The Alexandrian

Archive for the ‘Board and Card Games’ category

Arkham Horror - Fantasy Flight GamesI’m a big fan of co-op games in general and, as I’ve mentioned in the past, I think they’re a great way to introduce new players to theme-rich boardgames.

One potential drawback to co-op games, however, is the “alpha-quarterback”: A single player that dominates the game by effectively making all of the strategic gameplay decisions. The alpha-quarterback might be the person most familiar with the game, a person with generally deeper strategic insight, or just a forceful personality. Whatever the case may be, however, the result is that only one person is really playing the game and everybody else at the table is reduced to being their pawn. (A related problem can also occur if four or five more experienced players are all collaborating as a collective “alpha-quarterback”, while one or two new players are effectively turned into spectators.)

In most cases, quarterbacking can be avoided through the simple expedience of the more experienced players simply choosing not to do it: Instead of making decisions for new players (“you should go fight that monster”), they can use their expertise to discuss the general strategic situation and then offer the new player a few options of actions that they might want to consider.

Because it’s generally possible for people to choose not to be jerks, a lot of people think that quarterbacking in co-op games is only a “people problem” that isn’t really relevant to game design itself. This, however, is an over-simplification: The problem with co-op games that are trivially quarterbacked is that they’re really solo problem-solving games that are masquerading as games for multiple players. (Pandemic is an excellent example of this type of game.) It’s like adding a rule to Solitaire saying that two players should alternate turns and then claiming that it’s a two-player game.

There’s nothing wrong with alternating-play Solitaire if everybody’s having fun, of course. But it’s not an ideal way to design a game even if an individual group doesn’t default to quarterbacking while playing it.

DESIGN SOLUTIONS FOR QUARTERBACKING

The solutions for quarterbacking are:

HIDDEN INFORMATION. (Which often doesn’t work because there’s no motivation not to share the information, but can at least create the impression that individuals are contributing by discussing the information they have access to. However, games like Hanabi make hidden information co-op work by making the hidden nature of the information integral to the game design.)

TACTICAL DEPTH. (In these games, groups may coordinate on a large-scale strategy but there’s enough tactical depth in each player’s execution of that strategy that individual players are still allowed to play the game even with aggressive quarterbacking happening in the same room. Arkham Horror, for example, does this with a fair amount of success: Quarterback all you want, but the individual players are still responsible for playing through their encounters.)

INCOMPLETE INFORMATION. (By hiding information from all of the players, decision points are turned into a gamble. A simple version would be a draw deck containing white and black cards: If a white card is drawn, certain actions will be advantageous. If a black card is drawn, a different set of actions will be advantageous. Players can offer input about which card they think it’s going to be, but nobody really knows and so it’s ultimately up to the current player to make the guess and determine which set of actions they should be attempting. Knizia’s Lord of the Rings, for example, does this with a stack of tiles that determine the pace and sequence of various horrible things. The shortcoming of this solution is that if the system is actually completely random, then the decisions are meaningless. And if it’s not completely random, then there’s a viable strategy and that stategy is still open to quarterbacking.)

TRAITOR MECHANICS. (These enforce the hidden information solution by providing a motivation for concealing information. Battlestar Galactica does this, for example.)

REAL-TIME PLAY. (These enforce the tactical depth solution by making it impossible for a single player to make all the decisions that need to be made within the time allowed. Space Alert and Escape: The Curse of the Temple are examples of this.)

Of these solutions, real-time play seems to be the only surefire solution to the quarterbacking problem. (Hidden information can be shared, tactical depth can still be micro-managed, incomplete information still lends itself to strategic quarterbacking, and a game with a traitor isn’t actually co-op). Other co-op games generally need to rely on a mixture of techniques to mitigate the quarterbacking problem (although exceptions like Hanabi do exist).

(It should also be noted that the “this is really just Solitaire, but you alternate turns” problem isn’t limited to co-op games. For example Dungeon Roller pretends to be a competitive game, but is really just two people playing solitaire and then comparing their scores.)

Ex-RPGNet Reviews – Go Wild!

October 17th, 2013

Tagline: A strong card game, reinforcing this line of family-oriented card games which made a name for itself with Twitch.

Go Wild! - Wizards of the CoastLast year Wizards of the Coast released a series of four family-oriented card games (in the tradition of Uno and Skip-Bo): Twitch, Pivot, Alpha Blitz, and Go Wild!. After reading about it in an RPGNet review I picked up Twitch and quickly became completely addicted to its fast-pace play style. On the strength of Twitch I ended up buying the other three games in this abbreviated line and have been slowly playing my way through them (in addition to Twitch I have also reviewed Pivot here on RPGNet – a review of Alpha Blitz will pop up whenever I get around to playing it).

