What Makes a Good Board Game
When I was growing up my family played board games like Monopoly.  For the longest time that was what I thought all board games were like. Few  years ago a friend introduced me to Settlers of Catan and I learned  that board game could be more involved and strategic.
 I've been in an active board game group for three years now. Two of the  members are pretty avid collectors, so we play lots of different games. Over  this time and all these games, I've figured out the features I like in board  games. A lot of the really highly rated games are pretty low on my list. I  think the reviewers concentrate mostly on the strategy, but I find you need way  more than that to make a good game.
 The most important aspect of a game is the pieces. You  need a bunch of colorful pieces, wooden ones preferably. Carcassonne  has some of the best pieces. They are fun fiddle with while you are watching the  game. Most hard-core gamers think that pieces are irrelevant, but how often do  they actually play a Cheap-Ass game? Those games have the worst pieces and you  play them once then you are done with it.
 Another key part of a board games is the social aspect. So  many games just get this wrong. You need to have lots of communication, a few  things to bicker over, and not a lot of concentration time. I find the games we  come back to always have good social aspects. Recently we've been playing a lot  of Modern Art. This is a great game. People are always talking out loud  and kibitzing about strategy. The turn order is very important to the social  part of the game. Games where you spend a lot of time waiting for somebody to go  aren't fun. The person whose turn it is feels pressure and everyone else is  bored. Good games have turns where everyone is participating on each turn even  if it's not theirs.
 One bad thing that really wrecks an otherwise good game when the  game tends to end with king-maker situations. This is  where one player has to pick someone else to win. The always makes the game end  with a big let down. There are a couple good ways to get rid of king-maker  situations. Lots of games simply hide the score with a little randomness. Since  you don't know the score exactly, you can't pick the winner definitively. The  other good way we've found to get rid of king-maker situations to play two vs.  two. With only two teams, there aren't enough parties involved to have a  king-maker problem. We've found it's not too hard to slightly modify the scoring  of some games so they can be played two vs. two.
 And even though I've been bagging on it a little, strategy  is pretty important. If you have all the other elements, but the winner is  random, the game isn't fun. I think the trick is to have some interesting  game-play that doesn't involve too many numbers. Games with lots of numbers are  hard to play and really don't appeal to the non-engineers in our group. Bidding  is usually a pretty good mechanic because it's strategic without too many  numbers.
 

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