Earlier quoted context omitted.
Monopoly only drags on for hours if you play by silly house rules like $400 for landing on Go, money for landing on Free Parking, or not requiring an auction when passing on purchasing a property. All of these common house rules artificially extend the game by either injecting cash into the game or slowing the acquisition of property. A vanilla game of 4 player monopoly should take no more than an hour.
To me the problem with Monopoly isn't just that it takes forever, but that you can get into a commanding position early and spend most of the game slowly bleeding your opponents to death one by one. Monopoly is a game to resent people over.
The Man Who Built Catan
101–110 of 113 posts
Re: The Man Who Built Catan
#102Earlier quoted context omitted.
If you like Catan, check out one of the apps for Android/iPhone that uses an algorithm to make the basic setup more fair. I tried one for Android a few times and it was always a close call. The game was much more engaging for players that have a bad start than if you set up the game in the proposed fashion. Usually, the algorithms do stuff like: - if there's a 6 and 8 next to each other, the third field is always a 2…
> - if there's a 6 and 8 next to each other, the third field is always a 2 or 12 At least in the version of the game that I own, if you follow the prescribed setup rules, there can never be an adjacent 6 and 8. The terrain tiles are randomized, but the placement of the numbers on the tiles is deterministic, and results in a spatially uniform distribution of the high-yield numbers.
Not quite; the random placement of the desert tiles affects it, and you choose at random where to begin placing. That said, its still impossible for there to be adjacent 6s/8s.
Re: The Man Who Built Catan
#103My friends and I just got into Catan and it's really great. We used to play a ton of FIFA and Madden when we were together, now it's always "who wants to settle?". It really is a great game because it can't be completely beaten like Monopoly can and there is no best strategy that we've found. I play totally differently than my friends and we all win sometimes. I also love the social aspects of trading and the robber.…
Catan got really popular when I was in college, and I noticed a distinctly different playstyle among the "normal" groups of friends I had and the ones that came from the Economics department. A lot of people never think to do things like: - Pay the robber to rob someone else - Ask the robber what card he wants to take from you, and if it's something you're willing to give up just show him which card it is in your han…
Re: The Man Who Built Catan
#104Re: The Man Who Built Catan
#105Earlier quoted context omitted.
I'd argue that Catan is much less complex monopoly. Just that most people learn monopoly at a very young age so they never notice the complexity. Monopoly's rules are 6 pages of pure text. Catan's rules are 4 pages with some illustration. I don't understand at all why monopoly is the universal board game that every kid learns. It's a horrible game that drags on for hours. Even though I don't particular care for Catan…
I'll disagree with the Catan-is-less-complicated. For one thing, Monopoly builds on the familiar roll-and-move mechanic. For another, Catan's setup process is hellishly complex. Maybe if you bought the Family Edition (where you can't customize the board), then Catan is simpler, but otherwise? Catan's manual is short because it's excessively terse. I've never seen anybody successfully learn Catan from the instruction…
Re: The Man Who Built Catan
#106The great thing about Catan is how it's a wedge. It's a gateway drug into the world of modern boardgames (I don't say Eurogames because there's some fantastic Ameritrash). People who play Catan are then amicable to try out other fun great games like Ticket To Ride and Small World.
Re: The Man Who Built Catan
#107The great thing about Catan is how it's a wedge. It's a gateway drug into the world of modern boardgames (I don't say Eurogames because there's some fantastic Ameritrash). People who play Catan are then amicable to try out other fun great games like Ticket To Ride and Small World.
Is "Ameritrash" supposed to be a positive or negative labeling?
Re: The Man Who Built Catan
#108The great thing about Catan is how it's a wedge. It's a gateway drug into the world of modern boardgames (I don't say Eurogames because there's some fantastic Ameritrash). People who play Catan are then amicable to try out other fun great games like Ticket To Ride and Small World.
I thought the distinction between "Eurogames" and "Ameritrash" had more to do with design style than actual nationality.
Re: The Man Who Built Catan
#109Catan was my first German-style board game[0]. I've since "graduated" on to more complicated games, so I rarely play it anymore, but I find that it's an effective "gateway" German-style board game. Almost all of my friends who have played it love it, and have gone on to try (and enjoy) other German-style games. Catan is nice because it's sufficiently more complex (and well-designed) than Monopoly so as to be interest…
The problem with Puerto Rico is that there is often only one optimal move -- and sometimes that optimal move doesn't do anything for you, it only spoils someone else's strategy.
It's like chess or go in that you need to keep careful tabs on your opponent, but can be played with 3-5 players.
Re: The Man Who Built Catan
#110Earlier quoted context omitted.
I certainly wouldn't deny it. I'd much rather play Catan than most games, anyway.
I created a card game (Ambition) to unify the German aesthetic and the trick-taking genre, which turned out to be hard to do. The problem is that it still has too much luck (dealt hands) to appeal to the German-style crowd, but it's too complex for the people who enjoy card games for simplicity [0] (e.g. Hearts, Poker). So it's kinda "between worlds". I feel like Catan might suffer that if it came out today, even tho…
Well it depends, when there are dealt hands, we usually do some kind of drafting with my group (even when it's specifically written in the rules) because it helps dealing with the randomness factor a lot, while still providing the added re-playability that cards add in a game (and other random factors, like dices - for example in Myrmes, where they determine events that are common to all the players).
Agrikola for example features a LOT of cards which add an incredible depth to the game, and drafting allows you to carefully prepare your combos and make sure that you don't get too many or too few good cards. There's randomness in the way the Agrikola board is setup as well, so overall there's a lot of replay value with that game. For me it's one of the greatest example of modern German-style games.
(I mentioned Race for the Galaxy earlier, and it's a card game only, but there's a ton of strategy within it, and drafting + using the provided starting worlds helps mitigating the randomness out of it. (A few patch to the rules can be used as well for experienced players). Sometimes you'll be a bit lucky or unlucky, but the upside is that with experienced players, games are short and luck averages out quickly.)
> I like German games a lot but I'm not a fan of the "if it has dice or cards, it's not worth playing" mentality that I sometimes see. Games have a variety of social purposes. Sometimes I want to play something like Cards Against Humanity and sometimes I want to play Tigris and Euphrates. Ain't nothing wrong with that. (I do get annoyed with the people who only want to play Texas Hold 'em, though.)
I completely agree.