Tobold's Blog
Friday, November 29, 2024
 
PvP as easy mode for board games

I was playing Endeavor: Deep Sea this week at my board game night, one of the "hot" games at the Essen Spiel. When starting this game, you are given the option of whether you want to play it competitively or cooperatively. We played in cooperative mode, and that turned out to be a lot harder. You see, in the typical Euro board game in which you win by collecting the most victory points, there is no fail condition. Somebody always has the most points, even if he played badly, he just has to play relatively less badly than the others.

In cooperative mode in Endeavor you have 7 goals, and need to fulfill at least 4 of them for the most minor of victories. We barely just managed that. That made the game a lot more interesting. In cooperative mode there are goal cards and crisis cards that aren't even used in competitive play. The cooperative mode also leads to more player interaction, trying to coordinate to reach goals, which is absent in the competitive mode.

I think the addition of the cooperative mode to this board game was a really good idea. There are now far too many games in which every player collects points for himself in silence. Sometimes there is little interaction on the board, which turns the experience into a fully "multiplayer solo" game. But being with other people, in real life and around a table, in my opinion is one of attractions of playing a board game rather than a video game. It is good if the game somehow forces players to talk to each other.

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Comments:
This is actually very true and triggered me - we play a lot of Terraforming Mars, always "as intended". I know it has a single-player mode, but I think that should lend itself quite easily to do as a cooperative game as well! You'd have to make some minor changes. I wonder if the maker will come up with this at some point!
 
Well in TM, the single player goal IIRC is to complete the terraforming by turn X. You could make that the goal in multi-player too. But I played 2 (competitive, non-advanced) 5-player games of TM just last week, and both were over on turn 7. That doesn't give a lot of leeway for setting an appropriate goal, it would literally have to be turn 6. It would probably work better in advanced mode, which takes longer. A lot more cards would become bad/useless (VPs), as well as mechanics like the Awards and Milestones without much more tweaking.
 
Thanks for brainstorming! Perhaps an easy way is to do it differently: finish the game on or before turn 8 with a minimum of (say) 800 points combined. As an extra action, you are allowed to trade one card with another player at the start of your turn. That would encourage people to optimize and specialize during the game.
 
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