Game design: In search of a half decent football (‘soccer’) game concept, Part 1

SubbuteoBeyond the flicking genius of Subbuteo (pictured), the collective game design minds of the world have so far failed to create a compelling football game. But it must be possible.

The reason oft trotted out is that its impossible to emulate the excitement and energy of a team sport in which so much individual flair and energy is played out; while retaining the higher level of strategic thought that pre-match planning and management bring to each match.

But computer games have got around both of these issues, making either football management sims or fast-paced action games such as FIFA. But we have nothing of either that have made a splash in the board and card game arena. And what about skirmish board games and battle card games? How are they not emulating an exciting tactical situation with an underlying strategic edge?

Then there are commercial concerns. Hobby gamers have for years been earmarked as nerds and geeks only interested in basement games of fantasy battles and space ship combat. But the hobby is throwing off those shackles at a pretty decent rate now; surely there would be a big publisher ready to take a punt on a game with such huge crossover potential into the mainstream?

Football simulation problems: The pitch

sensible soccerAny sensible (pun intended) design conversation needs to start with the ground itself.

Minds immediately turn to hexes or quadrants, with each player represented with a meeple, card, detailed plastic minis (Kickstarted, natch) etc.

And so we run into our first problem: 22 players on the pitch. Controlling 11 people seems too many – especially when you take into consideration that only two or maybe three people will ever be directly affecting play. Positioning will become way too much of the game, making this very much a manager-level sim and losing too much of that all important feeling of energy.

Designers have of course gotten around this but tend to do so in one of two ways (and often both); which I have dubbed the Nintendo and Dilithium approaches:

  • The Nintendo way: Chibify the game, set it in the ‘street’ or the jungle or a school playground, and make it five-a-side – immediately alienating the vast majority of your original target audience and losing any semblance of ‘proper’ football in the process.
  • The Dilithium way: Give them swords! Make them robots! We can set it in the future or the past to get around those awkward offside rules and allow full body contact to make it exciting!! And then add EVEN MORE EXCITEMENT!!!

Note: There is absolutely nothing wrong with doing these things – it’s just not football.

In my mind, this situation harkens back to my original analogy of squad combat. That tends to have fewer than 11 pieces per side, and they can of course interact with each other far more often: that damnable ball is the problem. For me, this rules out the idea of a pitch, or board, or minis – sorry (we shall briefly pause to let the Kickstarter publishers slope out of the room).

Football simulation problems: The players vs the manager

BergkampThe real joy of football – as with many team sports – is that while both teams head out onto the pitch with a plan, set out by the manager and coaches, this needs to be executed by human beings: and with another bunch of human being trying to stop them.

Football is a chaotic sporting mash up of strategy and tactics defined by flawed individuals: and fans have an opinion on every single one of them. Players have strengths and weaknesses, both physical and mental, which are the absolute essence of the game. You can’t have a ‘proper’ football game without them.

It’s not easy to create a game system where 22 individuals will be different enough on paper to have a significantly varied effect on the outcome of the game. Where do you draw the line with stats? You can have attack, defence, midfield, goalkeeping – but what about stamina, temperament, ‘special powers’ – free kicks, penalties, leadership, flair…?

And that’s just two teams. Any football game worth its salt will want a good 8 teams to start with – and if things went well, more like 20+. That’s more than 200 players now. And what about referees, linesmen, pitch conditions, the effect of the fans?

And of course the manager. Beyond picking the team the manager should be having an effect on the pitch – will they encourage long ball, wing play, 4-4-2 or 3-5-2 – and what about substitutions, or reshaping the team after a sending off, or an injury? Oh yeah, I forgot about injuries. And can we really give up on the pitch idea completely?

Football simulation ideas (so far)

Brady top trumpA card game seems the obvious way forward. While dice feel like a good idea, the idea of random on top of random always turns me off in a game that should be at least 30 minutes long – and I feel a proper football game should go that distance or more.

