This was prompted by hearing a discussion about tracking
torches in a dungeon crawling game. This is something that I find that adds
work, rarely becomes impactful, and the threatened impact is a scary but
eventually uninteresting event.
It reminds me of a boardgame I've been playing.
Gazebo is a fantastic game by Reiner Knizia. It's a
redesign of his 2012 release... actually, none of that matters.
A simplified explanation of the game: You place tiles to
build areas of the same colour, bigger areas being more desirable. If you
connect an area to a smaller area of the same colour then it absorbs that area.
In essence I can connect my area of 4 red blocks to your area of 3 red blocks
and steal it. This is very powerful, and can act as a big swing with lots of
beneficial side effects on my progress to victory.
It's also one of the more complex rules. The rulebook notes
five main mechanics that are the ways to progress towards victory. The first
four each take half a page of explanation, but absorbing another area takes a
whole two page spread, with several examples given. It's noticeably more fiddly
than the other entries.
After playing the game three or four times we noticed that
this absorption rule hadn't come up. Setting up the move is tricky and usually
easy for the opponent to spot it and block your efforts.
We played some more, maybe up to ten games now, and I think
it's happened once? Maybe twice? The only time I remember was following a very
stupid move on my part, leaving a clear opening for my opponent to absorb one
of my areas.
So you remove that rule, right?
(psst, don't let boardgame people hear you talking about
changing a Reiner Knizia rule)
No, I think the threat of a mechanic can be just as
impactful as seeing it come into play. It limits where I place my tiles, teases
me with a potentially huge swing when I'm way behind, and I can waste an
opponent's turn by making them respond with a purely defensive play.
Of course, this relies on the players being aware of the
rule. I wouldn't teach Gazebo and tell the other player "you can
absorb each others' areas but don't worry it never happens". They need to
know the rule to have the fear and have that fear affect their play.
Threaten them with a bad time and let the good times roll.
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