2016 was a very boardgame-ful year. I didn't plan it that way, but I'm
not objecting.
My
Eddington number
for games this year (the largest number E such that I have played E
different games at least E times each) was six, with seven games:
Grifters, Red7, Don't Mess with Cthulhu, Mysterium, Timeline:
Historical Events, Leaving Earth and Captain Sonar. I played a total
of 182 games, about one per two days, though of course the
distribution was nothing like that even.
I didn't get to play enough Firefly for my taste, but I did moderate
one PBF game on the BoardGameGeek forums.
I went to Essen, demonstrating for
Indie Boards & Cards again and coming back with a big bag of games.
I'm not going to do a Top Ten list, but here are some of my favourites
of the year in various categories, in no particular order:
Favourite abstract game: Small Star Empires. Yes, it's basically the
same idea as Hey, That's My Fish!, but it's much quicker to set up,
and I prefer the science-fiction theme even if it doesn't really make
much sense; the scoring can be a bit fiddly but this is my big Essen
discovery and I'm biased in its favour.
Favourite attack-your-friends game:
Grifters. Stockholm Syndrome, maybe,
but I've played it a few times since Essen and still enjoyed it.
Favourite deck-building game: Automobiles. Well, it's technically
cube-building, and that's one of the reasons why I like it; it's a new
haptic spin (with bonus automatic shuffling) on a standard mechanic.
But it also works for me, and manages to make an entire car race
interesting rather than just letting the person who gets an early lead
become a runaway winner.
Favourite gateway game, for hooking in new players: Mysterium (though
Captain Sonar comes close). The explanation is a bit more fiddly than
it might have been, but once people have played the first round they
quickly pick up what's going on. One of these days I may even play it
as a player, rather than as a ghost.
Favourite pocketable game: Red7. Again it's a little tricky to
explain, but people quickly pick it up with some examples, and it's
easy to pull out and play in a pub.
Favourite complicated game:
Leaving Earth (with Outer
Planets). Well, it would be, really - a theme I love, mechanics that
are just complex enough to keep things interesting while still being
playable. Hits all the spots.
It's a great time to be a boardgamer. What am I concerned about? App
integration and "Legacy" games, mostly: as far as I'm concerned a
boardgame should be something you can play dozens of times, put on a
shelf for twenty years, and play dozens of times more. As more people
from the video-game world drift into boardgames (where it's much nicer
because it doesn't cost millions to develop a top-end title), I
suspect they bring with them the idea that a game should provide a set
number of hours of entertainment and then be over.
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