To take it one more step, a collectible/living card game again seems obvious. Building a deck of 11 players chosen from a larger pool (perhaps 20 for a squad) would give the individuality required. Attack and defence stats may well be enough, with individual player ‘powers’ adding the all-important individuality.

These player cards would be bolstered with manager cards: tactics and special plays learnt on the training ground. And finally there can be situation cards, used to represent those moments you just can’t legislate for: the terrible tackle, the ‘bobble’, the amazing drive from 30 yards. And of course those contentious refereeing decisions.

I’m aware these three types of card are falling easily into stereotypes made so popular by the hugely successful Magic: The Gathering card game: the players are the ‘creatures’, manager cards the ‘enchantments’ and situation cards the ‘instants’. Frankly I’m comfortable with that, as I feel there will be divergence enough from this starting point.

The real challenge will be the elephant in the room: that bloody pitch. I’m thinking it could be represented by a single card or play matt, split into three simple areas – the two ends and midfield. A marker will show where the game is currently being played, with each turn ending with a battle for supremacy in the current area: a midfield or defensive win moves you forwards, while a win at your opponent’s end results in a chance.

But how will chances be resolved? Will there be some kind of cost to put cards out? And once out, how will they be removed from play – if at all? How about weather, or home advantage? All decision for another day.

For Sale: A four-sided game review

For Sale boxFor Sale is a light family card game designer by Stefan Dorra. It takes 20-30 minutes to play, accommodates three to six players well and can be picked up for well under £20.

As the name and box suggest this a game about buying and selling properties but don’t worry – there’s nothing to be scared of here, even if you don’t usually like auction/bidding games. As the game length suggests it’s not a brain burner: instead it’s light, fun and fast.

Inside the box you’ll find two decks of cards (properties and cash) and a set of coin tokens. Everything is high quality, the cards linen-finish and the tokens chunky, while the cartoon art on the property cards is really charming.

Teaching

For Sale round 1For Sale is a game of two halves, but both are simple to teach and learn. Even better you can teach each half when you get to it, giving players less to process and remember.

Everyone starts with a handful of coins and during round one these are spent to buy properties. Once all properties have been bought (every one will finish with the same amount) they’re sold for money in round two. The aim is to finish with as much money as possible.

Before each turn of round one a number of properties equal to the number of players is placed face up on the table. From their secret stash of coins players choose in turn to either up the current bid or take the lowest value card on show (and taking back half of any coins they’d bid so far). The ‘winning’ bid pays full price, but gets the best card.

Once all properties are bought, round two begins. This time a number of money cards equal to the number of players is placed face up on the table; players bid for them with the properties bought in round one. There is an identical number of property and money cards; each round players bid one of their properties and everyone flips them over at once (called a ‘blind bid’). You take a money card in ascending order, the best property taking the highest value money card.

The system is extremely elegant. All the property cards are valued differently (1-30) and there are two of each money card (two of each valued $0-15), meaning there is never any confusion over bids – while all the players get something each round. When all the properties are spent, you add up your money cards and see who won.

The four sides

For Sale componentsThese are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: While this may look like an overly simplistic game with an uninspiring theme (pretending to be an estate agent isn’t my idea of fun), For Sale is actually one of the best ‘filler’ games I’ve played. It ticks all the boxes: good player range, easy to teach, plays fast and keeps everyone involved throughout.
  • The thinker: I’m not prone to enjoying filler games as by their nature they tend to lack depth and strategy. If it were my choice I’d play something a more challenging, such as Hive or Blokus, but there’s no escaping the fact this is a well designed game and I’m happy to play when the occasion arises.
  • The trasher: You mean I get to buy and sell houses?! Goodie! But seriously there is some fun to be had with For Sale, as any bidding game is an opportunity for table talk. You can also try and psyche people out a bit in the second half and I’ve seen some real silly card-slapping-the-table action when the mood is good.
  • The dabbler: While I don’t like auction games, I do quite like this one as it has a few things going for it. First it’s great that you get something every round so never feel out of it or under pressure. Also the art is cute and for a game that plays ages 8+ that’s important – they’ve even gone the extra mile adding a different animal to each card for the younger ones (and the young at heart!) to find and talk about as you go.

