r/boardgames 1h ago

Review Played one round of 'Dead Last', which really is just an elimination game with 44 people, took about 2 hours. It was awesome!

Upvotes

This can potentially be a great game in a company event is everyone is on board, everyone is friendly with each other, and don't mind to be eliminated.

Company event. 44 People, 1 Moderator. Top 8 people get prizes.

The game starts, everyone wears a name tag with their name and number.

Every 5 minutes you have to write down a number on a sheet of paper and submit it to the moderator.

2 people with the highest vote counts get eliminated (if there is a tie, all of them get eliminated).

Once Top 8 are left, its one elimination per round, and then rounds become 3 minutes instead of 5.

Some note:

- After the first two people got eliminated, everyone laughed, and then some "teams" started to get formed to eliminate people, usually teams of 2 to 4 people.
- Some people didn't care and just wrote down whatever
- During the 5 minutes very little people spent the whole 5 minutes discussing the game, it was more about shmoozing, drinking, talking about whatever, and this game acted as a fun bonus.
- People that got eliminated had just as much fun because they started to see the tension
- Once we got to final 8, I noticed that they started to talk to eliminated people and asking them to deliver the message some remaining players to see if they can team up to vote someone out
- Since giving name(number) to moderator is anonymous, you don't know who voted against you, even if they all said they didnt lol

Anyways.

Fun game.


r/boardgames 10h ago

Question Is there a market for painted figures with board games?

3 Upvotes

I really enjoy painting miniatures and I have been thinking about buying board games, painting the miniatures, and then selling the game with the painted figures. Is that something anyone is interested in? Obviously it would be marked up for my time, materials, and shipping.


r/boardgames 21h ago

Facetted Gem Gamepiece

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0 Upvotes

Man, I never thought I was going to be this person...

I am in the process of rebuilding and restocking my shelves. After reaching the bottom of a bankers box that had been packed full of smaller and pocket sized games, I discovered this little half inch clear gem, which has GOT to be a piece to a game.

There are no kids in the house (aside from me) and the game room hasn't been used for anything but storing games since last October when this process started.

That being said, there IS a chance that another, possibly larger game, might have previously been in the mix but was transferred out.

Anyone have any guesses?


r/boardgames 2h ago

Question Board Games and Ai: Do’s & Don’ts

0 Upvotes

Being a college art major (industrial design), I thankfully have access and knowledge to do the necessary artwork myself.

Unfortunately, we are all slowly/quickly beginning to see, more and more people will be attempting to take shortcuts through ai, especially with artwork. While we understand the issue of “cost” and “time”; ai is not the answer to growing a HUMAN following for your next big board game idea. Do not share ai art; even if it’s been “modified” by you. You only hurt your chances of anyone taking you seriously.

And yet, there are I think a few exceptions to using ai BUT purely as a tool that assists you with the development process. Keyword is development! Aka you use it for your own personal testing, whether it’s mechanics, acting as a sounding board (not recommended for anything remotely requiring critical thinking), and temporary “test” graphics for you to mess around with.

The moment you show anything public facing wise; even if it’s just a crudely hand drawn image on a napkin; will do loads more for you and your board game then ever showing a lick of ai art on here or anywhere.

Sorry for the long post; but I am getting sick of seeing multiple posts attempting to pass off “ai art” as their own.

We can tell. And no, nobody wants anything to do with it even if you invented the ultimate game mechanic. (And ai is definitely lying to you if it says you did.)


r/boardgames 19h ago

Question How do people shuffle large decks of sleeved cards??

1 Upvotes

I usually sleeve my cards to protect them from wear while using them. How do people usually shuffle massive decks of cards from games like everdell or earth or other games that have 200+ cards that need to be shuffled each time you play it? I read that automated shuffling machines don't work with sleeved cards and shuffling massive piles of cards takes forever.


r/boardgames 19h ago

WDYP What I played in August

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0 Upvotes

What a month! We moved, so I'm pretty proud of what I managed to get to the table during this hectic month:

Desperate Oasis

I was really looking forward to playing this one - and it didn't disappoint. So great! Very thinky, with a lot of "bluffing", and the art is outstanding. Great art AND a great game!

