Unpopular Opinion: Women Only Board Game Design Contests Are Good for the Hobby

When Alderac Entertainment Group (AEG) listed a women’s only board game design contest in July 2018 (here’s the link), the contest was shared by multiple websites and game design forums. I’m a member of several of these forums, and the backlash was eye-opening.

Heated discussions on social media can turn ugly. Many of the people who shared this contest—not expressing that they supported it or why, even though sharing the contest was a form of support—had to delete their posts within hours. Some reshared and disabled comments so internet trolls couldn’t respond. A lot of what these trolls said isn’t repeatable, but there were some sentiments—that weren’t overtly sexist—that occurred frequently and here are two of the most prominent.

1) Women should challenge themselves and submit to board game design contests that are open to everyone.

2) Contest or Design Group “Fill-in-the-blank” is better because it’s truly inclusive.

Let’s start with the first comment. Who says that women aren’t participating in other board game design contests? There aren’t as many women game designers as men board game designers, it’s a male dominated field, but I’ve heard of at least a handful of women board game designers who submit to plenty of other design challenges and contests. There have been several women who’ve won. There have been a few female designers who were part of blockbuster tabletop games like T.I.M.E. Stories. These voices are unique in part because they have different life experiences, and the board game community could and should do more to give these voices a platform to be heard.

I don’t just design board games. I also write fiction, non-fiction, and poetry and submit to various literary journals. Many of these journals will have calls for submissions from minorities, and a similar backlash can occur. I’m not sure why. There are countless journals to submit to that will accept entries from anyone. If I see a listing for one that doesn’t apply to me, I skip it or if I know someone that the listing would apply to, I let them know about it. It costs me nothing. But the opportunity for someone else, especially someone who belongs to a minority, could be invaluable.

I know of hundreds of board game design contests. AEG’s Women Game Designers Wanted listing is the first time I’ve seen a woman specific challenge. It costs nothing to support this contest, but a lot can be gained.

The second comment type is more insidious. It accuses the contest of not being inclusive and devalues it, but the people who made this type of comment never have to worry that Design Group “Fill-in-the-blank” has no one else at the table who looks like them. Sure, everyone is welcome in Design Group “Fill-in-the-blank,” but some people feel more welcome than others. There’s a reason contests that encourage minorities to participate exist. They’re needed.

Most people in the board game community would agree that more women designers are needed, but despite what the backlash would suggest, a contest like AEG’s might bring more women to the table and make the hobby more inclusive. It helps to normalize women tabletop game designers. The more women who join the table, the less contests like AEG’s needs to exist. But even if minority contests persist, what does it cost someone to ignore the contest if it doesn’t apply to them or send the listing to a friend?

That second type of comment might do more damage to distance women game designers from the hobby. The writer of that type of comment doesn’t understand the obstacles for a woman designer or doesn’t care. If one doesn’t have someone like one’s self at Design Group “Fill-in-the-blank,” one is less likely to join. It’s intimidating. Having a minority specific design contest is more inclusive. It leads to a minority being less of a minority by positive normalization.

As of this write-up, AEG’s Women Game Designers Wanted is still open (until the end of November 2018). I encourage everyone who can apply to apply. And if the listing doesn’t apply to you, share it with a friend.

Worker Placement Starter Games

Good old uncle Geekly likes to put little pawns to work with worker placement games. These games tend to get strategic as players place their pawns on spaces to claim an action during a turn and prevent other players from taking that action for a turn. That’s where the fun of most worker placement games derives. The tension of not wanting someone to take the action you need can get intense, and the ability to choose something you need before someone can block you is a great feeling.

But worker placement games can get nasty as some folks will take actions to keep someone else from taking them, not because they need to take them. These games can get convoluted too when more elements are added.

Fortunately, your good old uncle Geekly has some worker placement games that aren’t as cutthroat–for the most part–and are easy to learn. These are some great starter worker placement games.

