This post continues the prior discussion of games I’ve been enjoying that are suitable for playing online.
Via App/Steam/Tabletop Simulator/Boardgame Arena/Etc.
Scythe
The Steam implementation is great. You can access much information easily and readily. You can set limits on turn lengths by providing a max amount of time any player can use during the course of the game, thereby encouraging people to move with alacrity, yet retaining the ability to deliberate during pivotal moments of the game. The finicky bits of the game are made mellifluous. There’s no more, “hey, I forgot to take coins when I upgraded, does anyone mind if I take them now,” or, “did you enlist on your turn for I didn’t catch that you did and thus didn’t take a combat card, can I take one now?” Which is lovely, because remembering to do all of the little things while navigating whether or not people did things can drive you batty. I also love that the designers made the executive decision to provide everyone’s score during the game. You could always count it up if you wished, though the manual tries to dissuade you from doing so, so it makes sense to incorporate a score tracker and allow its presence to help inform decisions.
On that note, though, this version is unforgiving! For if you click incorrectly or change your mind after selecting an option then there’s no looking back. Lumbering mechs and overworked workers within an alternate 1920s Europe that has a cold war feel to it have no freedoms for rethinking moves. In person, the game design allows one player to start a turn as the other player completes a turn, thus producing a steady flow of actions, one player’s moves segueing into the following player’s turn. This implementation, with its draconian refusal to allow an undo button, seems to try to mirror the crushing onward flow of time via its no-takebacks philosophy. You click. You commit. Onward!
I found that after I made a few mistakes that I learned my lesson; it’ll be a rare day that I fail to carry a worker when I had meant to do so. Resources WILL NOT be left behind again. I won’t accidentally mishit options so as to produce without actually producing any goods, and I’ll be sure to get my resources as the encounter card had offered them to me. Like acme, a mistake might flare up on occasion, they’re inevitable. However, once you get a few games under your belt, they’ll be rare. To continue the analogy, you’ve grown up – no longer a teenager. Makes sense [whistles].
In short, I love that this version makes the game quicker, not only in that set up, take down, and scoring is instantaneous but also in that you can set a timer on moves and games proceed at nearly double the speed as compared with in person, at least from my experience with the game.
Through the Ages
Two truths: (1) I love this game. (2) I never get to play this game in person. You’re looking at three hours of gameplay, lots of fiddly bits, some intense interpersonal moments given the aggression and war military cards, and the need for repeat plays. Years ago, I had a solid gaming group. Outside of backpacking and climbing seasons, we’d play for four to six hours every weekend, and then during the prime weather months we’d still get in sessions once or twice a month. Those were my halcyon gaming days, a group who were all friendly, committed, engaged, and communicative, and were ever ready to throw down some cardboard chits while having some beers and conversing away the hours. Not to diminish my current crew or other groups, but this level of consistency and pure geekery has not yet been matched, though there have been glimmers of such possibilities from time to time. This game, along with Power Grid, were our main go to options.
With Through the Ages, Vlaada did well in designing a game with rules that make so much sense once you play a few rounds. You have themes of cards and they build upon each other as you go through the ages. You’re manipulating resources, trying to control the pace at which new cards become available for fewer action points (or more action points, if we’re focusing on our opponents), and making do with what some of the randomness of the game throws at you. Each game, you’ll see the same civil cards, but when they become available and whether you’ll be able to grab them varies with each play. The elegance of the game is determining when to focus on culture, in terms of at what level to accrue such points during the early game, and when to focus on culture in earnest. You spend much of the game developing your engine, and then at some point you blast it toward victory; with you finessing the options as overlapping circles of options, each game varying the degrees you pursue various strategies: to what extent do you prioritize colonization, military strength, seeding events, farm and/or mine production, blue cards, government options, leaders, wonders, etc. Variances of the various options creates a myriad of paths toward the end game.
Given the time commitment, the app/Steam version is perfect. You can shift between asynchronous and real-time play as you like. It reminds me of when Rich and I lived together and kept a chess board in play. We’d sometimes make moves back-to-back, both at the table, though sometimes the pace would see a move a day, if not at a less frequent pace. I recall us performing consecutive moves and then realizing I had blundered to then say, “ok, I’m done for now,” so that I could think through options. What struck me about those games is that I could imagine the board perfectly and work through series of moves in my head, which was one way that I got through my dreary job at a law firm, where I toiled as a docketing clerk, which basically means you’re largely doing mindless, repetitive work, at least that’s what it meant for my instance of this position. So, with Through the Ages, you trade off playing through a game quickly to allowing it to blossom over days, though sometimes you’ll find that you finish it within a few hours should you and your friends churn through the moves quickly upon being notified that you’re up.
There’s a free version as well. It works fine. When I moved away from the gaming group mentioned above, we continued to play Through the Ages for the next year or two, but then we all moved on. I haven’t used the free version since then, but I suspect it’s just as good as it had been, if not better, which, is to say, that it’s perfectly viable, simply lacks the flourishes and polish of the non-free version, I suspect.
