English and Risk came from a French design, but Weaver's response made me realize that I really couldn't identify other European games released prior to 1995. Surely Catan couldn't have been the first popular European board game, so I felt that some self-education was in order.
Monday, October 15, 2018
Notes on games with mixed strategies
In an earlier post regarding theory of simultaneous move games, I concluded with an example of a game between two tennis players that did not demonstrate a Nash equilibrium between its two pure strategies. Sam Hillier: Consulting Philosopher more recently elaborated on the topic with an excellent post on mixed strategies. Whereas I had
approached the question of an equilibrium for a single tennis shot and
concluded that none existed, a tennis match of course includes many
shots, so players have an opportunity to invoke a weighted mix of shots and
defenses between the two options.
Monday, October 8, 2018
Spies vs spies: First impression of Cold Warrior
I have long felt that the Cold War represents a rich thematic opportunity for board games. Yet I can identify only a handful of games set in that NATO-Soviet contest of diplomacy, espionage, and brinkmanship that rank in the top 1000 of boardgamegeek.* Into this cloak-and-dagger arena the new designer Wes Crawford introduces Cold Warrior (artist Jimmy Malone, published on Game Crafter).
Monday, October 1, 2018
Quick draw: First impression of Death Pit Duels
In the world of head-to-head two-player battle card games, I'd be hard pressed to name a more distilled, purified entry than Death Pit Duels (designer Bryan Johnson, publisher Frost Forge on Game Crafter).
Monday, September 24, 2018
Notes on simultaneous-move games, and an exploration of the Stag Hunt
Some time ago, the design team of Dr. Wictz and I started discussing the book Games of Strategy by Dixit, Skeath, and Riley. I wrote on a couple of topics:
- Games of Strategy (an overview of terminology) and
- Games with Sequential Moves
In this post, I'd like to address simultaneous-move games with a specific focus on pure discrete strategies. (We recorded our discussion on this topic in April of last year.) I recall such games represented in my earliest readings on game theory in the form of a decision-payoff matrix. In a two-player game in which each player makes a single decision from among a finite number of choices, without knowledge of the other player's decision, the decision-payoff matrix labels the rows with one player's options and the columns with the other player's options. The corresponding cell for a given combination of decisions yields the payoff to both players.
Monday, September 17, 2018
Magnificent feedback
Playtesting is crucial to any successful design, but the tricky part has often been which feedback to accept and which to ignore. Keith Ferguson and I really thought we had "Magnificent Marvels" nailed down when we pitched it at Origins and eventually signed it with Hexagram 63. The publisher identified some modifications for us to explore, so Keith tested some changes out at WashingCon and again at The Island Games, our friendly local game store. The changes that Hexagram 63 requested seem to work well, but some other feedback that Keith received surprised us somewhat. We have to look hard at where to make changes and where to stick with our original design.
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