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"Relational Games" Options
Omni-Cheater
Posted: Tuesday, October 23, 2007 2:57:03 PM

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I just wanted to say that there really is a soft spot in my heart for relational games, and I'm wondering if others out there agree, or if I'm just a freak. Or maybe both.

I'm thinking about games that have an open-ended element to them, that all participants can choose to get involved with or not. For example, Scrabble is a multi-player game, but it's not open at all. You take your action, record your score and pass the turn. Monopoly, however, gives you the chance to trade or sell with other people, bribe people or form temporary alliences with them. That - to me - makes the game a lot more fun.

The ultimate open-ended game, as some of you may know already, is called Munchkin. It's a card game that simulates a very simple dungeon-crawl. It needs at least 3 people, but the fun goes way up if there's more. Everyone gets cards that allows them to pick on other people, or protect their friends. I've only played the game once, but I had so much fun doing it (I lost pretty badly, by the way) that I've been hoping to get in on another game someday. Magic: the Gathering is another of these games, but only if its multiplayer

These kinds of games frequently depend on someone's ability to either trust or distrust others. It helps to keep your word and it definitely helps to manipulate others. Strategies can be destroyed by a well-timed alliance, so sometimes I wonder if others are annoyed by relational games.

Are you?



Jeff Kendall

Play Hard. Cheat Well.
Valrus
Posted: Tuesday, October 23, 2007 4:17:43 PM

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I think they can be good and bad, depends on what kind of mood I'm in. Usually It can be lots of fun though, as long as everyone sees it as fun. I've seen people get upset when they feel they're being "picked on" a bit too much.

Munchkin is a great example, and even many complex games have this type of element, Sid Meier's Civilization comes to mind, and Risk.



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Cantor
Posted: Tuesday, October 23, 2007 4:56:43 PM

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Magic is one of those games where players feel 'picked on' if more than one of the other players opts to attack them. It's a rare Magic player who thinks that they deserve to be attacked. Sometimes a player will think they deserved it when they're obviously on top of the game. That player is usually too busy gloating about their board position to care about being the target.

Personally I love Munchkin and games like it where players can either compete or co-operate. Better yet, both. There's a reason they call it 'backstabbing' in that game.

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Orcasaurus
Posted: Tuesday, October 23, 2007 8:01:38 PM

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Risk is definatly on the top of the list for this type of game.   Alliances can be made and broken on everyturn.  Although if you are a known backstabber, there is a good chance it is going to come back and bite you, or other people are just going to team up on you and deal with other players later.





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jman5000
Posted: Tuesday, October 23, 2007 10:49:48 PM
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I love munchkin.  never ever get enough chances to play it... 

cheers,

J.

EmperorSteve
Posted: Wednesday, October 24, 2007 6:18:48 AM

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Woodenhead wrote:

Risk is definatly on the top of the list for this type of game.   Alliances can be made and broken on everyturn.  Although if you are a known backstabber, there is a good chance it is going to come back and bite you, or other people are just going to team up on you and deal with other players later.

Heh!  If you think Risk is a "backstabber" game then you haven't played Diplomacy.  Diplomacy is just as easy with the rules, but the game relies on player interaction and player backstabbing.  I think Diplomacy is the ultimate game in this category.

Although if there are people out there who really like Munchkin [like me... its tons of fun] try playing Talisman.  Its just as fun!

 



Steve



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Taklin
Posted: Wednesday, October 24, 2007 1:41:51 PM

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Omni-Gamer wrote:

These kinds of games frequently depend on someone's ability to either trust or distrust others. It helps to keep your word and it definitely helps to manipulate others. Strategies can be destroyed by a well-timed alliance, so sometimes I wonder if others are annoyed by relational games.

Are you?

Relational games can be really fun. My only sticking point is that I find that there is a trade-off in games between negotiating among other players (Diplomacy: checkers level rules, awsome backstabing) and playing your own resources really well (Chess/Go: very complicated play but you don't even have to talk to the other player really). My problem is that so many board games are made for that style of play (backstabing, alliances...) that there isn't enough depth for only two players (try two player Diplomacy ), so I find it really hard to find a good two player game (hence my use of Chess and Go as examples).



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davidtig
Posted: Wednesday, October 24, 2007 5:15:43 PM

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A 1-4 player game I've come to love is Ingenious. I'm still not sure how it works with One player, but the game has a solitaire variant to it. Okay, the rules aren't that complicated, but you can play with up to 4 players, and even at 2 players the game is really intriguing. I may do a review of it in the reviews section later, but the general gist (and the thing that stands it above other 2 player games) is that you have to get your lowest score (of 4 categories) higher than your opponents.

Puzzled? Confused?

Okay, I guess I have to review the game. I'll rely on boardgamegeek's review to relay the explanation:
The game is played on a hex board. 120 equally sized pieces, each consisting of two joined hexes come with the game. There are symbols on each hex that makes up the piece – some pieces have two identical symbols, some have two different symbols (not unlike dominoes). The pieces go into a cloth bag so that they get drawn randomly. Each player receives six pieces to start the game, which are placed onto a rack and visible to them alone.

