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By: Stephen Haberman, TheGeekyHusband

If I were to guess how many coins I collected in video games over my lifetime, I would bet I’d be the Warren Buffet of in-game currencies. When it comes to Monopoly however, I find it difficult to pronounce myself as anything more than an average property connoisseur.

I have played Monopoly all of my life. It started during childhood when they released a “Town of ____” Monopoly for basically every town in America. It continued into my early teens when I was playing on my Gameboy or begging my folks to take us to McDonalds. Even soon after college, my wife and I found new love for the game with “Monopoly City” which moves from cash to credit cards. So, I can say my interest in the game has always existed, but it is a game that can run long, and can feel as if the odds pile up against you.

Now, Monopoly Gamer comes to market with a promise to reinvigorate the title, by incorporating everyone’s favorite plumber into the mix: Mario. Mario is actually not a stranger to the Monopoly world, having already had a Monopoly game rebranded with his likeness before, and having tried to mimic the game’s core mechanics in Nintendo video game releases of Mario Party, as well as Fortune Street.

The problem with a simple rebranding is that the core of what makes Mario familiar and fun is not just the characters, but the collectibles, the power ups, and the journey to defeat all enemies that stand in his way. Monopoly Gamer brings all of those mechanics into this new board game, and does so while also waking up a stagnant Monopoly series.

Power-Ups

How does this differ from other Monopoly games?  To start that conversation, we need to talk about power-ups. Power-ups have been added to the game while also replacing a six-sided die. At the beginning of a turn, you’ll roll a power-up die and a six-sided die. The power ups give players the ability to collect coins, force opponents to drop coins, and move forward.

 

Coins! Coins! Coins!

Coins, the only currency that matters in the mushroom kingdom, have replaced cash, and are rewarded/used for everything.

  • Rent is paid with coins
  • Coins are awarded for landing on unique spaces
  • Picking up coins that players were forced to drop

 

Boss Battles

It used to be that passing Go over the course of Monopoly was just a way to get some extra cash in your pocket, but now you (and anyone else that passes Go) will be activating the Boss Battles every time around the board. These Boss Battles will reward the victor with additional coins for the end of the game, as well as some fun treats like a free property, or stolen goods from an opponent.

Zone Control

If you played Monopoly,  then you know that owning property and getting all of the properties of the same color is a key to victory. It is no different in Monopoly Gamer, but the costs for purchase and rent are much smaller in scale to other version of the game. Also, with the inclusion of Player abilities, power ups and Boss Battles, you could own all the property and still come up short.

Player Select

What tops off the experience is the difference in experience you can have due to the character power-ups. Characters range from the well-known (Mario, Luigi, Peach) to the less familiar (Boo, Diddy Kong). All of them have a unique power up ability, and a unique event that occurs if you should land on the invincibility star space.

Not all characters come with the game by default, though.  Mario, Preach, Donkey Kong, and Yoshi come with the base game. Others can be purchased through a $3.99 character pack, which comes with the board figure, a sticker, and the player card with the character’s abilities.

 

Go!

With all of these new features being added and a pace that really speeds up a game known for dragging on,  Monopoly Gamer feels like a game Nintendo and Parker Brothers can be proud to have their names on. The ability to add additional player characters is also a great way to add replayability to this one.

I would recommend this game for any video game fan looking to have something to play when unplugging, or a board game fan with less free time. I would even say the character figures, design and style of the game as a whole will look good on your shelf.

If you have any further questions about the game, please check out a full play through of the game I did with my wife on my Twitch Channel here!

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We don’t talk about them much on Engaged Family Gaming, but we do owe a lot to some of the classic board games like Monopoly and Candy Land. They may be simple compared to more complex euro games. But, a lot of people who say that they “love board games” do so because of nostalgia for playing these games with their families and friends as a child.

Some of these games have been around for so long that popular house rules have become the norm during play. For example, did you know that in Monopoly there is nothing in the rules that says anything about a cash reward for landing on Free Parking? Take a look if you don’t believe me.

Hasbro, the company behind Monopoly, has taken to its Facebook page to encourage fans to share and debate their own house rules. The best among these rules will be included in a special edition of the game to be released at a later date. The discussion started yesterday (March 25th) and will continue until April 3rd.