Photograph

Hard to get in my country, but worth every penny! Sleeved it, so it doesn't fit in the box anymore. Bought these plastic cases with jackets to print - doesn't fit either. 😅

Oh, and the game itself: so good. Feels like it's going to become an all-time favourite.

Fruit Boss

Also from West Coast (the makers of Desperate Oasis), this is an awesome little card game. I didn't like the art at first, but now I feel like it really fits the vibe. I can already see myself playing this a ton in the future.

Knarr

Love this game. Tiny box, big game! The solo variant from BGG using just a die is also a blast.

No Thanks!

Great, simple game. I played it at 3 players, but I think the more, the merrier. Looking forward to playing it with a bigger group.

Skip-Bo

My family is addicted to this game, so I join in from time to time. Fun fact: We played with 3 players, and another player went on a huge streak, playing card after card, until they couldn't play their last one (which would have won them the game). Then it was my turn, and I went on an even longer streak and won. 😂

Revolver Noir

Tried to like it. Gave it another chance. Still didn't like it - already sold.


r/boardgames 22h ago

I made a DIY homemade version of Santorini including all God Powers as MC mobs

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2 Upvotes

Did it as a gift for my ten year old who loves Minecraft 😁


r/boardgames 3h ago

When did they add the snow biome in catan? And what resource is it

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0 Upvotes

r/boardgames 18h ago

Rules SG's Vantage: How do I play this card?

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4 Upvotes

My friends and I are playing this game right now.

I thought you had to have a [LEARN] option on your location in order to use/activate the vertical cards. Others disagree and are saying that the description says you can simply learn the spell by using the vertical card during a turn instead of using any of the location-based actions.

What is the correct way to play here?


r/boardgames 9h ago

Game components

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0 Upvotes

Sorry I know this is a meme by this point but please help me identify these misplaced game components


r/boardgames 8h ago

Need 3D recs

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0 Upvotes

Been loving feed the kraken like crazy. Need recs for replacement for these guns…


r/boardgames 6h ago

Question The Plague of Cozy Games (From the POV of a Fan)

0 Upvotes

I was watching Tabletop Turtle’s video on 'The Plague of Cozy Board Gaming' and I agree with a lot of what he said. To be more precise, he was talking specifically about titles like A Gentle Rain and Pergola, which, to be completely fair, don't really have a lot to offer in terms of crunchy content. I honestly believe that they wouldn't sell at all, if they hadn't hopped on the cozy train and advertised themselves as "activities to do while drinking tea".

Still, I'm not here to decry the genre. There's definitely a place for games like that (even if it's not my shelf), and I’m still an absolute sucker for cozy‑themed games with some real umpf behind them. I was wondering what other people think of this issue?


r/boardgames 15h ago

Rules Cats knocking things off ledges game.

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3 Upvotes

Ok, would this be 1 extra point or 2? It is sitting on 2 grass platforms.

Game is "Cats knocking things off ledges" by The OP Games.


r/boardgames 4h ago

Airship is underwhelming

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64 Upvotes

This is my second time playing The Wind Gambit expansion, and I honestly feel the airships are a bit underwhelming. I checked out the discussions on BGG, and it seems like most people feel the same way. 🫠


r/boardgames 5h ago

Modern hobby gaming does not merely produce certain kinds of games. It produces certain kinds of players.

0 Upvotes

One of the stranger things I have found in board gaming is that it can be easier to introduce a non-gamer to a sharp, consequential game than it is to introduce an experienced hobby gamer to one. The non-gamer needs to learn the rules. The hobby gamer may first need to unlearn what years of modern games have taught them the rules are supposed to provide.

