Lately, I've put a lot more effort than normal into collecting and playing ZPGs.
Rather than buy games on impulse as I used to do, I've been researching them
before I buy. (One of the best resources for this is Board
Game Geek -- if you play any ZPGs at all, I recommend you check this site
out.)
Why the sudden scholarship? Two reasons. First is that I'm forced to accept
the fact that I'm getting older and life is short. Too short to play a good game
if it takes too long, or to play a bad game of any length. I've reached the
point where I'll now buy only games that can be played in an hour or less.
Second, games can be expensive. I believe that the cost of a game should be
directly related to its replay value. A game with lots of crunchy bits is nice,
but the true measure of its worth is how often my friends and I want to play it.
If I shell out, say, $30 for a game, and it's the kind of game that I want to
pull out every time company comes by, then it was worth the money. In contrast,
if another $30 game gets played once or twice and then put on my shelf, where it
lives out the rest of its natural life, I've paid too much. The opinions of
others, as typified by Board Game Geek's ratings, are certainly not foolproof, but they can help me decide if a game has
the potential for a high replay value and is therefore worth gambling my shekels on.
So here's the list of my current favorite ZPGs, in no particular order. All
of them can be played in an hour (give or take) or less and, in my opinion, have
a very high replay value.
- PitchCar
by Ferti, a rerelease of the racing game Carabande. This game is
imported from France (as I write this, English rules aren't even available
-- you'll have to use the rules from Carabande); because of this and
its high-quality materials, it's rather expensive (about $70 for the basic
set). But it's loads of fun and even nongamers will enjoy it. In fact, my
hardcore-gamer friends tend to look down on PitchCar. It requires a
little dexterity and almost no thinking, so they deem it less a game and
more a sport. Somehow, I think true sports fans would disagree. On
the other hand, my parents -- who aren't exactly swept away by any of my
other games -- love it.
- Ivanhoe
by GMT Games. This is a noncollectable card game in which players take the
roles of nameless medieval knights who engage in a series of tournaments to
prove who is the best. The card play is very evocative of the give and take
that marks the flow of a martial tournament.
- Great
Dalmuti and Dilbert
Corporate Shuffle, both by Wizards of the Coast. These are
essentially the same game. The former has a medieval theme, the latter a
Dilbert (Scott Adams' cartoon engineer) theme. These noncollectable card
games are played with specialized decks. They're variants of a card game
called President (among other
things) which is played with one or more normal poker decks. All three
games are loads of fun that are enjoyed equally by gamers and nongamers.
- Bang!
by daVinci Games, distributed in the USA by Mayfair Games. Bang! is a
card-game version of a spaghetti Western. It's a hoot! The rules aren't
complicated, but there are a lot of them, so it takes longer to learn this
game than any of the others I've mentioned so far. Speaking of rules, be
warned -- reading through the rulebook that comes with the game is painful.
The rules as written don't flow well, and at times you'll think that they
were translated from Italian via Babelfish. But if you can get someone who
already knows the game to teach it to you, you'll have a great time.
- Jungle Speed
by Asmodée Editions. This dexterity game has been compared to both Nuclear
War (the traditional card game, not the one by Flying Buffalo) and Spoons.
It plays very quickly and it's a huge amount of fun. Like the other
dexterity game on this list, PitchCar, it's playable by younger
folks, which is a plus for someone looking for games that an entire family
can play.
- Ticket to
Ride by Days of Wonder. I was introduced to this game just recently,
and I think it's very good. The rules are easy to understand, yet there are
enough decisions to be made that there's ample room for strategy here.
- Cosmic Wimpout
by, um, Cosmic Wimpout. How could I have left this one off the list for
so long?! The best thing about this game is that it travels exceptionally
well, so it's great for playing anywhere you find yourself with downtime. I
always have at least one set of Cosmic Wimpout dice with me. I
frequently teach it to people in airports or even on the plane. Kids
especially seem to enjoy learning this game. I suspect that's because an
adult who doesn't know the game could watch them play for hours and still
never figure out the rules.
- Der
Untergang von Pompeji by Amigo. This game is played in two phases.
In the first phase, you populate the town of Pompeii. In the second phase,
Vesuvius erupts and you try to save as many of your people from the lava as
you can. It's a very entertaining game, in a darkly humorous way. As I write
this, the game is published only in German, but an English-language version
of the rules is available from the company's German-language Web
site.
- Heroscape. Read more about this game on my Heroscape
page.
- Battle
Line, recently reprinted by GMT Games, is currently my favorite
two-player game. One player is Alexander the Great and the other is Darius
of Persia (although interestingly, you rarely learn who is playing whom).
The war between these two leaders is divided into nine simultaneous battles.
It's an extremely tense game, but very fun.
These are some acquisitions that I like, but haven't played enough to
bestow upon them the title of "favorite":
- Feurio
by Edition Erlkönig. This is a tile-laying game where the tiles represent a
forest fire. The players place firemen, presumably in an attempt to bring
the fire under control -- but since the game ends when the fire is raging at
its largest size, we never find out if the attempt succeeds. OK, let's just
admit it, the theme is a bit of a stretch. This is really an abstract board
game that has a theme nailed onto it with railroad spikes. But it's quick,
reasonably challenging, and rather entertaining.
- Trias
by Gecko Games, distributed in the USA by Rio Grande Games. This tile-based
board game is set in the Triassic era. Players try to get their herds of
dinosaurs to occupy as much of the world as possible while the
supercontinent of Pangaea breaks up, often beneath their feet. How can
anyone not love a game where each player's turn starts with a phase for
continental drift? I have to admit that I'm still trying to figure out the
winning strategies for this game. Or any strategies at all, for that matter.
I figure it's OK if I can't grok the subtleties of this game, since each of
the dinosaurs in my herds has a brain the size of a walnut.