Key observations

The most important thing to note is  this is an extremely highly regarded game. With more than 3,300 players giving this a comment and an ‘out of 10′ rating on Board Game Geek you have to get past 3,150 before you find rankings below 6.

Criticisms from those who really don’t like it label For Sale as “too simple” or “uninteresting” with “no hard decisions”; “too light”, or as just a “simple auction game”. To the wrong player For Sale will be all of these things, but as the numbers above show these people are the minority. I’d suggest avoiding this game only if you have a very severe reaction to one of these gaming ailments!

My only real issue, and it’s a small one, is price. The current edition is well produced and nicely packaged, but at 60 cards and 72 cardboard coins the price tag seems a little steep. It has been put in quite a large box to fit into Gryphon Games’ ‘Bookshelf Series’ but could live in a box half the size (and has previously). However similar games (such as recent release Diamonds) have a similar price point and I don’t see it as a barrier to entry.

Conclusion

For Sale round 2I was introduced to For Sale at a London on Board gaming meetup and fell for it on my first play. It went into my collection soon after and had regular plays for a long time after.

But in 2013 it didn’t see a single play, as my regular gaming groups didn’t really do old fillers; then in 2014 it returned to the table with a bang when I got involved in a local group which includes a lot of less rabid gamers. It has gone down a storm with gamers and newbies alike, rekindling my own enthusiasm for the game.

No game is truly a ‘must have’, as opinions and tastes vary so much, but For Sale would certainly be a contender for a top 10 ‘Swiss army knife’ of titles that would meet all your gaming needs. I’ve played a lot of fillers before and after, but very few have the staying power of this classic.

For more filler and family games check out my board game ‘Where to start‘ guide.

My Essen Spiel Wishlist 2014: The follow up

So, it’s time to compare before and after; to look back at my pre-Essen itinerary and see how many of the games I managed to get played – and how they were. Were my pre-Essen instincts sharp, or shambolic?

What did I get played from my pre-Essen ‘top 10’ wishlist?

First to FightBetween Essen and a London on Board trip to Eastbourne a week after my return, I’ve managed to get more than 20 Essen releases played – not bad. And that included seven of my pre-Essen top 10 ‘want to play’ list.

I unfortunately managed to miss out on Red 7 (sold out – but I could’ve got a copy if I’d remembered. Grrrr), Progress: Evolution of Technology (was always packed – want to try it) and Versailles (overheard a rules explanation and watched a bit of play, but wasn’t inspired – I’d still like to get a play).

Johari and El Gaucho featured in my ‘Biggest hits of Essen‘ report – while sadly Imperial Settlers, Amber Route and Madame Ching all featured in the ‘misses’ section of the same post – so I won’t go over that ground again here.

Which leaves two. If I was a lot newer to gaming, or didn’t have many gateway games, I probably would’ve come home with a copy of Mangrovia. It’s a really pretty and well designed light euro game with an interesting turn order/action selection mechanism – but not enough else to make it stand out for more experienced gamers.

But I did pick up First to Fight after a fun demo with one of the design team and one of his friends. My initial concern was, will it work? And if I’m honest after two plays I’m still not 100% sure. But I’ve seen enough so far, and had enough fun, to warrant it having been my one slightly risky buy.

What did I purchase from my ‘will purchase’ list?

Romans Go Home boxI had six games and four expansions on my ‘will purchase’ list, and managed to come home with all but two of them.

Sadly Pocket Imperium didn’t make it to Essen, while I was only going to buy Bakerspeed as a set with Paititi if they had a deal on – which they didn’t, so I stuck with just getting the latter (I’ve downloaded the English rules but not yet played it).

Romans Go Home and Sail to India were games I’d played before and wanted my own copy of. Both came home with me, and both were better than expected for different reasons: Sail to India was free (thanks AEG!), while the new rules and art for Romans Go Home made it even better than the version I’d played previously. Again, Steam Donkey featured in my ‘biggest hits’ post linked above.