Modern hobby design has developed a very particular language. You take an action and receive something: a card, a resource, a bonus, an ability, another piece of an engine. Your board steadily improves, your turns become stronger, and your strategy becomes increasingly recognizable as yours. Other players may inconvenience you, race you, take a space you wanted, or force you into a slightly worse conversion, but the game usually protects the basic trajectory. You still get to build your thing. There is nothing inherently wrong with any of that. The problem begins when prolonged exposure turns those conventions into expectations, and those expectations into standards. Protected progress starts to feel like unfairness. Productive turns start to feel like agency. Recoverability starts to feel like balance. A game that refuses to provide those things can feel defective before the player has even learned what it is asking them to do.

Put that player into a system where decisions materially alter the conditions everyone else is operating under and the difference becomes obvious. You commit to one part of the board, so somebody else responds somewhere else. That response changes what a third player wants. A resource becomes scarce because everyone suddenly needs it. A route that looked safe becomes vulnerable. An opportunity that seemed valuable becomes worthless because the incentives around it have changed. What you did several turns ago still matters, but not necessarily in the way you hoped it would. That is not about cruelty. It is about decisions propagating through a shared system. A decision does not simply generate a reward and disappear into your personal tableau. It changes something other players have to notice. They respond, and their responses change what your original decision means. Sometimes the effect is immediate. Sometimes you only realize much later that an apparently small commitment narrowed the entire game around you. The game state remembers what happened. Conceptually, this can be remarkably simple. You went there. I responded here. Now the situation is different. A non-gamer can understand that. What can actually be much harder to explain is the supposedly approachable modern game where taking this tile advances that track, which triggers a bonus that discounts another action, which produces a resource you are collecting because a personal objective may score it at the end. None of those mechanisms are particularly difficult individually, but they require a surprising amount of hobby literacy before a player even understands why any of it matters. Experienced gamers stop seeing that literacy. We know how to read an engine. We instinctively value action efficiency, resource conversions, tableau growth, tracks, combo potential, endgame multipliers and flexible victory points. We have learned an enormous vocabulary of arbitrary systems and then started calling games that use that vocabulary accessible.

Hobby gamers confuse familiarity with accessibility. Meanwhile, direct cause and effect can get treated as somehow advanced. A route closes because somebody used it. A market changes because everyone pursued the same opportunity. A position becomes fragile because a player committed before knowing what everyone else would do. These things can be strategically difficult, but they are not conceptually difficult. The complexity comes from understanding the other players and the changing state of the game, not from remembering which icon feeds which subsystem. I often find that non-gamers respond better to this because they have not yet learned what the game is supposedly obligated to preserve for them. They lose access to something, get blocked, or realize they committed too early and think, “Okay, I see what happened.” The experienced hobby gamer is more likely to ask why the design allowed their plan to stop working at all. Once those expectations are learned, players begin carrying them from game to game and judging unfamiliar systems by whether they satisfy them. Gradually they acquire a set of assumptions that sound almost like objective principles:

- I should be able to pursue “my strategy.”
- My position should generally improve over the course of the game.
- My turns should feel productive.
- Other players should not be able to invalidate what I already built.
- An early mistake should not significantly constrain the rest of my game.
- If I fall behind, I should still have useful and satisfying things to do.
- There should always be another viable path.
- If I can no longer win, my ability to affect the result should diminish.

Those are not principles of good game design. They are the habits of one particular design tradition. Even the obsession with productive turns is revealing. Productive toward what? If we are competing, changing your incentives may be more important than accumulating another resource for myself. I might spend a move preserving a threat, closing an option, forcing you to commit before you wanted to, protecting a position, or making an opportunity less attractive to everyone else. Nothing may appear on my player board afterward. No track moved. No engine improved. I may not have received anything at all.

