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Why do you replay your favourite games so often?

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Dravvin
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What makes your favourite games favourite?

Is it the mechanics? The variability? The story? The theme? Something else?

I like a game with a visible theme which helps me get more involved with the game but I think variety of game play is the most important thing.

Although I play party type games quite regularly (they are simpler for the highly casual board game friends I have!) the ones I tend to play with my husband seem to have good game play variety and generally a science theme. I also much prefer coop games.

What's important to you?

X3M
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I like strategy, tactics,

I like strategy, tactics, planning and management. I also like to do hidden stuff, IF I am against another player.
I don't like gambling. Nor do I like determinism or puzzles for a game. But a small risk is nice to have.

As for theme's. A complete new world is my favourite. Where a certain odd part is explained in detail and logic. A story is great, especially when the setting is placed and the problems start later on.

I hate solitaire games. Or the AI has to be good.
I don't like 1 v 1 games, once one player gets the upper hand, these games are not played any more. But coop are the best with at least 2 players.
3 or more players is what I prefer. Because then 2 on 1 is possible if that one player is too strong.

More importantly, I am an advocate of helping a weaker player. Thus if one player falls behind, some help is appreciated towards that player.

If a game has dis-functional parts. I don't like that game in particular. Every aspect has to have it's use.

Squinshee
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I prefer competitive games

I prefer competitive games that balance depth, interaction, complexity, and simplicity equally. Games with quick setup, that start simple and progress dynamically, with a focus on developing and trying new tactics. 1v1 asymmetrical are my jam. No dice (or incredibly inventive use of dice – Seasons always comes to mind, even though that game is too Solitaire-y).

Theme is great, but I love when a card's mechanics match the art. Makes it feel complete.

let-off studios
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Incan Gold, AKA -Stay or Go!-

My current favourite game to play with others is Incan Gold. It's easy to teach to someone new (even those new to tabletop games), the theme is accessible, and the seemingly simple choice you make has HUGE, dramatic consequences. It's a game where everyone is involved and even when there's a runaway leader no one really feels so bad about it since it's a game that's still captivating while obviously so dependent on luck of the draw.

"Stay or Go!" is the unofficial name of Incan Gold, as we eventually chant, "Stay or go...Stay or go..." when we start round 3 or so.

The game is brilliantly realized, and it's some of the most fun I've ever had with board games.

let-off studios
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...And Machi Koro

I've also become fond of Machi Koro for many of the same reasons. It has more complexity and seems a good opener to deck-building mechanics. And the game is mostly about a highly-abstracted process of acquiring stuff and a neutral theme like town- and city-building, so it's attractive to a wide audience. Very similar to The Sims and even Katamari Damacy, and I think it caters to the same demographic.

Gabe
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It's all about the

It's all about the experience. I don't necessarily have a favorite mechanic or theme; I love or hate a game based on what kind of experience it creates.

Over_Thinker
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I enjoy replaying games that

I enjoy replaying games that have multiple strategies and which the game can force you to rethink strategies mid game due changes from either the board or other players. Games that require me to think a lot are the best for replaying.

Dravvin
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I find games with a long

I find games with a long setup time and complex rules quite off putting.

Now we have a 9m daughter finding the to sit quietly and read and absorb the rules is almost non existent! Plus I hate having to keep referring to the manual during the game. It destroys the flow.

Games which are quick to setup and easy to remember suits is quite well and bright colours helps keep our daughter engaged!

The Professor
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Immersive Play

Whether it's a strategic-level wargame or a game involving my Investigator racing around a fictional town sealing gates, it must be immersive.

I can't use a specific mechanic to serve as that which will get me to the table. For instance, Worker Placement: I receive absolutely no enjoyment from Caverna, but love Viticulture. 4X: I find TI3 ponderous, but enjoy Scythe.

My Top 5 games are all immersive experiences (to borrow Gabe's word) which return to the Gaming Table with much greater frequency than any others in the collection.

Cheers,
Joe

Zag24
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Dominion

Without a close second, the game I play the most is Dominion. It has these aspects, which make it a greatly replayable game. These are not in any particular order.

One game takes just under an hour. (I play at lunch at work a lot.)

The basic mechanics are easy to learn.

Every game is different. Even once you know all the cards (I do) then a new game offers a new combination that requires you to figure out a new strategy. The cards are well designed so that the best strategy will usually be a combination of cards, as opposed to a single-card based strategy, so those combinations are important.

Some cards seem to be of little use by themselves, but work amazingly in combination. (Example: Rats and Apprentice and a cheap +buy card.)