So far I have been heartily impressed, and the games have readily taken their place alongside other family favorites, such as the aforementioned Uno and Skip-Bo.

Go Wild! is a trick-based game (like Hearts or Spades) designed for 2-6 players. There are six suits of cards – five colors and the wild cards. Each player is dealt twelve cards, which forms their hand. The game is played in a series of rounds, each of which is made up of three tricks. You win a trick by more cards of a particular color — which is determined by whoever leads the trick — than anybody else.

At this point it sounds like a pretty tame, typical game. You might as well pick up a copy of Hoyle’s. But this is where the designers throw you a curveball: You score a variable number of points depending on which trick in the round you win, plus, if you win the first trick of the round, you become the Wild One. Here’s how it works:

If you win the first trick of the round, you score 1 point. In addition, you become the Wild One (there’s a card included that identifies the Wild One). On the second trick you score 2 points, and on the third you score 3.

Here’s the cool bit: Only the Wild One can use wild cards.

In other words, the strategy of the game is not just to win the most tricks – but to choose a specific strategy which allows you to win. Do you toss out as many cards as possible on the first trick of the round in order to secure the Wild One? Or do you gamble a little bit and hope to pick up more points by winning the later tricks?

The most important question to be asked of games like this, however, is: Does the concept actually work in execution? The answer here is: Yes. Absolutely. Go Wild! is an excellent game, exploring a new and interesting variation upon the old trick-based card game concepts. In that sense, Go Wild! continues the strong tradition I found in Twitch and Pivot. Not only are these fun games, but they are extremely innovative.

The only serious problem I had with Go Wild! was the rule for who got to lead the first trick of the game: The youngest player. Okay, fine. Works all right the first time. But when you play two or three games in a row, it becomes a little frustrating for the same guy to always have that advantage.

I was most impressed by the fact that the game proved itself to actually by playable by two players. Most games listing 2-X players are “playable by two players” only in the sense that the rules work – the entire dynamic of playing is skewed by the presence of only two players. Because of the complex tactical consideration of Go Wild!, however, two players can easily challenge one another.

Of the games in this line, Twitch is undoubtedly the best (it’s guaranteed to consume hours and hours of your free time). That being said, Go Wild! will definitely be placed on my To Be Played shelf, and not my Been There, Done That shelf.

Style: 4
Substance: 4

Author: Grezegorz Rejchtman
Company/Publisher: Wizards of the Coast
Cost: $6.95
Page Count: n/a
ISBN: 1-57530-601-8

Originally Posted: 1999/10/23

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

RPGNet Review – Falling

August 15th, 2013

Tagline: Another excellent, if not so cheap, Cheapass Game.

Falling - James Ernest (Cheapass Games)Cheapass Games has created quite a reputation for itself. Producing games from the cheapest materials possible, they create highly affordable games with highly original premises. Almost all of their games have catchy titles and/or taglines, and their concepts are usually intriguing and amusing enough in their own right so that, even if the gameplay doesn’t catch your fancy, the product is still well worth the cost of entry.

And I say that as if their gameplay is usually poor. Quite the opposite is true – Cheapass Games doesn’t just have a reputation for their cheapness, they have a reputation for the high quality and playability of their game concepts. In short, Cheapass has ushered in a breath of fresh air to game design. Because they can produce games with such a low overhead they can experiment in many different directions very quickly, and with comparatively low risk. As a result you can see Cheapass play with and discard innovative game mechanics that other companies would be forced to milk for years, if they ever tried them in the first place.

Which brings us to Falling, an innovative and relatively unique card game. As with all of Cheapass Games’ products the first thing I heard about it was the tagline: “Everyone is falling, and the object is to hit the ground first. It’s not much of a goal, but it’s all you could think of on the way down.”

Instantly intrigued I surfed over to the Cheapass Games website and went digging around for more information. I came across an article written by James Ernest, the game’s designer and the driving force behind Cheapass Games, discussing some advanced tactics he had recently discovered… long after releasing the game.