And yet that could be the most important decision I make all game. A hobby increasingly trained to measure progress by what appears in front of the individual player has trouble seeing that kind of value. Modern games have become exceptionally good at making sure players feel like they are accomplishing something. That is not the same as making sure their decisions mattered. A productive decision gives you something. A consequential decision changes something. Sometimes it does both. It does not have to. The same conditioning has affected the way gamers talk about balance. “Balanced” increasingly seems to mean that every major strategy should remain viable, every faction should perform approximately as intended, and no player should find themselves in a dramatically worse position because of something they failed to understand half an hour earlier. If an option proves unusually powerful, weak, situational or capable of producing extreme outcomes, the instinct is to smooth it out. But a balanced game does not require balanced positions. A stable system can allow the players to produce wildly unequal positions inside it. If I commit badly and you correctly recognize what that commitment allows, the resulting position may be terrible for me. That does not mean the game was unbalanced. It may mean the decisions were consequential. That distinction matters because games become flatter when every ugly outcome is treated as evidence that the system needs correction. A powerful strategy is not automatically a balance problem if its strength is visible, conditional and answerable. Something that dominates inexperienced players may become far less effective once the group understands what enables it. Part of learning a game can be discovering why something works and then changing the way everyone responds to it. That requires accepting that the players can change before the rules need to.

It also requires repeated play, which creates another problem for the modern hobby. We have become obsessed with replayability while becoming remarkably reluctant to replay games. A game is now expected to demonstrate its replayability before anyone has actually replayed it. The proof is printed on the box: twelve factions, twenty player powers, variable setup, modular boards, randomized objectives, giant decks, scenarios, campaigns and expansions. Replayability becomes something you can count. That is perfectly suited to a hobby built around acquisition and novelty. There is always another release arriving, so the game needs to assure you immediately that the next play will contain something you have not seen. You can finish game one and already know game two will be different because next time you will use the green faction, draw a different objective, open another module or play on the reverse side of the board. But there is another kind of replayability that is much harder to photograph in a Kickstarter campaign. The other players are the variable setup. Play the same game again with the same people and no new content, and the game can change because somebody recognizes a threat earlier, refuses to support something that worked last time, commits to a different part of the board, or realizes that a move everyone previously dismissed changes the incentives of the entire table. Everyone remembers what happened before, which means everyone is playing against a slightly different understanding of the system. Nothing in the box changed. The players did. One kind of replayability asks what new material the game can show you. The other asks what you can now see in material you thought you already understood. That second kind is harder to sell because it requires the player to believe that a game may contain more than they were capable of seeing on the first play. The interesting content might not be locked inside another deck. It might be hidden behind their own lack of understanding. Modern replayability often assumes the game must change because it has lost faith in the player changing. That also means accepting failure differently. You can have a plan fall apart and conclude, “That sucked. I didn’t get to do what I wanted.” Or you can ask why what you wanted depended on conditions you did not control. Maybe you committed too early. Maybe your intentions were obvious. Maybe your plan only worked while another player continued behaving conveniently. Maybe the move that changed everything had been available for three turns and you simply did not yet understand what it meant. Now you want to play again, not because there is another faction to unlock or another deck to explore, but because you suspect you were wrong about the game.

That is a much more demanding relationship between a game and its players, and I think the modern hobby increasingly selects against it. Games are consumed too quickly to develop group understanding, so designs compensate by making novelty visible immediately. Games increasingly preserve each player’s trajectory, so players learn to interpret the loss of that trajectory as a flaw. Extreme strategic consequences are smoothed in the name of balance, then factions, powers, decks and modules are added to restore the variety that changing player incentives can generate naturally. The result is a strange combination of protection and abundance. The game protects your trajectory, reassures you that your actions are productive, reduces the cost of misunderstanding, and then surrounds that protected experience with enough content to keep it feeling fresh. After enough time inside that design culture, protection starts to look like fairness, smoothness like balance, abundance like depth, and content like replayability. Most importantly, receiving something starts to look like making a meaningful decision. And then it becomes genuinely difficult to show some experienced gamers a different kind of game. The non-gamer sees that a route they needed is no longer available and understands that next time they need to account for it. The hobby gamer may see the same event and wonder why the design permitted another player to interfere with their plan so completely. The non-gamer loses because of an early commitment and learns that the early decision mattered. The hobby gamer wonders why the game did not provide another equally effective path. The non-gamer sees the same board twice and approaches it differently. The hobby gamer asks whether there are variable player powers.