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Stone Age

Caylus may be the first game to use worker placement, but Stone Age is by far, more approachable. Players control cave people who are trying to build a rudimentary village in three phases. During the first phase, player’s pawns (or workers) are sent out to various areas to collect stone or wood or make new workers in the local hut. Brown chicken, brown cow.

The second phase has players roll dice equal to the number of workers they placed in areas to see how many of that resource they collected. The more workers in the area, the more dice a player gets to roll. In the third phase, players must have enough food to feed their population or they lose resources or points. Gamers will find feeding workers as a common thread in worker placement games. These designers must be hungry when they’re making these games.

Stone Age does a good job of introducing new gamers to a lot of the core concepts of worker placement—even the use of dice, because dice placement is a thing that we’ll see real soon. The theme is easy to get into and the mechanisms make sense for what the players are doing in the game. I don’t know how many games have me go to a quarry to make bread. Really? How many bread-making quarries do you know?

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Doughnut Drive-Thru

Stone Age may be obsessed with feeding people, but Doughnut Drive-Thru has food as its theme. Yeah, give me a Coated Baby. That’s a glazed doughnut, sicko.

Doughnut Drive-Thru also happens to be the smallest game by far on this list and calling it a worker placement game is a little bit of a misnomer. It’s more of an action selection game, but the challenge of taking an action so your opponent can’t is still at the heart of any worker placement game, and that’s the center of Doughnut Drive-Thru.

On their turn, players are trying to learn new doughnut recipes, preparing a donut, or serving a donut. To take any of these actions a player places one of two wooden doughnut pieces they begin the game with on one of these actions. The trick is to time when you want to take these actions because when an action has no further spaces with which to place a wooden doughnut, players can’t take that action. You’re left with the choice of taking a different one of the two actions or taking all the wooden doughnuts—or taking enough doughnuts so their total doughnuts equal two—and waiting until next turn to take the action they want.

Doughnut Drive-Thru is fast-paced. Very fast-paced. It may even be the better game to begin with for a simple worker placement game. But it is a bit of a cheat. Don’t worry. Uncle Geekly eats plenty of doughnuts on his cheat day.

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Fabled Fruit

Ah. This is another more recent game. I like Friedemann Friese’s style and not just his love of green and his wanting to use the letter F in as many game titles as he can. Fable Fruit keeps things light and simple but also adds legacy and dual-purpose cards to the genre. Players only have one worker in Fabled Fruit, an animeeple (a wooden animal pawn) to place on a group of six action cards. These action cards serve two purposes—they’re dual-purpose after all—and players either complete the juice action located on the bottom of the card (by turning in the fruit required, pictured) or they can claim the action on the top of the card like “draw two fruit.”

Man, what is with all the food in worker placement games?

Players go through a deck of 60 or so unique action cards (four of each action) and as soon as an action card is claimed in any game, it’s taken out of the deck. You’ll have to play the game a second time to ever see that card again and that’s where the legacy aspect comes into play. Prior games affect what happens in future games. Don’t use the “draw two fruit” action as a juice card too many times, or you won’t be able to draw two fruit again.

Fabled Fruit is clever and adds a splash of other popular game types and mechanisms, but also happens to be the easiest game on this list to learn. In short, it’s a tasty blend.

Great. Now I’m thirsty.

Final Thoughts

It’s difficult to come up with easy to learn worker placement games with depth. I had to go with slightly more complicated games than usual, but they still have some wide appeal. Stone Age, Doughnut Drive-Thru, and Fable Fruit explore different aspects of worker placement. I just wished they didn’t focus on food so much.

Know of any other great beginner worker placement games? Hold a rally and tell it to the workers, or you could let us know in the comments.

Tabletop Games for Fall 2018

As you may know, good old uncle Geekly likes tabletop games, so we couldn’t go too long without making a three list of three for board games.

We’ll get the game rolling with Worker Placement games.

The first list of these lists of three took the most time. I started from the bottom of boardgamegeek (BGG) and searched for a game that I liked. It took about an hour to find my first one, so here it goes.

