One thing about strategy games is that they are supposed to reward skillful play. German games epitomize this. They are centered around sound decision-making skills and minimal luck. They also tend to allow for comebacks; that is, all players are involved until the end and it
Designing Combat Into German Style Games Is Tricky
I could only think of E&T too when I tried to think of a German-style game in which combat was part of the basic structure and yet remained fairly balanced. Samurai (which was a Knizia design from about the same time) also skillfully implements a "combat" system, albeit not overtly called that, in which you need to ensure that your tiles serve double-duty wherever possible, so that a loss in one town doesn
I think you make a few interesting points. Can "German" concepts be integrated with "American" game concepts? First, you mention Axis&Allies and Risk as "wargames". Have you checked out Shogun/Samurai Swords, which is the better realization of both of these games? It has a lot of "German" elements; bidding for turn order, etc. Definitely a wargame, and definitely diplomacy is important (which I don
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I have not played Shogun, but I would very much like to. I love sitting down to learn/play a new game.
It
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You are correct. Again, poor combat designs result in outcomes that do not always reward skillful play. I
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06-05-2003 at 22:11, Mario wrote:
1. Taking into account the fundamentals present in German-style games, how might a designer devise a combat system that works well with--not against--those principles?
Well I must say I feel somewhat outclassed by the deep discussion you two have got into over this point, but I
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None of my posts in this thread were meant to be argumentative.
I know. Did you think I was being? Sorry if you did; I
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07-05-2003 at 08:33, jjacy1 wrote:
Using Settlers as an example (cuz usually everyone has played this game), I
Another technique I gleen from this is to include a scoreboard or some other means of always showing the current rankings. (In Settlers, although there
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Another point. I have never played Mare Nostrum, but from what I have read it is a "building" game. You win the game if you manage to build 4 wonders/and or heroes. This is problematic, because it means that the end of the game is the same as the victory condition (I explained this also in an earlier thread). This might also introduce a Kingmaker effect.
Indeed, there is a not so uncommon endgame case where two players can build the pyramids or their fourth wonders and another player choosing the build order. :-o
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More good stuff. It
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[Shogun] has a lot of "German" elements; bidding for turn order, etc. Definitely a wargame, and definitely diplomacy is important (which I don