Innovation
Innovation is one of my favorite 2-player card games. Dominion probably holds that spot, though I largely stopped playing it when it left the Isotropic website. That implementation, as bare bones as it was, was amazing. You could knock out a game in under ten minutes. The interface provided all the info you required without fuss, and the lack of graphics and animations meant everything worked smoothly and quickly. There was an elegance to that site’s implementation.
Fortunately, Innovation remains available via Isotropic. Now, Innovation is a tougher beast to wrangle via the bare-bones approach, mostly in terms of how unforgiving the interface can be. You click the wrong thing, and you’re out of luck. In Dominion, there were few opportunities to make a mistake; whereas, Innovation serves as a mine field of “viable” moves that do nothing. You can make a demand on someone even though you lack the symbol strength to implement its text. As with the Steam version of Scythe, you’ll quickly learn to not make these blunders.
Innovation is wonderful in that its many cards mean that each game feels different, and even though there’s so many unique cards, the base rules are pretty straightforward. The interactions amongst the possibilities is where the game shines, along with the sense that you’re ever dancing against chaos, for many plays have you scrambling to maintain your plan, recouping when your strategy crumbles, or trying to get out from the brutality being unleashed by your opponent, turn after turn.
The first few times I played this game, I largely hated it. Random, I declared. Happenstance. Then I realized that if you know what you’re doing, and can engineer options then you’ll win most games, regardless of “luck.”
Though, while I recognize that Engineering is a card and can explain what that card does, this game hasn’t infiltrated my brain as Dominion has done. About eight years since I last played Dominion regularly, I still recall card names and their text. Yesterday, I referred to an Envoy and then smiled as I recalled what that Promo card does. This recollection skill of transforming words like Goon, Mint, Throne Room, and other names of Dominion cards from their in-person use to images of the given card and its ability remains a nostalgic distraction that will never cause me to say Rats, which is a card I would rarely pursue, but appreciate for its zaniness.
Root
I’ve written about Root already. I love the asymmetry of this game, that much of the balance lies in the conversations you have as the game proceeds. You can point out a player’s apparent strategy or weakness (e.g., no one attack the Eyrie, for they will enter turmoil during their next recruit phase), argue that someone should not let something happen, or plead for someone to do something (e.g., move your otters there and I’ll pay for their services, provided you don’t set the price beyond X). That each game feels like multiple games given how unique each faction brings wonder to my mind, like matching multiple jigsaw puzzles with pieces that connect along the vertical plane, with each, meanwhile, forming a thematically linked horizontal puzzle. The only flaw is that it’s not necessarily a quick game, and it can drag. I think a timer would do wonders for it. That an app version is forthcoming excites me, for the TTS version is especially slow when people aren’t adept at the interface, which, fortunately, resolves somewhat quickly for most players.
Quacks of Quedlinburg
Accessible, pared-down, press-your-luck version of Dominion. Bag building. Where you throw chits into a bag rather than deal with shuffling. Genius! I love that each game feels different given the randomized powers associated with the various color tokens. The TTS implementation moves as quickly as playing in person. This is a fun game that I’d never call a favorite, but will generally be down to play, especially if we need to resolve within 45 minutes, for even 30 minutes is feasible if you keep things moving.
Sushi Go
Board Game Arena has a great implementation. You can play a game in ten minutes. It’s fun. Goofy. Some strategy, but not much. I like it with 3 or 4 players because you can count cards much more easily and maintain more control of your fate; 3 feels tight, which is probably my favorite count for the game.
Carcassonne
I may have overplayed this game. In 2010 I was bedridden for a month and played the Asobrain implementation quite a lot. I became highly ranked. It was intense. Best as a 2-player game, it can scale up, which is also nice. The expansions got out of control, though Inns & Cathedrals and Traders & Builders expansions add much to the game, without overly complicating or extending the game. I’m not familiar with Abbey & Mayor, though have read positive things about that expansion. The Board Game Arena version works well, same with the App version, which I sometimes play against AI opponents.
Dominion
Mentioned Dominion above; I have checked out the current website version, and it’s nice, but my love for the former Isotropic version has prevented me from using the site all that often. To some extent, Dominion lurks in my past. One day, perhaps, it’ll become a focus again, provided I find the right person or people with whom to head down the Dominion rabbit hole. The main thing I need for Dominion is an opponent who plays quickly. Boredom ensues if the moves aren’t happening at a rapid pace.
Hanabi
Great cooperative game where you build logic systems with friends to convey info about cards hidden from you. Each player can see the cards others hold, but cannot see one’s own hand. You can only give some many hints before people are forced to play or discard cards, thus you need to prioritize certain info by providing hints that maximize how much usable info you can convey. It’s fun, a brain burner, and the online version is better than playing in person for it’ll track info that you have, which makes the game much easier to play and takes it out of a memory exercise.
Azul
A free, rip-off version was recently launched. It works well, and you can play quickly, which is wonderful. My understanding is that the creator will soon be adding a turn history box, which will be helpful because we often find ourselves having to declare what we did, which isn’t a big deal, but it seems like a step that could be automated. I really enjoy how simple this game is while providing interesting decisions in terms of when to focus on grabbing points versus preventing others from securing the tiles they need.