I’m interested to see what interesting house rules end up getting the most attention. But, I’m even more curious to see what sorts of house rules you play with! Sound off in the comments and let us know the game and the adjustment you made!

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The “8 and up” game category opens up a whole new realm of gaming options. Game become less “kid games” and more “kid-friendly”.  At this age, reading cards is no longer a concern and the kids can handle more strategy and steps per turn.  The number of games at this age level absolutely explodes and there is no way to include everything.  This list includes some of our favorites, but there is so much more to play! 

Asmodee

Timeline 

Timeline is a competitive game for two to eight players that takes about 15 minutes to play. Player begin with at least four cards to start, and a single card is revealed. Each card is two-sided, with a matching picture on each side, however; one side has a caption describing the picture like “The invention of the Electric Iron” and the other has the year “1882”.  In order to play the game players must find the correct place on the timeline for their card without seeing the year printed on the back.

If you place your card correctly, it is revealed and becomes part of the timeline. If not, it is discarded and you draw a new card.  A round ends when a player places their final card correctly.  If any other players also place their final cards correctly that same round, a new round is played.  Rounds are continued until only one player finishes a round with no cards.

See our review here.

Dixit 

Dixit, a storytelling game for three to six players.  It requires that you come up with a description of your own surreal card that also leaves your opponents guessing. First, each player is dealt six incredibly beautiful cards. The storyteller (active player) chooses a card and describes it with a word or phrase. Your opponents then select one of their cards that matches your description, trying to trick the other players into voting for their card. The Storytellers and the other player cards are shuffled and displayed face up.

Players secretly vote for the card they think is the Storytellers using color-coded chips. If everyone guesses your card, all your opponents gain 2 points and you gain none. However, if no one chooses yours, your opponents all gain 2 points and you still get 0!  Should one or more person guesses my image I get 3 points and they get 3 points, plus a bonus for anyone choosing their card.

See our review here.

Blue Orange Games

Kingdomino

Kingdomino , the 2017 winner of The Spiel Des Jahres (The Game of the Year), combines the universal simplicity of dominoes with kingdom building. It is a tile drafting and placement game for two to four players.  The game is played in short rounds. First, tiles are laid out in a field and players take turns drafting tiles based on the order of the previous round.

Players draw domino shaped tiles and lay them out in their 5×5 block kingdom. only one side of their domino needs to match the land the connect to, but it can gain them more points if both sides match. The goal is to sort their kingdom so that they have large contiguous terrain (lakes, forests, etc) to earn points. Points are calculated by taking the number of continuous terrain times the number of crown icons found on any domino in that terrain. The gameplay is quick, easy to teach, and the game ages down very nicely.

See our Spiel Des Jahres 2017 article here.

Photosynthesis

Photosynthesis is a beautiful science-themed game that features the tree life cycle and a rotating sun to collect light points. The game plays two to four players and takes 45 minutes to an hour to play. In Photosynthesis the sun moves around the board three times and players plant and progress trees through their life cycle to collect points.  The trees are three dimensional and provide a beautiful visual as the forest “grows”.

Photosynthesis plays in rounds. Standard play is three rounds. Each round consists of two phases: the Photosynthesis Phase and the Life Cycle Phase.   Each tree that is not in the shadow of another tree earns Light Point  You then earn a scoring token based upon their location on the board, which represents the richness of the soil.

The game ends after the sun makes three complete revolutions around the board.  Points are then calculated based on scoring tokens and unused light points.

See our review here.

Breaking games

4 the Birds

4 The Birds is a family board game for two to six player that is a wonderfully designed classic lineup game (think Connect4 but allowing squares as well). This game is easy to learn and fun to play and has unique elements like a ‘pecking order’ among birds, non-player crows and hawks that scatter the flock, and 6 action cards that allow players to manipulate gameplay.

Each player rolls two dice on their turn to determine where they will place their bird on the tree.  If a player rolls a 4 and a 2, they get to choose if they place their bird on the 24 spot or the 42 spot.

When placing birds, territorial disputes are resolved via a mechanic called a “Pecking Order” and there is slide mechanic that goes into effect when birds vie for the same spot on the board.  If a player chooses not to place a bird they can play one of their 6 action cards instead.

See our review here.