I knew right then and there that I had to possess a copy of Falling. Most games, you understand, are like Sorry or Candyland — what little strategy and tactics there are in such games was known by the designers before the first playtest. It is the games which take on a life of their own, which have hidden complexities and dynamic interactions between their components which result in strategies and tactics which the designer never dreamed of, which are the very best games. Games like Chess and Diplomacy. If Falling was truly that type of game, and it contained the same type of powerful innovation found in other Cheapass Games, it was definitely packed with potential.

Unfortunately I couldn’t find Falling anywhere. I scanned the Cheapass racks (with their distinctive white envelopes) in, literally, half a dozen stores without any luck.

Why not? Because Falling is sold as a card pack, in one of those little cardboard boxes, on playing-card stock, for a price of $9.95. From Cheapass Games? What the heck?

Well, after playing the game it has become quickly apparent why this is the case. The cards simply have to be of a higher stock than your typical Cheapass game because, as the box says, Falling is a “frenetic” card game. Without the durability of an actual playing card, anyone owning Falling would quickly find themselves in need of a new deck.

So is this Cheapass Game worth a not-so-cheap price tag?

Hell, yeah.

THE RULES

Falling reminds me of another favorite game of mine, Twitch (from Wizards of the Coast and reviewed elsewhere on RPGNet). They’re both copyrighted for 1998 and therefore I won’t engage in pointless speculation as to which came first – it is far more likely a case of simultaneous inspiration (or drawing from some primal source with which I am wholly not familiar).

I say they remind me of each other, because both of them are “turn-less cardgames” – instead of following a set play order, like your typical card game, both Twitch and Falling feature simultaneous play by all the players at the table. No lazy downtime from these games (I actually managed to work up a hefty sweat while dealing for Falling).

In Twitch, simultaneity is accomplished because the basic mechanic of the game is determining the play order – the card one person plays determines who goes next, and if anyone else can play before that person can, then that person has to pick up the discard stack.

Falling, on the other hand, does it in a completely different fashion. One player is the dealer. Throughout the game all that the dealer does is deal cards, he doesn’t play at all. In fact, the dealer is dealing cards continuously throughout the game, proceeding sequentially from one player to the next. While the dealer deals, the players are all playing cards on themselves and against each other all at the same time.

Cool, huh?

In an unmodified situation (such as the very beginning of the game), each player starts with a single “stack” of cards. The dealer will deal one card to each player’s stack, and then move onto the next player (remember, once he starts dealing, he deals continuously). As the players receive cards, they can pick up one card at a time (and only the card on the top of a stack), which they can play on themselves or on another player.

As cards are played, however, things will change very quickly. The main mechanic in Falling are cards known as “riders”. Essentially, a rider informs the dealer how to deal to a player. There are three types of riders:

Split. A split card tells the dealer to start a new stack for the player (so he would deal one card to the existing stack, and then deal a second card to start a second stack). On subsequent turns, the dealer will deal one card to each stack (however, a player can get rid of a stack if he can play through all the cards in that stack before the dealer returns to him – a dealer only has to deal to stacks he can “see”, unless there are no stacks present in which case he automatically creates one).

Hit. A hit card tells the dealer to deal an additional card to each of the player’s stacks.

Skip. A skip card tells the dealer not to deal to that player this time around.

A player can only have one rider on them at a time. The dealer picks up the rider when he finishes its instruction (so a rider is only in effect for one turn).

In addition to the riders there are also “action” cards, which can be used to manipulate the riders in various ways:

Stop. A stop card destroys the rider. Put the rider in the discard pile, along with the stop pile.

Push. A push card takes a rider which has been played on you, and “pushes” it onto another player.

Grab. A grab card takes a rider which has been played on someone else, and “grabs” it – applying the rider to yourself.

Finally there are the Ground cards, which are placed at the bottom of the deck before the deal begins. If you are dealt a ground card you have hit the ground and are out of the game. The only way to avoid this is to “Stop” the ground card as soon as it is played (in which case it is placed back in the deck by the dealer). Because the ground cards are all grouped together once they start coming out it is generally useful to “Skip” your turn and to “Hit” other people (since having them dealt more cards makes it less likely that they can avoid the ground cards or stop them effectively).

There are a couple of extras (including, ironically, the “Extra” cards) – but that’s the core of the game.

DOES IT WORK?

Yes. Absolutely, positively. We had a rough start-up, since we had several neophytes who couldn’t quite get their heads around the “simultaneous play” portions of the game, but after a few trial runs (during which the dealer dealt very slowly and stopped often so that people could ponder how the game worked) we were able to quickly vamp things up to speed.

And at that point the game rocked. Just like Twitch people became speed demons around that table.