Excellent balance of skill and luck -- about 75/25.

Excellent balance of strategy and tactics -- about 70/30. (The correct value for this balance is more opinion-based than the others in this list. This is a perfect balance *for me* but others might prefer a game to be more or less strategic than this. OTOH, TransAmerica is probably 40/60 and I love that game, too.)

Usually a good balance of player interaction vs. players working on their own strategy. However, with some card sets, Dominion is properly criticized for being just "four-player solitaire." This is probably the biggest point against Dominion, but I can recognize those games before we start, so we just re-run the randomizer and skip those. Puzzle Strike is a similarish game to Dominion but has more interaction built into the base mechanic. I don't like it as much, though, because it doesn't hit as perfectly on some of these other elements.

Even with a given set of cards, there are usually multiple viable strategies. Your best strategy is somewhat influenced by luck and somewhat influenced by what it looks like your opponents' strategies will be, so it is important to be flexible, but not so flexible that you have no direction.

There is excellent decision tension, but almost never enough to cause analysis paralysis. This is achieved by giving the player frequent occasions to make a choice, but relatively few choices to pick from at any one time. (This point might be the most important one in this list.)

In every game there is a clear transition: You go from building your engine to exercising it to earn victory points. Knowing when to make this transition is an important strategic choice.

Dravvin
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Very thorough analysis

Very thorough analysis Zag!!

I thin I concur - shorter games definitely get more play in our household, most due to lack of time. It's easy to squeeze in a game that lasts less than an hour but not so easy to fit in a 2+ hour game! Particularly when our little gamer also wants to join in - turns take twice as long!

Willem Verheij
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My collection is still small.

My collection is still small. For now Lords of Waterdeep, A Touch of Evil and Fortune and Glory are my favorites.

A strong theme is definatly something that draws me in. It can make a boardgame a true work of art to look at.
I tend to be disappointed by games that have amazing and imaginative box art, but the actual game components looking very basic and simplistic.

Of course it needs to be combined with fun gameplay though, that is a mixture of strategy so that decisions matter, and a bit of luck to keep a random factor in it.

Replayability is important too, I like it when games are different each time.

Lords of Waterdeep remains reasonably similar I suppose, but the starting quests are random as well as the intrigue cards and your lord will be different too so thats different enough for me. Different buildings available too.

But Fortune and Glory is far more different even. The rules are more complicated too and require the occasional peek at the manual but I know the rules quite well by now.
There's 12 heroes to choose from which all play differently, the treasures and their locations are random, the danger deck is quite big since I have the card expansions which also adds deadly tests that are harder to pass.
Can also play it coöperatively against a vile organisation, and competitively with or without a vile organisation.
Each vile organisation also makes for a very different experience.
So yeah, lots of replayability. I wish I could play this game more often.

A touch of Evil might possibly be even more varied. Also requires the occasional peek at the manual but most things do speak for themselves.
This one I have complete with all expansions.
Which makes for 24 heroes to choose from, 14 villains to hunt down and fight, three linked game boards of which the expansion boards are optional, each location having their own unique deck of cards to draw and many decks being quite big due to all card expansions.

I greatly admire flying frog for putting together such wonderfull thematic games, and I am aiming to make a somewhat similar experience, but less complicated, and many changes to suit it more to my taste and the fantasy theme I am going for.

mongoosedog
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Not counting competitive

Not counting competitive games, that speaks for it's self. I have a large weekly group that meets at my house. They really determine what we play and if things get replayed.

We can range from 4 to 10 people. Normally 6-8. We also have varying taste, but will play out side of our comfort zone which helps. We have a few that like RPGs, some that like Euros, and Some Ameritrash guys.

As to what makes my favorite game, I would say it is 75% mechanics, 25% theme.

I am starting to like games that are more streamlined and tight. I don't set down to games as much if they have a huge rule book, 10 decks of cards, dice, etc. I don't want to be jumping all over a rule book while playing trying to find an obscure rule for an odd situation.

Lately we have been splitting up into 2 groups and that really helps. We choose a couple games and let people pick where they want to be. This has allowed me to get out games I like a lot more.