Calliope Games

Tsuro

Tsuro is a tile laying game for two to eight players with a beautiful Asian aesthetic. In this game you are a flying dragon. Your dragon is represented by a colored carved token. Tsuro consists of tiles with twisting lines on them, a 6×6 grid on which to lay these tiles and a token for each player.

Each player has a hand of tiles. On your turn you do two things: place a tile from your hand onto the board next to your token and move your token as far as it can go along the line it is currently on. You continue to move it until it is stopped by an empty space with no tile in (yet), the edge of the board, or if you collide with player’s token. If your dragon reaches the edge of the board or collides with another player’s token, you are out of the game.

The goal of the game is to be the last player left with a dragon on the board. The strategy, therefore, consists of trying to drive your opponents either into each other or off of the board while trying to extend your own route in directions that will make it difficult for your opponents to hinder your path.

See our review here.

Roll For It!

Roll for It! is a simple and quick dice and card game. The object of the game is to be the first player to collect 40 points by managing dice and matching the appropriate dice to the cards in play. The game players two to four, however by purchasing both the red and purple sets, you can increase the number of players to eight.

Game play is quite easy and takes mere minutes to explain to new players. On their turn the player completes three actions.

  1. Roll for it! The player rolls dice once per turn
  2. Match it! The player then matches the results of their roll with the dice images shown on the three face-up Roll For It! cards, ignoring results that don’t match any images.
  3. Score it! Players score a Roll For It! card as soon as they’ve matched all of its die images with dice of their own color. A card is worth points equal to the number printed at the bottom.

See our review here.

Days Of Wonder

Ticket to Ride

Ticket To Ride is a two to five player game with a nicely designed heavy cardboard map of North American train routes. During gameplay, players collect and play matching train cards to claim railway routes connecting cities throughout the United States. Each player is working on completing their own secret routes. If another player claims a path they need, the player needs to try and find another path to complete their route, if possible. This also adds a potential “take that” element to the game.

On each turn you can only take one of 3 actions: draw Train Car Cards, claim a Route between two cities on the board, draw additional Destination Tickets. The object of the game is to score the highest number of total points. Points are earned from completing routes, and lost for incomplete route cards. Each round allows for players to plan, think strategically, and make tactical decisions.

See our review here.

Gamewright

Dragonwood

In Dragonwood players take on the roll of adventures traveling and defeating creatures, collecting items to help on your adventure.  This all occurs while players deal with events cards as they come up and ultimately earning the most victory points.  Dragonwood incorporates set collection and hand management and is for two to four players.

At the beginning of the game five cards from the Dragonwood deck are laid out in a landscape.  These cards include the magical creatures, enhancements, and events.  On their turn players may draw an adventurer card or  try to capture a card from the landscape by striking, stomping, or screaming.  Players collect sets of adventurer cards and can play them to earn the number of dice equal to the number of adventurer cards they use. Players then roll to see if they can roll a total number equal or greater to the number on the card for the attack they selected.The game ends once the adventure deck has been played through twice or the two dragons in the deck are captured.  The player with the most victory points wins.

Go Nuts For Donuts 

Go Nuts For Donuts is a card drafting and set collection game for two to six players where players are trying to collect the best donuts to eat.  Since there is no sharing in this game, player are bidding on the different donuts available in the donut row. Players bid in secret and at the end of the bidding only those donuts with a single bidder are collected.  This brings in an element of  strategy with bidding.  The most desired cards often receive multiple bids and can not be collected.

Each kind of the 21 kinds donut ( and two beverages) has either points it gains you, an action you can take immediately upon retrieving the card, or both. The kinds of donut cards available to players increases with the player count. The game ends when there are not enough cards to complete another round of bidding and the player with the most points wins.

Sushi Go

 Sushi-Go takes place in the fast-paced world of a sushi chef, you must be the most creative and the fastest of all to be the best! The game comes in a cute tin and plays two to five players.

Players start with cards in their hand based on the number of players, and select one card to play before passing the rest of their cards to the next player to choose from!  The game plays in 3 hands, where all but dessert cards are cleared from the table and scored at the end.  The strategy of the game lies in making the most of the cards passed to you, while trying to stop opponents from making the combinations they need to maximize points.

The most interesting dynamic of this game is the chopsticks.  They are played in one round, and used on a subsequent turn to play two cards at once from the current hand.  The chopsticks get passed on to be used by someone else.