One thing we found of particular interest, though, was the differences in gameplay based on the speed of the dealer. We had a couple of very methodical dealers, who would deal at a steady, even pace. This allowed a bit more of personal reserve and tactical consideration. On the other hand, the speed demon dealers – who would race around the table as quickly as possible – inspired a rapid-response style of play in which you did your best to disadvantage the other players while keeping your disadvantage as limited as possible.

IS IT FUN?

Falling - James Ernest (Paizo Publishing)You’re kidding, right?

I have a very large shelf of games (which, coincidentally, is coming to be dominated more and more by Cheapass Games). However, there is a small, select handful which get played time and time again. After one short evening of play, Falling has joined that select list. It is fun, it is engaging, and it is captivating. We were playing at a sizeable family gathering, and our initially small group had soon maxed out my deck many times over. Falling was drawing people to it from across the room.

So get out there. Scour your store for it (it may very well be in the last place you look, as it was for me). Buy it. You won’t regret it.

Style: 5
Substance: 5

Author: James Ernest
Company/Publisher: Cheapass Games
Cost: $9.95
Page Count: n/a
ISBN: n/a

Originally Posted: 1999/08/16

I absolutely adore real-time card games. They are so much fun! Unfortunately, most of the people in my immediate circle of gamers are completely disinterested and I almost never get to play them any more. They also seem to have fallen out of fashion. It makes me all frowny-faced.

It should be noted that Paizo reissued this game. I don’t own the new version, but my understanding is that the rules have not been changed and the only difference is that the game has been re-themed to feature Paizo’s crazy goblins.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Little Dead Riding Hood is a cute little game where little girls wearing multi-hued hoods and wielding high caliber glocks race their way to granny’s house through werewolf-infested woods.

The game has, for all intents and purposes, been universally panned. The reason for this is simple: The rulebook is very bad.

Actually, let me be clear here: The use of the word “bad” here is completely inadequate. It’s like saying, “The Earth is bigger than a basketball.” It’s technically true, but completely misleading in its lack of scale. It needs to be understood that the rulebook for Little Dead Riding Hood is simply dire: It includes two different sequences of play which contradict each other. It has inconsistent use of terminology. It has an illustrative “board explanation” which contradicts the written rules. And, to provide the cherry on top, a significant number of common game play scenarios can’t be resolved using the rules as written. It’s a twisted and essentially unplayable mess.

BUT…

… there’s actually a pretty fun little game in there.

Once you muddle your way through the rulebook’s morass the game actually proves to be interesting, clever, and dynamic with some unique ideas lurking under the hood. (Pardon the pun.)

So I decided to write a revised version of the rulebook in an effort to both clarify the rules as written and also supplement them as necessary in order to resolve key mechanical problems. Hopefully the result will be to make the game both easier to learn and more enjoyable to play.

The revised rulebook does NOT include the clarifications of how specific helpers and cards are resolved. You should reference the original rulebook for that information.

You can also download this file at Boardgame Geek. (You can also find the original rulebook there if you’d like to compare them.)

Little Dead Riding Hood - Twilight Creations, Inc.

Revised Rulebook (PDF)

Arkham Horror - Fantasy Flight GamesI’m fairly blessed with good fortune when it comes to having people to play games with. My work in theater serves to introduce me to a constant procession of intelligent, creative, wonderful people. (This carries with it the associated curse that it can often be hard to actually find time to hang out with all these intelligent, creative, and wonderful people when you’re all on mutually incompatible show schedules. But as curses go, that one’s not so bad in the grand scheme of things.

Intelligent, creative, and wonderful people make for excellent gaming compatriots. And, as a result, I frequently find myself in the position of needing to introduce new people to the sort of games that aren’t Monopoly, Trivial Pursuit, or Pictionary. (Although I’ll often discover that a lot of these people were already dedicated gamers or used to be gamers and would love to be again; I just had no idea until I broached the subject. How many people do you know that you could be gaming with if you just talked to them about it?) Over years of experimentation, I have found that there are effective ways of doing this and less-than-effective ways of doing this.

PICKING A GAME

What I’m specifically going to be talking about today is introducing people to nontraditional, theme-rich boardgames. (Introducing new players to roleplaying games is a different, albeit similar process.) So which game should you use? In my opinion, there are three key factors to consider:

(1) Find a game with a theme that appeals to the new player.

This is pretty basic and should be fairly self-evident. If they like science fiction, introduce them a science fiction game. If they like Victorian London, introduce them to a Jack the Ripper game. And so forth.