The expansions for CV, Can’t Stop, Snowdonia and Stone Age all made it into the suitcase too, but none of them have been played yet – too many hot new releases to get through first! But as they add to four of my favourite games it’s only a matter of time before they hit the table (although I helped test the Snowdonia one, so I’ve played it really).

Did any ‘also rans’ turn out to be winners?

Kembles Cascade boxI mention a raft of other games at the bottom of my Essen preview post, which turned out to be a right mixed bag. Unfortunately I managed to totally miss The Battle at Kemble’s CascadeLeague of Hackers, Ucho Krola and The Golden Ages but had more luck tracking down the rest.

Having had a rules run-through or watched demos of Planes, Essen 2013 the Game and Onward to Venus I didn’t pursue them any further; none of them seemed like my kind of games and with limited time I set my sites elsewhere. I also ignored La Isla as I know several people who bought it; hopefully I’ll get a game in soon.

The big pluses from this list were Deus and Ancient Terrible Things – but without wanting to sound like a broken record,  may I refer the honourable gentlefolk to the ‘core blimey Charlie weren’t they marvellous’ post linked above. The latter I picked up at the show, the former will be mine by Christmas or I may blub like a baby.

Office 21 is actually pretty charming and if I didn’t already have Love Letter in the ‘five minutes of nonsense’ category I’d probably grab a copy. The choices seem a little more involved – you have three cards instead of two, for a start, with no cards that force you to do anything. But at the same time the right move is usually pretty obvious – and games can be brutally, ridiculously short and scripted (but in a funny way).

Castles of Mad King Ludwig boxWhich just leaves The Castles of Mad King Ludwig – the game I’ve been most on the fence about from this year’s crop of releases.

One thing’s for certain – it’s a good game. The rules are simple, the puzzley aspects engaging and it seems well balanced. It doesn’t outstay its welcome, has plenty of variety and keeps you guessing to the end. And I won my first play – and I’d play again. So why don’t I like it?

Personally, my problem with Ludwig lies in the one interactive element of the game. If you’re start player (which changes clockwise each turn), you get to draw some random tiles and place them in an order of your choosing – going up gradually in cost, with you getting all the profit from the round when other player’s buy things.

It’s important to say here that the game needs this kind of element – otherwise it would be a totally heads-down solo experience. However, the final result just doesn’t work for me. First, I didn’t enjoy making these decisions when they came to me. Second, I felt that poor decisions by other players probably led to my victory – putting tiles in cheap spots that gave me easy points. This didn’t feel satisfying, but is certainly a personal opinion – many enjoyed it and I’d certainly recommend people to play it and make their own minds up.

Essen Spiel wishlist 2014: My board and card game top 10

spiel-14With Essen Spiel 2014 just a week away, I thought it was time to boil my wishlist down to a Top 10 games of interest – or games I’m hoping to demo/play in Germany with a view to purchasing. But before that, here’s what I will be purchasing if available:

  • Steam Donkey: A card game about building a Victorian seaside resort – steam punk style. How can I possibly resist?
  • Bakerspeed and Paititi: This year’s offerings from the Austrian Board Game Museum; cheap prices and a good cause equals no-brainer.
  • Romans go Home, Sail to India and Pocket Imperium: All relatively cheap games I’ve played before and really enjoyed.
  • Expansions for CV, Can’t Stop, Snowdonia and Stone Age: All current favourites of mine where a bit of extra variety can’t hurt.

First to FightBeyond these, it was a small task of whittling the other 500 games being released this year (yes, 500) down to 10. Did I read about each and every one of them? No. I’d say I’m not that sad but in truth, given unlimited time, I probably would’ve done. However instead I whittled many away using the following criteria:

  • Any mention of: dexterity, party, children, trivia, real-time, humour: I know I know, I’m absolutely NO fun.
  • Games that don’t play two-player, or that go more than two hours: I like a lot of these games, and seek to play them, but the ones I own sit largely unplayed on my shelves.
  • Abstract, anime, horror/zombie, war games: These are usually a big turn off for me, with the occasional exception – so if a classic rises to the top I’ll look into it, but won’t seek them out as new releases.
  • Games with an Essen listed price of 50+ euros: Yup, I’m tight as well as absolutely no fun. Why are you still reading this?