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Underrated Tabletop Games

 Doughnut Drive-Thru (6.25 out of 10 on BGG)

I couldn’t believe Doughnut Drive-Thru was as low as 6096 on BGG. Okay, I can believe it. Die rolls to determine whether you can prepare a specialty doughnut or serve one doesn’t sit well with many modern board gamers, but despite the rampant use of luck, there’s plenty of tactical choices with Doughnut Drive-Thru, and it’s a great, simple game to introduce new gamers to the worker placement mechanism. Plus, I like the fun art. Kawaii!

Starfall (6.36 out of 10 on BGG)

Starfall is most likely 5464 on BGG because it’s less about star gazing and more about finding constellations and somehow purchasing them with stardust. Finally, I have some way of unloading my spare stardust.

The game makes little to no sense with its subject matter, but it’s a solid game. I like it a lot and there may be other games in the overrated list that get away with not holding their theme as closely as they should. Starfall is also another pretty game and at $20-$25, it goes for a nice price. Unless that’s 25 stardust. I’m not sure of the stardust to US dollar exchange rate.

Batman: Gotham City Strategy Game (6.08 out of 10 on BGG)

Yep, there’s a trend. Batman: Gotham City Strategy Game is much lower at 4066 on BGG than it should be because it has a misleading title. Players don’t take on the guise of Batman, they’re members of Batman’s rogues gallery like the Joker, Penguin, and Two Face. That’s not a bad thing. I can do the Joker.

If you listen real closely, you can almost hear Harley Quinn outside my window.

The game can also become too much of a brain burner as the “strategy” in the game’s title alludes to, and some elements in the game step a little bit away from the source material. If a player gets too strong, Batman—who is a non-player-controlled element of the game—will target the leader. It gives the game balance, but players may feel a little less super. Still, Batman: Gotham City Strategy Game is solid, and being evil can put a smile on your face.

Gloomhaven

Overrated Tabletop Games

Gloomhaven (8.97 out of 10 on BGG)

It’s easy to pick the top-rated game on BGG as overrated, but it doesn’t mean that Gloomhaven isn’t at least a bit overrated. It’s certainly not for everyone. It destroys any other dungeon crawl—Descent can hardly be found on many people’s top 10 lists since Gloomhaven’s release—but the hype around Gloomhaven colored the game as having more of a story and being more character-driven than it ended up being. So, I guess I’d blame the hype, even though any game could use a hype man.

Agricola (8.02 out of 10 on BGG)

I liked Agricola when it first came out, but there have been countless games—including Uwe Rosenberg’s follow-up Caverna: The Cave Farmers—that do a better job than Agricola at scratching a worker placement/farming game itch and yet, Agricola is still well in the top 20 of all tabletop games on BGG. My biggest pet peeve is that Agricola insists that everyone play the game the same way and do everything that’s in the game. So what if I want to be the best pig farmer in the game? That’s my prerogative and don’t ask questions about my pig fetish. Squee!

Eclipse (7.97 out of 10 on BGG)

Eclipse is another case of hype and mistaken identity. Many folks claimed it was a short Twilight Imperium, but it’s too much of a Euro game—games that are obsessed with balance and don’t have enough of a “this is awesome” vibe—to be a quick TI. Further still, the game can get needlessly fiddly. There are too many rules for a game that isn’t supposed to take as long as TI. I don’t care what Appendix IX, Paragraph 12, Line 31 says. Help!

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Anticipated Upcoming Tabletop Games

Gen7: A Crossroads Game (TBD)

There isn’t a release date for Gen7: A Crossroads Game yet, but the inclusion of the words “A Crossroads Game” got me excited in a special place—of my heart, you sickos. Plaid Hat Games promised years ago of a gaming series featuring the Crossroads story-based system that originated in Dead of Winter (2014). All they’ve done so far has been pumping expansions for the tabletop juggernaut, but it looks as if there will be a true sequel no later than early 2019. Gen7 is a lost in space game, which could be interesting, and a lot different from Dead of Winter’s zombie theme. Another Crossroads Game would be far out.