(2) Know the game well and practice your introductory spiel.

Don’t try to learn a new game at the same time you’re teaching it to a new player. Study the game and know it well. You need to be completely comfortable with it so that you can quickly answer any questions they might have about game play without delaying to look it up in the rulebook. Your introductory spiel for the game, on the other hand, is the real lynchpin for successfully introducing people to the game. We’ll be delving into that in just a minute.

(3) Co-op games are generally a better way of introducing people to non-traditional gaming.

The advantage of a co-op game is that it’s not necessary for a new player to understand every tactical nuance of the rules: You can introduce the more nitpicky depths of the rules during play without prejudice. (In a competitive game, by contrast, a player needs to basically understand all the rules in all their variations because otherwise they can’t actually compete: It’s not fair for you to suddenly reveal that Queens can move in any direction half-way through a game of Chess. A lot of non-traditional competitive games also feature hidden components, which can make it more difficult or impossible for you to coach new players mid-game.)

All of this is only true, however, if you make sure the new players are included in the decision-making process of the co-op game. If you’ve got a table that defaults towards alpha-quarterbacking (in which the most experienced player makes all the decisions), then virtually all co-op games suck in general and completely suck for new players.

THE INTRODUCTORY SPIEL

For most of the co-op game sin my collection — Arkham Horror, Betrayal at House on the Hill, Knizia’s Lord of the Rings, Level 7: Escape, etc. — I’ve therefore perfected a presentation of the basic rules for the game which generally takes no more than 5 minutes. As an example of this, let’s consider Arkham Horror. (And I’m picking Arkham Horror specifically because I recognize most people would consider it impossibly complex for new players. Whereas, with this approach, I’ve actually found it ideal for introducing new players to theme-rich games.)

Here’s what my introductory spiel looks like. Some of this is visual or physical, so in this text-based format you might need to already be familiar with the game to really follow what I’m talking about. (Fortunately, I’m not actually trying to teach you Arkham Horror; I’m trying to demonstrate how you can break a game down and efficiently present its core components in a way that will easily make sense to new players.)

Arkham Horror -- Street and Location

Welcome to 1920’s Arkham. (point to the board) These are locations and these are streets areas. You can move between these areas by following the lines.

Arkham Horror - Character Sheet - DeftCow @ DeviantArt

This is your character sheet. At the bottom you’ll see your skills: You can see that each set of skills is paired (Fight and Sneak, Lore and Will, Speed and Luck). You’ll use these sliders to indicate your current level in each skill, trading one against the other. During play, you’ll be able to adjust these values but you can pick you initial value for each skill pair right now. I recommend values in the middle of each range because you don’t really know what you’ll be facing right off the bat.

Note: If you can, get them “hands on” with the game right away. Arkham Horror is great for this because the skill sliders are easy to contextualize and allow the new player to make a meaningful decision less than 30 seconds into your spiel.

Arkham Horror Dice

You’ll use your skills to make checks. To make a check, you roll a number of dice equal to your skill. 5’s and 6’s are successes. So, for example (roll the dice) on this roll I’ve scored two successes. Generally you just need to score one success in order to succeed on the check, although some checks may be more difficult.

Note: In your spiel you want to drive quickly to the core mechanic and then build up the rest of the game around it. As much as possible you want to avoid saying “I’ll explain that in a minute”. Instead, you want to introduce all the concepts necessary to understand a mechanic before you need to describe that mechanic. This isn’t always possible, of course, but it’s a good goal to strive for because it makes it easier for the new player to build a coherent understanding of how the game works.

Your character also has a special ability, which is described right on your characters sheet.

Note: At this point, I’ll use those special abilities to discuss whatever rules are involved with them. For example, Charlie Kane has an ability related to drawing allies, so I’ll show them the ally cards and point to Ma’s Boarding House on the board. This is useful because it’s personalized and it gives them something concrete to focus on.

The game is broken down into turns. Each turn is broken down into five phases. During each phase, everyone will take their action for that phase in order starting with the first player. Once everyone has gone, we go onto the next phase. Once all the phases are done, the first player token will move to the next player and we’ll start the next turn.

Arkham Horror - Ancient One

This is our Ancient One: She’s trying to break through into this world and destroy everything. Our job is to stop her.

Note: At this point, I’ll sometimes grab a Call of Cthulhu manual and read the pertinent descriptive text for the Ancient One. It takes a little extra time, but it can help to draw players unfamiliar with Lovecraft into the Mythos.