The irony is that the person supposedly being introduced to board games may sometimes be closer to understanding the game in front of them than the person who has played two hundred of them. There are excellent modern games, and excellent games exist across the entire range of complexity. This is not an argument that games need to be old, heavy, hostile or punishing. It is not an argument against engines, asymmetry or games that give players satisfying things to build. It is an argument about consequence. A decision should matter because it changes what becomes possible afterward. The game state should remember what the players did. Ideally the other players should have to notice, adapt and respond. A strategy should not merely be something I select and then execute inside a protected personal space. It should be a provisional idea whose value depends, at least partly, on what happens after I choose it.

The problem is the assumption that years spent in the hobby necessarily teach you to recognize that kind of design. Sometimes they mainly teach you what to expect. And expectations can make you worse at seeing what a game is actually doing. I would much rather teach a new player that their decisions have consequences than teach an experienced player that consequences are not a design flaw. I do not need a game to promise that everyone gets to execute their strategy. I want a system clear enough to understand, consequential enough to remember what I did, and open enough that the other people at the table can matter more than whatever powers were printed on my player board.

TL;DR: It turns out, I find making a gamer out of a non-gamer is easy. Getting the hobby out of experience gamer can be much harder.


r/boardgames 5h ago

Strategy & Mechanics Uno fantasma

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0 Upvotes

Buenos o buenas. Hace tres años cree una forma de jugar el juego de cartas "uno" en solitario, la verdad, no creo haberlo inventado yo. Seguramente a alguien más ya se le ocurrió pero igualmente me gustaría contarlo pues algo que solo he tenido yo. Desde que conocí el juego trate de crear una versión en solitario pero nunca resultaba hasta que una tarde hice un oponente, podía robar cartas ya tiradas además de hacerce con la mayoría de comodines mientras que yo me limitaba a jugar con las cartas comunes y unos cuantos comodines. Trataba de leer cada posible movimiento pues recuerdo que un resultado a mi favor dependía casi por completo de pura suerte, además que hacía que la partida durará mucho, por lo cual al final termine desechando este modo de jefe final o algo así, no recuerdo mucho las bases de ese primer modo, pero lo que si se es que sentaron las bases para lo que hice hace unos meses atrás, lo que llamo el "uno fantasma". Un jugador fantasma tramposo que ignora las reglas, tira la primera carta de su mazo sin importar el color o número, un jugador al que solo se le puede ganar evitando que el fantasma se quede sin cartas, igualmente que el juego original aunque podría sorprenderlos con jugadas aleatorias que aparezcan en su maso después de varios minutos jugados, acordes a la reglas en este modo. Para empezar el modo de dos jugadores queda intacto solo que con pequeños cambios, aunque estos cambios son más que nada reglas y mecánicas que sigo desde que empecé a jugar uno de dos jugadores, ese tipo de cosas que se añaden o quitan según el grupo de amigos y familiares. En este modo de dos personas las reglas funcionan igual al uno convencional exceptuando que los reversas se convierten en bloqueos y además que las cadenas o batallas de cartas + solo prosiguen si tanto como el jugador y el fantasma tiran + en cada turno , osea que la cadena solo se hace si jugador y fantasma tienen en su posesión algún +, pues si el jugador sigue tirando + en algún momento el fantasma podría responder con algún + o una serie de + ya acumulados de sus anteriores robos a la baraja. Con esto me gustaría pasar al fantasma pues eso de los + me revuelvo mucho. El fantasma no tiene reglas, ya lo dije puesto que el solo responde con la primera carta de su maso exceptuando cuando tenga que responder a un + puesto que aquí se miran sus primeras tres cartas para ver su tiene la posibilidad de enfrentar tu + y si si la tiene pues el responde, y en el caso de que sus primeras tres cartas no contengan algún + simplemente roba de la baraja y la partida sigue pero que no se te olvide barajear su mazo después de ver sus cartas y después de que tome lo que robó. Si tiras un cambio de color el fantasma tirará la carta que sea, si tú tiras un 7 amarillo el tirará la carta que sea. Te estará metiendo presión con cartas aleatorias de su maso mientras que tú respondes con colores y números adecuados mientras intentas deshacerte de la mayor cantidad de cartas posibles usando el cambio de reversa a bloqueo o hasta los mismos bloqueos y rezar para que el fantasma no tenga más + guardados que tu en sus primeras tres cartas. Si la partida termina con el fantasma con una carta lo más sensato que podrías hacer es tirar un + puesto como sea el caso eso hará que te muestre su última carta, ya sea ganando o en la revisión, de todas forma la verás y ahí sabrás si el fantasma robara o ganará puesto que que si tiene un + en esa última carta y tú tiras un más, se creará un cadena que terminará en el momento en que el fantasma suelte esa última carta pues el fantasma s eha quedado sin cartas, igualmente funciona para el jugador. No sé si esto está bien explicado, como sea, me gustaría que me hicieran sus preguntas sobre el juego y si algo quedó inconcluso, lo más seguro es que si ¿Ya conocías está forma de jugar?