KeyForge (Holidays 2018)

While Gen7 is part of a series I like, KeyForge is the latest game by a designer I like Richard Garfield (of Magic: the Gathering fame). Recently, I’ve had a chance to pre-game release demo KeyForge, so this write up will change as a result. I’m still interested in this game, so it qualifies for this list. KeyForge hits many of the same notes as Magic, but players are forging keys, hence in the name, instead of defeating their opponents. The game is also sold by the deck, not by boosters, and each deck is unique.

 KeyForge does its best to streamline Magic game mechanisms as players draw cards and ready (or untap) at the end of their turns. This does enough to make this game difficult for a Magic veteran to wrap their brain around—I had issues keeping things straight—and it cleans up some of Magic’s timing.

KeyForge won’t be for everyone. Preconstructed decks mean that players won’t have the option of building their own decks, but I’m sure the community will push back on this and there may be a way for players to merge decks. And I love the game’s price point. I tend to buy Magic starter decks and a few boosters per set. KeyForge’s business model mirrors this type of consumption. It’s a more cost-effective Magic.

Guardians Chronicles (October 2018)

Ah, we come to one of my favorite game types: shuffle building (combining small decks or pods to form a large one). Come to think of it, I have a lot of favorite game types. Anyway, Guardians Chronicles is another Plaid Hat Games release and I may be just as excited for it as I am for Gen7. I also like the superhero theme—there aren’t enough games with this theme—but I’m a little considered about the game being competitive. So long as the superheroes attack villains, I’m okay, but if the superheroes attack each other, that may defeat the purpose of superheroes. We’ll have to see how Guardians Chronicles plays out, but I’m definitely playing a game or two.

Are there any tabletop games you think are overrated or underrated? Which tabletop games do you look forward to in the coming months? And which ones of those games would you like to lose to your uncle Geekly? Mwah-ha-ha! Let us know in the comments.

Scaffolding Approach to Learning Tabletop Games

Many video games do a great job of easing their players into how to play. Look left, look right. Now, walk forward. Over time, video games introduce more complicated actions until the player knows everything they need to know to play the game. I prefer to call this style of teaching games scaffolding.

The game builds larger concepts atop of smaller concepts, instructing how to play little by little. Video games have a leg up on tabletop games in this regard. Few tabletop games besides Fluxx (which starts with two rules, draw a card and play a card, and grows to multiple rules) and Krosmaster Arena (that uses a system of small missions like a video game) use a scaffolding approach. And more should. I don’t know how many minutes or hours are wasted by teaching and learning tabletop games. To be good at a tabletop game, you must know everything about it before playing.

So, it’s up to the people who introduce others to the tabletop game hobby to do what board games are incapable or unwilling to do: ease people into learning complicated mechanisms by having them play. When I teach tabletop games to people who are new to the hobby, I tend to pick simple, fast games of a gaming type and build on the principles set by those games.

Scaffolding

It’s a scaffolding approach to teaching tabletop games. It’ll also be an ongoing series for various starter board games, so keep your eyes open for starter games in the future. And have an awesome Saturday.

Next Saturday’s miscellaneous post will be a little more involved, I think. You’ll just have to complain to Jim about me until then or leave a comment with how you like to teach people new games. Dealer’s choice.

My Favorite Game Mechanics TMNT: Shadows of the Past and Batman: Gotham City Chronicles

It might be time for a new series of articles: my favorite “fill in the blank.” We’ll talk about something in a game or show or movie or comic book that we like and dig into why we like that one thing. Good old Uncle Geekly will get things started with some board game mechanisms, or for the tabletop game newbie, the elements that make up a tabletop game. This week we’ll cover Teenage Mutant Ninja Turtles: Shadows of the Past and Batman: Gotham City Chronicles and their asymmetric one versus many game mechanism.

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Teenage Mutant Ninja Turtles: Shadows of the Past

Both of this week’s games can be classified as “one versus many,” meaning that one player plays one side of the characters (usually villains) and two or more players assume the role of the other (usually heroes).