Arkham Horror - Other Worlds

During the game, gates will open between Arkham locations and the Other Worlds. We’ll need to jump through these gates, journey through the Other World, and then close the gates. When we do that, we’ll collect a gate trophy.

There are three ways to win: When we close a gate, we can spend five of these clue tokens to seal it. If we seal six gates, we win. That’s the easiest way to win. Alternatively, if we can close all the gates on the board and we collectively have a number of gate trophies equal to the number of players we win. Finally, if all else fail and the Ancient One awakens, we’ll have a chance to fight them in a final combat. But that’s painful and difficult, so what it really boils down to is that we want to seal gates.

SAMPLE TURN

At this point, the opening spiel is done: Short and simple. The introduction isn’t quite over yet, but at this point we can start actually playing the game while the explanations continue through a sample turn.

Note that the progression to the sample turn only works if the introductory spiel has conveyed enough of the game’s core structure that the players can understand exactly what’s happening during each turn (and why it’s happening). To put it another way, the new player has to be able to make meaningful decisions about the game.

For example, if you were teaching someone Chess and all you did was show them how each piece moves the new player would be able to select a piece on their turn and move it. But they would still lack the understanding necessary to make a meaningful decision about which piece to move and why to move it. (On the other hand, making a meaningful decision doesn’t necessarily mean understanding the deep strategies of the game. A new Chess player who knows that the goal is to put the opponent’s King in check has enough information to make meaningful decisions. They don’t need to know the difference between a King’s Gambit and a Queen’s Gambit.)

In Arkham Horror you can actually blend the transition between spiel and sample turn a little bit because the last phase of set-up is drawing and resolving a Mythos card (which also happens during play). So let’s draw a hypothetical card now and continue:

Arkham Horror - Mythos Card

(1) Open a gate. We’ll draw a gate token and place it face-up at the location shown on the Mythos card. This gate leads to a specific Other World. (point to that Other World) Whenever a new gate opens, we add a doom token to the Ancient One’s doom track. The Ancient One will awaken when their doom track is full.

(2) Spawn monster. The other thing that happens when a gate opens is that a monster spawns and comes out through the gate. We draw a monster token from this bag over here and place it on the gate.

Note: At this point you might take the time to discuss how you fight monsters. But you can usually wait for that.

(3) Place clue. Next we place a clue token at the location given on the Mythos card. You can pick up all the clue tokens in a location by ending your movement phase on the location. Like we talked about before, you can use five clue tokens to seal a gate. You can also use a clue token to roll one additional die on a skill check.

Note: I use this opportunity to reinforce the basic goal and strategy of the game (“sealing gates”). I might also take the opportunity here to roll another sample check (“For example, if Laura were to make a Lore check she would roll three dice…”) and then demonstrate how a clue token could be used. Finding ways to reinforce/repeat key mechanics, goals, and basic strategies is useful.

(4) Move monsters. If a monster’s symbol appears on the Mythos card, it moves one space following the arrow with a matching color. (For example, on this card hexagon monsters would move along the white arrow.)

(5) Activate Mythos ability. Read the card text aloud. Do whatever it says.

WRAPPING IT UP

And now you’re in the home stretch: Simply walk through the first couple of turns step by step, breaking down each action for the new players. By the end of the second turn, the new players will basically be completely up to speed and fully engaged.

As a final note: You should never tell a new player in a co-op game what they should do. Instead, discuss the strategic situation in the game and present them with options. Let them make meaningful choices. Let them actually play the game.

For example, in Arkham Horror on their first turn might ask, “What should I do?” Don’t tell them something specific like, “Go get that clue token.” Instead discuss broad strategic considerations: “Well, at this point in the game we need to have one or two people collecting five clue tokens each so that they can jump through gates and close them. We also need somebody to fight the monsters to help us keep the board clear for movement. It can also be useful to get $5 and go shopping for an Elder Sign at the Curiositie Shop — that’s an item that will let us automatically seal a gate.” If they decide they want to collect clue tokens and still want more guidance, try to still present them with multiple tactical options: For example, you could show them three different locations that they could move to in order to pick up a clue token and then let them decide which one they want to go to.

For Arkham Horror, I’d also recommend the Arkham Companion app for Android devices. It’s compatible with all of the expansions and completely automates Arkham location and Other World location cards, which massively declutters the table and simplifies game flow. You can read all about it on the FFG forums and you can grab it from either Google Play or Dropbox.

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