The Actual Table

There was an article in Spielbox not too long ago that sort of discussed this a bit. Their general idea was that gaming changed around that time with the advent of several relatively new developments–the co-op game (there had been co-ops before, but not as refined and adult-oriented), the deck-builder (spearheaded by Dominion), and the traitor mechanic (all vs. a hidden 1).

Like you, I don’t enjoy those older games as much–I will periodically play one, but Settlers of Catan is the only one from the 90s that I will still bring to the table with any frequency. I know that game is frowned on by a lot of gamers now because it’s become so mainstream and seems easy to master, but I still feel that, at its core, there’s a lot to the game and that the variable board remains a huge attribute. I never get tired of it.

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This is tough, because some of those games are classics that themselves spawned newer, better games (San Juan in particular). I’m not sure what iterations Agricola produced…I never played it, and Brass only once. Martin Wallace’s games in particular, once so profound, have begun to fade against their modern competitors. I’ll be auctioning three on BGG in the next month.

But I have to speak up for Tigris & Euphrates. It’s an amazing strategy abstract, and the Mayfair games edition was beautiful. It’s certainly not for everyone, but that game has really stood the test of time, imho.

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T&E is so good, there’s only recently been a challenger, Yellow & Yangtze, which isn’t as good.

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I am not as familiar with T&E as I’ve only played it a couple of times, but my biggest issue with Y&Y is that I feel like so much of the game revolves around controlling the yellow (wild) pagoda. I’m sure smarter minds out there can tell me why I’m wrong but every game I’ve played has been won by the person who controlled it best. Is there a similar fight in T&E?

I don’t think so. There are wild cubes, but it’s not the same. I was disappointed with Y&Y.

A propos Martin Wallace, there’s a certain theme to this shelf;

I did join the Treefrog subscription a couple of times, so some of these are the signed and numbered versions.

I don’t know if MW had a lasting influence on other designers, or just was a sui generis genre by himself. However, everything there is mechanically interesting and was fresh when it came out. For example, Tinners Trail as a combination auction/worker placement game, including the first time (I think) I’d seen a move track where the rearmost player gets to move and each action has a cost on that track. Or Wensleydale, where you actively have to trash what you’ve built to win, and in doing so free up options for other players.

It would be nice if these ever came out as async mp, but they’re way too niche, and also most have auction mechanics which are not a great fit.

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I actually prefer Y&Y to T&E, but I’ve only played the iOS versions and Y&Y is considerably prettier and more accessible.

Unless T&E has been updated with sparkles and rainbows and I haven’t noticed.

I’d say Wallace is fairly influential and a lot of great games (Hands in the Sea, for one) have been made because of his games. He certainly doesn’t tell lies about not playing games from other designers, unlike some, and IIRC was quite honest about his inspirations in turn.

Y&Y isn’t fit to lick T&E’s sandals, mate. :stuck_out_tongue_closed_eyes:

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All of Wallace’s games are worth a try. You’ll never lose anything by doing so. Most are filled with some really neat and sometimes groundbreaking ideas. Some have lost their luster in the last 20 years, which is understandable. A Study in Emerald 1st Edition remains one of my top ten games.

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I was talking to my wife a month or so ago about how I’m not really a game collector, I’m happy to get rid of games I don’t expect to play. This was the first exception I noticed, and helped me establish that, yeah, I’m a little bit of a collector, because I’m never giving this one up even if I think it unlikely I’ll ever play.

Holy crap!

I’ve been remiss in posting my Storm Above the Reich campaign AARs.

The last one was #8 and I’m up to #11 now.

Here they are if you’re interested. Lots of stuff happening!

Mission #9
Mission #10
Mission #11

Just started playing a VASSAL game of Fire in the Lake with some wargamers fleeing the racist grognardism of Consimworld. It’s a fantastic module of a gorgeous game, and even though I’m COIN-phobic, so far it’s quite fun.

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I’ve gone off FitL, but I really enjoyed playing it. Liberty or Death is the best ‘big’ COIN I think. A Distant Plain is still my favourite though by a long way.

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Yep, I could happily play a distant plain any day if the week, though the opinion round my table us that it’s basically impossible for the warlords to win. This is probably due to our meta of actively reigning in any leader.

If we’ve got a full day and want to play coin, it’ll be pendragon on the table

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i’ve played both apps a lot. and i really like T&E.
but i sincerely disagree with what you said.
more flexibility and creativity in Y&Y. more ways to play around bad draw luck.
T&E can be so punishing at times.

That’s is why it’s good!

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I really liked Pendragon and I’m about to playtest the designer’s next game, Hubris. But I wonder with these lengthy and sprawling COIN games: how do they playtest and balance them?

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I disapprove mightily of Pendragon although it’s enjoyable enough as a game. The playtesting is pretty robust from what I’ve seen; GMT has a solid cadre of experienced playtesters, and they have regular events where you get to play up and coming designs. Really solid publisher.

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Sorry…I wasn’t questioning GMT, at least as far as their workable games are concerned. I was questioning how you playtest COIN games like Pendragon or Fire in the Lake, but maybe because that’s because I don’t understand the COIN chassis.

Do you disapprove of Pendragon on historical grounds?

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and Y&Y is punishing PLUS (offering some ways to play around the punishment).

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