First off, I like how these games make the player who assumes the villains (the one) asymmetric to the gameplay style of the heroes (the many). TMNT: Shadows of the Past has the Turtle players rolling dice and performing actions based on what they roll, while the player who assumes The Foot Clan, Shredder, and the rest uses a deck of cards.

The individual turtles also play like their personalities and that gets to another mechanism I enjoy in Shadows of the Past: sharing dice. The turtles can share what they roll with their teammates. Dice placement makes all the difference. Each turtle player places their dice in front of them in a row and other turtles can only borrow a die that’s the closest to them. The player on your right can only borrow the die that’s the farthest on the right of the row.

Leonardo gets a bonus whenever someone borrows his dice. He’s the leader and that makes sense. Raphael gets extra dice but can’t borrow anything because he’s a loner. This is such a great touch because the players who’re playing Leo and Raph tend to sit as far away from each other as possible and those are the turtles who tend to butt heads the most.

Playing as either side can be fun, but also different, and that adds replay value. It also helps that TMNT: Shadows of the Past has a scenario system that works like playing through classic turtle stories.

Ah. It’s almost like reading the original comics.

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Batman: Gotham City Chronicles

Monolith Board Games uses a similar gaming system with Batman: Gotham City Chronicles. Like TMNT: Shadows of the Past, the two sides use asymmetric gameplay, but both sides use gems that serve as their energy pool. The heroes have a set number of actions, depicted on their character cards. They use their gems to activate any of the actions they have at their disposal.

The villain (or Overlord) has a group of enemy tiles on a track that begins with smaller enemies on the left and larger ones on the right.

In a sample Batman game for instance, it’d be henchmen on the far left, Harley Quinn on the spot just left of the Joker, and of course the Joker would be on the far right.

Somewhat like the heroes, the Overlord activates their enemy tiles by using energy gems equal to the spot on the track that the enemy tile they want to activate is on. So, if you want to activate the first set of villains, pay one gem. If you want to activate the second set of villains, pay two, and so forth. As soon as a villain is activated, it goes to the end of the track (far right), and the other tiles slide one spot to the left.

This is so clever because the Overlord could activate the small fry for cheap or they could pay a little extra if the villain to the right has more strategic value. They wouldn’t spend all their gems to activate the Joker, would they? But it is the player’s choice.

But the heroes are also satisfying because they each have unique abilities based in their character’s lore—so Catwoman may be more useful than Red Robin in a game requires theft, but Red Robin is more useful in another that needs more detective work—and each scenario has very different objectives. The heroes win if they meet their objectives. The villains win if the heroes don’t.

Perhaps the best thing is that Batman GCC recreates dozens of classic Batman comic book tales. Not the movies or TV shows, the original comics. And from what I’ve seen, they may be using Capullo’s art as the basis for the miniatures. What!?

Is there anything you like about these games that we didn’t mention? Maybe you like TMNT better than Batman, and I’m too much of a Batman fanboy. You could have them challenge each other to a duel or you can let us know your thoughts in comments.

Forbidden Desert FAQ: Terrascope

We’ve received a couple of questions about Forbidden Desert’s Terrascope equipment card, and at the risk of incurring Game Zeus’s wrath, we’ll answer your questions.

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1) Does a desert tile need to be devoid of sand markers on top of it in order to peek at the tile?

A) No. The great thing about the Terrascope is that you can figure out where you need to go and whether ridding the desert tile of sand markers and excavating it is worthwhile.

2) Do you need to excavate the desert tile you used the Terrascope on?

A) No. Think of the Terrascope as getting a sneak peek of the desert tile without the mess of having to excavate the tile. Now if the tile in question is one you want to excavate after seeing it, feel free to clear the tile of sand markers and excavate it. But the helpful Terrascope can let you narrow the number of tiles you need to worry about. And time is a valuable commodity in Forbidden Desert. It might be the single most important commodity.

We welcome any other questions about other tabletop games you may have and if you haven’t seen our review of Forbidden Desert, here’s a link.

Hope your 2015 is off to a fantastic start.