That left me with 100 or so games, but many more fell by the wayside after watching videos or reading rules, as they brought nothing new to the party. It’s a sad truth that, right now, it’s so easy to publish board games everyone seems to be doing it (even me). It doesn’t push the bar up – it just puts loads more games into the middle ground.

The 10 games I most want to play at Essen

  1. MangroviaMangrovia (€30): This family game looks lovely and has an interesting action choice mechanism, plus a good price. I have high hope for it from the rules, but do want to see it in action.
  2. Red 7 (€10): This looks like a great light filler and at this price it’s an almost definite purchase. It has a really clever mechanism, where you have to take the lead to stay in the round on every turn.
  3. Progress: Evolution of Technology (€35): A hand management card game which is all about building tech trees – something I’ve always loved in both board and computer games. Some doubts raised about replayability.
  4. First to Fight (€37): The Puerto Rico action selection mechanism is one I like; and this adds an interesting scoring mechanism where you’re all using the same cards to try and fulfil missions. But will it work? Could go either way.
  5. Imperial Settlers (€40): Great art, tableau building and a little bit of messing with other players puts this high on my want to try list – but it’s essentially a card game in a big box with a big price tag.
  6. El Gaucho (€27): Worker placement and set collection, dice and tiles, nice components and art style, reasonable price – many boxes ticked. But there are a lot of euros out there – will this stand out enough?
  7. Amber RouteMadame Ching (€30): This looks an interesting mix of styles, but essentially it’s a 30 euro card game which seems a bit steep for the level of gameplay involved. But if it’s fun enough, it may be worth it.
  8. Amber Route (€tbc): While I’ve enjoyed the app on iOS it is much too luck dependent; but the board game version looks to have made significant changes.
  9. Johari (€25): A low price, set collection and simultaneous action selection pushed this way up my wishlist; but I’m not sure it’s going to be that interesting to actually play – hence needing a demo.
  10. Versailles (€30): Yet another interesting looking family level worker placement game, but with the usual caveats – will it be interesting enough to stand out from the crowd? I have my doubts.

More details of all of these can be found on my Essen Geek List over at Board Game Geek. While I’d be totally remiss if I didn’t mention the fantastic Essen Geek Mini tool that helped me plough through all of this year’s releases.

Just behind those were: Deus, Planes, Essen 2013 the Game, The Battle at Kemble’s Cascade, Office 21 and League of Hackers. And then there was Ancient Terrible Things, Castles of Mad King Ludwig, Onward to Venus, The Golden Ages, La Isla, Ucho Krola

It’s going to be a long week!

6 Nimmt! (AKA Category 5): A four-sided game review

6 nimmt 20th6 Nimmt (also known as Category 5) is a light family/party card game for two to ten players (but generally considered best with four to six).

It’s lightweight (just 104 cards) and plays fast; it says 45 minutes, but as the scores are counted at the end of every short (5-10 minute) round you can play for as long as you like.

You should easily find it for less than £10 and don’t be put off if you can only find it in German; there is no text on the cards, gameplay is super simple and English rules are easily available.

6 Nimmt was originally published in 1994, so the latest edition (above) celebrates its 20th anniversary in print – what better time to review a game that has sold more than a million copies in Germany alone? It was created by Wolfgang Kramer and has enjoyed a string of offshoots (11 Nimmt, 6 Nimmt Junior and, oddly, The Walking Dead card game). The rest of my images are of a standard version.

Teaching

6 Nimmt is a very simple game to set up and teach. No matter the player number, the cards are shuffled and everyone is dealt 10 (cards are simply numbered 1-104, with each card additionally having a score value of 1-7 represented by a number of bulls heads).

6 Nimmt in playFour more cards are then turned over to start four rows in the centre of the table – cards remaining (if any) won’t be used that round.