Also I am more apt to replay a game that most people like as opposed to games that I like.

d.walkabout
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Great Story/Theme and easy gameplay

Some games just land in that perfect nexus of great story, exceptional production, and fun to play. "Battle for Middle Earth 2", "Homeworld 2", and Ratchet & Clank 2" (got a thing for sequels I didn't realize...), "Mass Effect 2" all killed it in my book and I played through each over half a dozen times.
Each one just had such great production value I could write a thesis on why each one dominates their predecessors.
"Rune Wars" and "Elder Signs" too have great narratives and are fun to play while demanding a good deal of strategic thinking. I guess about all these games is that there is a level of strategy to each (maybe not so much R&C - but man it had alot of pretty colors and lights) but none were overly technical...the flipside would be a game like "Last of Us".
I love that game so much for the story and environment it created. Naughty Dog did such an excellent job of putting you in their world that I get excited everytime I get to tell people about the game. However, it was too slow and tense for me to go back and play again, even though I REALLY enjoyed it and kinda wanna just watch the story unfold again.
Fun question to reflect on! Thanks for sharing.

ruy343
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Personal tastes

My personal preference for a game depends on a handful of factors:

-I like to make fun and important choices, and that let me make them often (7-wonders, 1901 New York, Pandemic)
-I like games with interconnected pieces (7-wonders, Suburbia, Power Grid)
-I like games that give a sense of building something (See the above games)
-I like games that don't overstay their welcome (also see the above games)

I do not like games that do/are the following:

-Games that replace choices with chance (chance is fine, but false choices that boil down to luck are not my favorite - see card games like 5 Crowns, where you draw and discard, not knowing which discard choice will matter for the most part).
-Games that are thinly-disguised abstract multiplayer puzzles, where the focus is on the mechanics of the game, and not on an actual in-game objective (Trajan fits this, but I feel that 7 Wonders and Suburbia avoid the trap by providing in-game progression, so I have a goal in mind besides "getting the most points", while Trajan feels like a continual cycle of re-starting. See also my last point, below)
-Games that overstay their welcome (Eldritch Horror, which also falls into the choice vs. chance trap because although you can make choices on where to move and such, your actual choices are very thin, and don't actually matter much with regards to your success, since chance plays such a huge role in the game. Granted, that helps give the game a sense of dread, but if the thing I'm dreading is rolling the dice, and not the Eldritch Horror, something's wrong... And a game that has relatively few decisions, and little control for the player, take four hours seems like a poor design decision)
-Games that don't provide a sense of progress (Libertalia, which takes away everything that you gained from round one and puts it on the score track... I can never seem to enjoy the game, no matter how clever it is)

A Round Tuit
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Familiarity

My initial reaction is that I play my favorite games because I know them.
Duh.
I'm much less inclined to learn a new game when a familiar game that I like is available, especially if the new game has a steep learning curve.

What I like in games (once I've gotten over the initial hurdle of learning them) is a simple rule set and not a lot of moving parts but where a satisfying amount of investment can still occur.
I don't want to play games with a lot of busy-work, bookkeeping and cube pushing that feel more like doing taxes than playing a game. That knocks pretty much any heavy euro off my radar. :)
I also tend to shy away from conflict and competition. I tend to root for my enemy and point out cool combos they can pull off if I think they missed it. I want to win, but I'm okay with losing if I can high-five my opponents because of a sick play.
Some of my favorites that I own that I would put in that category are Incan Gold, Tsuro, Gravwell, Ricochet Robots, Balderdash and Dixit.

questccg
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To be real honest...

I don't get to play many Board/Card Games. Most of what I do learn about a game is through "Review Videos" done by people like Tom Vasel (The Dice Tower) or Wil Wheaton (TableTop). I can't say I have watched all the video, mainly those staples of the Industry.

What I would like to play, is a fully immersive world where you can read books or novellas, maybe even short stories... Something with a ton of illustrations regarding the world. A fantastic cast of characters that are complimentary to the game itself.

I loved the "DragonLance" series by Tracy Hickman and Margaret Weis. They were books but also had D&D Playable Modules in which you could relive the adventure and explore in further detail the complete Saga.

So that's sort of what I would like to "Design".

"Tradewars - Homeworld" has a thin story - with short blurbs combined into nine (9) distinct stories telling you about the Terran Megacorporations. It's thin - but never the less, IF you want to read the stories, you can.

Same goes with the addition of two (2) races... Would love to flesh things out and have concept art, scenes and characters to attract gamers to the game and "universe".

Right now it's very LITE on the "universe" part.

But it's something I'd like to develop. Either with the current game or another...

I have been reading the "Dresden Files" which is OKAY. But doesn't compare to the DragonLance Series or when I was young, back in High School.

Like James Mathe says and I quote: "Wishful thinking... -Rights to produce fiction or other such based on your IP."

A guy can dream ... can't he?

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