Love the idea of the shrinking tug of war track. That mechanism too often doesn't end in a 'sudden death' way of hitting the end, which undercuts the tension a bit IMO. That's a nice way to enhance that part of it, particularly by having the shortening based on player actions.
Also, my "Trade on the Tigris" has a similar mechanism to Zoo Vadis, where players get ability cards that they can use as part of a trade. If they keep them, they can't use the ability. It only 'activates' when traded to another player. It really amps up the trade dynamics, and would love to see it used more.
Agree on the Shatterpoint tug of war! I'm increasingly of the opinion that almost all games need a mechanism (e.g. clock, countdown, progressive risk, etc.) that gradually forces the end of the game. The way they did it with black cubes going to the "losing" side each time not only does this but also helps to balance the game too. Super interesting!
Trade on the Tigris sounds really interesting! Just looked it up and might need to get a copy, as it's pretty reasonably priced right now. I continue to ponder how games can mechanically facilitate negotiation and storytelling for players who may not be comfortable doing it on their own.
So the John Company game made me think of my favorite board game of all time. Dune! (the game from Gale Force Nine). I adore the Dune setting but more than anything the ability to barter for anything is incredible. You can even barter for knowledge as one of the rules is that no one (except for 1 faction) can even write things down.
I'm familiar with Dune and desperately want to try it! BGG strongly recommends playing at 5 or 6 players, and that it's best at 6. That's a tough player count for me to get to the table. Perhaps someday!
So I do know that the game is available online. Somebody set up a really cool tool so that you could play the whole game online.
If you don't already know how to play it can be quite a challenge because it does not hold your hand, but that might be an option and if the timing works out, I'd be interested in playing with you.
I hope that doesn't come across as me inviting myself just tossing it out there. I am a rapid fan of that board game and it is hard to find six people to play it with.
It actually is fun enough with four and five is very good but I would agree that six is really the sweet spot.
Great post! The first game to use the ‘no reordering’ card game mechanic is, afaik, Bohnanza, a great Uwe Rosenberg game from the late 90s. It was recently reprinted with a new theme (flowers instead of beans)
Love the idea of the shrinking tug of war track. That mechanism too often doesn't end in a 'sudden death' way of hitting the end, which undercuts the tension a bit IMO. That's a nice way to enhance that part of it, particularly by having the shortening based on player actions.
Also, my "Trade on the Tigris" has a similar mechanism to Zoo Vadis, where players get ability cards that they can use as part of a trade. If they keep them, they can't use the ability. It only 'activates' when traded to another player. It really amps up the trade dynamics, and would love to see it used more.
Agree on the Shatterpoint tug of war! I'm increasingly of the opinion that almost all games need a mechanism (e.g. clock, countdown, progressive risk, etc.) that gradually forces the end of the game. The way they did it with black cubes going to the "losing" side each time not only does this but also helps to balance the game too. Super interesting!
Trade on the Tigris sounds really interesting! Just looked it up and might need to get a copy, as it's pretty reasonably priced right now. I continue to ponder how games can mechanically facilitate negotiation and storytelling for players who may not be comfortable doing it on their own.
Thanks for your comment!
So the John Company game made me think of my favorite board game of all time. Dune! (the game from Gale Force Nine). I adore the Dune setting but more than anything the ability to barter for anything is incredible. You can even barter for knowledge as one of the rules is that no one (except for 1 faction) can even write things down.
Have you ever played Dune before?
I'm familiar with Dune and desperately want to try it! BGG strongly recommends playing at 5 or 6 players, and that it's best at 6. That's a tough player count for me to get to the table. Perhaps someday!
So I do know that the game is available online. Somebody set up a really cool tool so that you could play the whole game online.
If you don't already know how to play it can be quite a challenge because it does not hold your hand, but that might be an option and if the timing works out, I'd be interested in playing with you.
I hope that doesn't come across as me inviting myself just tossing it out there. I am a rapid fan of that board game and it is hard to find six people to play it with.
It actually is fun enough with four and five is very good but I would agree that six is really the sweet spot.
Great post! The first game to use the ‘no reordering’ card game mechanic is, afaik, Bohnanza, a great Uwe Rosenberg game from the late 90s. It was recently reprinted with a new theme (flowers instead of beans)
As if "beans" isn't the best theme ever for games!! :) Thanks for the tip! I'll check out Bohnanza.