On a turn, each player picks a card and these are flipped simultaneously. Starting with the lowest numbered card chosen, these are added to the most appropriate row – being the one with the closest number down from the card you played (so if the rows ended 33,68,79,92 – and you had played the 82 – it would have to go on the 79).

The trick is not to play either a card lower than is possible to add to a row (so in our example above, the 1 through 13) or the sixth card in any row. In either case you will have to pick up a row of cards, which are added to your score pile. The lowest score wins – so ideally you won’t pick up any cards at all, or at best ones with just one bull’s head.

And that’s that. A round lasts until all 10 cards have been played, then you score and go again. I’d be surprised if anyone took more than a third of a round to get the hang of it.

NOTE: There are several variants available, but I’ll just mention the 20th anniversary one here. The new edition comes with 10 extra cards, numbered 0.0 to 0.9. These can be placed after a number on any row you choose (so a 0.9 after the 17 becomes 17.9), as long as another 0. card isn’t already in that row (so it could still bite you in the ass).

The four sides

These are me, plus three fictitious amalgams drawn from observing my friends, and their respective quirks and play styles.

  • The writer: I enjoy a light filler and this has been around  for 20 years for good reason. There’s a lot of random, but crucially some tactics;  and it comes quickly, with the second game enough to get most people up to speed. And if it’s so random, why do I always finish in the first few placings?
  • The thinker: While I will play 6 Nimmt while chatting or waiting for the next ‘proper’ game, there’s little to no strategy here. Unfortunately player number doesn’t help; its hugely random at anything up to the high numbers, at which point it just gets tedious. A total luck-skill ratio fail.
  • The trasher: Sure this is crazy random and themeless, but with four to six players it has some brilliant ‘screw you’ moments. The only downside is you don’t know who you’ll be screwing – or if, even – you just know you’re safe as you have the perfect card (the next in a row to make that row five long). That’s a sweet feeling.
  • The dabbler: 6 Nimmt does what I want a little card game to do. It invokes laughter, can be taught in seconds and takes a good range of players – in age, experience and numbers. And all the while you can chat and be sociable; hell, you can even sit out of a round and not worry – the essence of what a ‘filler’ should be.

Key observations

6 Nimmt rules

All of the rules…

The most common complaint is 6 Nimmt! is totally random and chaotic. Some people genuinely go so far as to talk about flipping cards at random and ‘occasionally’ winning.

And there’s the flaw in that argument; you randomly flip but only occasionally win; so I guess the players who are playing properly usually win, kind of throwing that theory out the window? I’m not claiming this is rocket science, or even a light strategy game, but there are tactical decisions that bring the game above these insults.

The fact it’s ‘hit and miss’ in many groups is impossible to argue against, but what’s universally liked – especially when you have this big a player range? sure, gamers gravitate towards people with similar tastes; but based on the evening’s ‘big’ games, not the fillers. There are only a handful of games with higher average rankings in the light filler category.

Finally there’s the lack of theme; but 6 Nimmt! is unapologetically an abstract card game? Accusations of no theme could equally pointlessly be aimed at a standard deck of cards. If you do need theme, try the Walking Dead version (which adds character cards, as well as pasting pointless second rate zombie pics on the cards – enjoy).

Conclusion

6 Nimmt cards

You don’t want the 55 – the only card worth a nasty seven points

I’m a big fan of 6 Nimmt! I embrace the chaos, love the tension it can create around the table and love to watch everyone agonising over their decisions.

Sure, it can fall flat in the wrong company and the game isn’t for everyone – but what is? At under £10 and coming in a small box I’d suggest it’s worth the risk.

I rank it in the same category, and as highly, as For Sale and Love Letter. It’s a bit less fiddly than the former and there’s a bit more to it than the latter, while it lacks a little personality when compared to either – but for me it’s their equal.

I’ve linked to the anniversary version here and I’d certainly consider it. While I haven’t played the variant rules I really like the sound of them and even if they don’t work well you can simply leave those 10 cards out. If I were buying a new copy today I’d get the new one, but do bear in mind it costs a little extra; the original is available on Amazon and elsewhere.