The goal of the game is, through clever placement, to obtain points in the different symbol colours. Points are claimed by placing a piece such that the symbols on it lie next to already-placed pieces with the same symbol. Pieces are placed onto any open spaces. So, for example, if a player places a piece with a purple circle on it such that it sits next to an unbroken line of four other purple circles already on the board, then the player scores four purple points. A newly placed symbol can lie next to at most five individual rows of symbols.

Each player uses a scoring track to keep track of his points – one track for each colour going from 1 to 18. If a player reaches the 18th space with any colour, then he gets to call out “Genial!” (or just think it if he’s not an extrovert) and take another turn.

At the end of their turn, players draw as many tiles out of the bag as required to bring their rack back up to six.

The game ends when no more tiles can be placed onto the board. Now each player looks to see how many points they scored in the colour they scored the least in. Whoever has the most points in their least-scored colour is the winner. Simple.

The author of the game has also come up with solitaire and team play, in which two teams of two play with each player not being able to see his partner’s tiles.


The only complaint I had with this game is a relatively small one: the pieces tend to shift and move when you try to place them on the board. It would have been better to have had the board cut with slight indentations that you put your pieces into... but as I said, a small complaint, and one they fixed with Ingenious: Travel edition (which is only for 2 players).

I hope you give this game a try.

"Come my friends, 'tis not too late to seek a newer world." - Tennyson
Genesis423
Posted: Wednesday, June 06, 2012 1:29:28 AM

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Orcasaurus wrote:

Risk



That is all.

Funny quotes.
DeathsArmy wrote:

When did they add Space to 40K?
Oh my god, all my square bases are now round.
Lol



Tau OP
BinPanzerd
Posted: Wednesday, June 06, 2012 8:47:29 AM

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So who will play the card?

Fortune is most evil when she smiles.
--Boethius

michenerj
Posted: Wednesday, June 06, 2012 8:48:10 AM

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5 year old thread Is dead.

Vorpal_Nerf_Ball
Posted: Wednesday, June 06, 2012 10:44:53 AM

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Chaos in the Old World is a very Risk like game. I like how every God plays differently, which I think allows for a lot of replay value playing a different God.

I have this C'Thulu "card" game that really isn't a card game. Essentially, everyone is given a card detailing their role and depending on the amount of players(5-20 or so) 1 to 2 are cultists and the rest are villagers. In bigger games some people can take other roles like Seer, police etc. However, no one knows who is who and you have to find the cultists before they kill everyone. Kind of like Clue in a way, except you vote on who gets lynched every turn. No board though and you need a moderator. Would love to try it sometime. :)


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Genesis423
Posted: Wednesday, June 06, 2012 12:00:50 PM

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Choas seems like a interesting game.

Funny quotes.
DeathsArmy wrote:

When did they add Space to 40K?
Oh my god, all my square bases are now round.
Lol



Tau OP
BinPanzerd
Posted: Wednesday, June 06, 2012 12:11:29 PM

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I agree

Fortune is most evil when she smiles.
--Boethius

daniel_ream
Posted: Wednesday, June 06, 2012 1:07:26 PM

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Vorpal_Nerf_Ball wrote:
Kind of like Clue in a way, except you vote on who gets lynched every turn. No board though and you need a moderator. Would love to try it sometime. :)


This is a reskinned version of Are You a Werewolf?/The Werewolves of Miller's Hollow, which is itself a reskinned version of the regular old card game Mafia.

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Vorpal_Nerf_Ball
Posted: Thursday, June 07, 2012 10:33:14 AM

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Mafia is exactly what it is. I've never played but a friend of mine told me about it.

I bounce and cut off your head!
daniel_ream
Posted: Thursday, June 07, 2012 1:10:04 PM

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The thing to remember about Mafia/Werewolf is that it's a bluffing game, since you really don't have any information to go on.  I made the mistake of playing it at a party at university where everyone was a pure math undergrad; halfway through the game they started trying to model the decision-making process with Markov chains :facepalm:

Preparing: MSHAG, Task Force Zeta
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Interested in Trying: Dirty Secrets, HeroQuest2, Burning Wheel
Vorpal_Nerf_Ball
Posted: Thursday, June 07, 2012 1:20:09 PM

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See I would have turned into a real werewolf there.

I bounce and cut off your head!
Grey Eminence
Posted: Friday, June 08, 2012 6:37:52 PM
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"Republic of Rome"

You want to win, but at the same time you all have to ensure Romes survives.
The meat of the game is the politics.
Everyone is voting on who leads the troops to war, who is the governor of a province, who are the next Consuls.
And it all has implications for everyone.
You make make whatever deals you like.
And backstabbing can be subtle.

People are a renewable resource

Longshanks: Archers.
English Commander: I beg pardon, sire. Won't we hit our own troops?
Longshanks: Yes... but we'll hit theirs as well. We have reserves. Attack.


daniel_ream
Posted: Wednesday, June 13, 2012 2:34:50 PM

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I don't know that I'd call knifing the prosecutor in the ribs on his way to litigate against your senator at his corruption trial "subtle". ;-)

Preparing: MSHAG, Task Force Zeta
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Grey Eminence
Posted: Wednesday, June 13, 2012 6:45:31 PM
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"Can be" subtle.  Can also be blatant.

People are a renewable resource

Longshanks: Archers.
English Commander: I beg pardon, sire. Won't we hit our own troops?
Longshanks: Yes... but we'll hit theirs as well. We have reserves. Attack.


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