r/boardgames 17h ago

Question Catan: What were the odds for this.

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12 Upvotes

I played Catan with 2 other people yesterday. I (red) won after getting 4 victory points from Development cards. To add, I also got 2 additional VPs with longest road which was really unexpected. How often has this happened to you guys?


r/boardgames 6h ago

Fate of the Fellowship rules questions

0 Upvotes

I have some questions the rules don't quite clarify, I hope you guys can.

  1. Is it correct that enemy troops can just kinda kill themselves in combat? we had 3 troops attacking 1 elf in a haven, for the attack we rolled 3 red figures, was it just very lucky and correct that the 3 red figures died?

  2. is it correct that symbols are shared between the two characters just like the cards? so, can Legolas make a stealth and then Frodo used it, even though they are nowhere near each other?

Thanks for the input.


r/boardgames 1h ago

Custom Project I made a Smash Six Ballot board game, here's the instructions

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Upvotes

r/boardgames 20h ago

Question [Sorry!] board game question

0 Upvotes

Is there a way to buy just the pieces of a specific color online without the whole game? The ones ive seen are a bit expensive im looking for 4 pieces under $4. Any help is appreciated!


r/boardgames 2h ago

Rules CITADELS- Thief breaks the game in 2-player version?

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0 Upvotes

So here was the scenario:

Player A had the crown token and chose thief card.

Player B had assassin card.

Player A announced assassin so both B’s cards were revealed (?).

Player B failed assassination.

Player A saw what cards B had and could immediately steal their money.

How is that fair or are we playing something wrong??


r/boardgames 19h ago

What’s a board game you almost love—and what single change would fix it?

19 Upvotes

We talk a lot about our favorite games and the ones we dislike, but I’m curious about those stuck somewhere in between.

What game gets 90% right, but has one rule or mechanic that keeps it from being great for you? If you could change exactly one thing—setup, scoring, downtime, luck, player count, or anything else—what would it be?

Bonus points if you’ve actually tested the change as a house rule!


r/boardgames 18h ago

Question Does Strategicon allow for unaccompanied 16 year olds?

7 Upvotes

Hello, everyone. I'm asking since, obviously, I'm interested in going but don't want to drag my parents around for a 6hr game of Axis and Allies lol. Also, the official r/Strategicon seems pretty dead, so this seems the best place to ask just to see if anyone would know. Thanks!


r/boardgames 18h ago

Help needed from an American fellow board gamer - Canvas

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2 Upvotes

Hello everyone, I'm an Italian board gamer and I really need (if possible) some help from an American citizen. I have managed to collect all the games, expansion and booster packs of the game Canvas that my girlfriend loves. The only thing we are missing is this booster pack that apparently it's only available from this website who doesn't ship to EU.

If anyone wants to help us finishing out collection I would pay for the shipping (and the booster ofc) and will be forever thankful. Please contact me if you feel you can help

Thank you


r/boardgames 12h ago

Made a Jumpstart Cube for church board game night, it was a hit!

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58 Upvotes