4 Comments
Mar 12Liked by Exeunt Press

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.

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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!

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Mar 12Liked by Exeunt Press

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)

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As if "beans" isn't the best theme ever for games!! :) Thanks for the tip! I'll check out Bohnanza.

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