As is, Sushi Go! is a fun game to play with your children or even with your adult friends, even if you don’t like sushi!

See our review here.

Sushi Go Party

Sushi Go Party takes the best of  Sushi Go and adds more. It plays two to eight players,and comes in a bigger tin that shows off more cute sushi rolls. The main gameplay difference is that players spend the first bit of the game choosing which cards to include in the deck that everyone drafts. There is no established rule in the book for determining which cards are selected either. The rule book includes eight deck suggestions, and players can come up with their own interesting combinations.

Hasbro

Monopoly Gamer

Monopoly Gamer is a must see for any Nintendo fan.  Nintendo elements infuse through the game, and the gameplay is vastly different.  Power-ups give players the ability to collect coins, force opponents to drop coins, and move forward. Coins replace the paper dollars, and are used for everything. Passing Go now has player activating Boss Battles, and these Boss Battles will reward the victor with additional coins for the end of the game, as well as some fun treats like a free property, or stolen goods from an opponent.

With all of these added features and a significantly faster pace, Monopoly Gamer feels like a game Nintendo and Parker Brothers can be proud to have their names on. The ability to add additional player characters is also a great way to add replayability to this one.

See our review here.

Horrible Games

Potion Explosion

Potion Explosion is a game that will fit right into any household dominated by Harry Potter fans. Two to four players take on the role of wizards who are trying to make potions. They take turns pulling marbles out of an (ingenious) game board to collect resources. If marbles of the same color are touching when they pull out their first marble, then they get those as well. Both the look of game board and the matching color component is very reminiscent of mobile matching games.  The concept is straight forward and the puzzle-like mechanics will keep everyone engaged.

Players work to complete two potions at a time on their “work station” , and earn points for each complete token. Once players complete the potion components they have the option  to “drink” them potion.  Drinking the potion give the player a single use ability. Using up all the skill tokens or the potion cards ends the game. Points earned from completing potions determines the winner.

Iello

King of Tokyo

Attacking Aliens, Rampaging Lizards, Giant Robots, Mutant Bugs, and Ferocious Gorillas: this game has them all! King of Tokyo is a game for two to six players that combines a board game, a dice game and a card game. You play as one monster whose main goals are to destroy Tokyo and battle other monsters in order to become the one and only King of Tokyo!

At the beginning of the turn, each player rolls six dice. The dice show the following symbols: numbers 1, 2, or 3 (representing Victory Points that can be earned), a lightning bolt (representing Energy that can be earned), a heart (representing Healing), and a claw (representing Attack). The player with the most Attack dice goes first (the fiercest). Each turn consists of 4 steps: rolling and re-rolling the dice, resolving the dice, buying cards and using their effects, and the end of turn decision.

The fiercest player will occupy Tokyo, and earn extra victory points, but that player can’t heal and must face all the other monsters alone! When you add in cards that can have a permanent or temporary effect, like growing a second head, body armor, nova death ray, etc., you get a VERY exciting game. In order to win the game, one must either destroy Tokyo by accumulating 20 victory points, or be the only surviving monster once the fighting has ended.

See our review here

Kids Table Board Gaming

Food Fighters

Food Fighters is a 2 player game. This game is a player elimination style of game with some fun dice rolling mechanics as well as a bit of card drafting and component collecting opportunities. The rule booklet is fun and well laid out. The game mechanics are clear and well balanced(though the power cards initially felt uneven, further game play changed our opinion).

On their turn, each player completes three actions- a) Roll for Beans or Swap fighter tiles or Attack b) Spend Beans to buy a tool from the pantry c) Allow opponent to repair their formation. After these actions are complete, play passes to the opponent. The ultimate goal is to be the first player to knock out three matching enemy fighters. This is great strategy battle game that plays quickly and is easy to learn and explain to other players.

See our review here.

Plan B Games

Azul

Azul is an abstract game for two to four players, and won the 2018 Speil De Jahar. Players are working to replicate the design on their board.

At the beginning of each round players select tiles from a factory display represented by  circles with four tiles on each or the center discard pile. Players each take one design and discards the rest to the center pile. The selected tiles are placed in pattern lines. There are one to five spaces for tiles in each pattern line. Extra tiles are placed on the floor line and score negative points at the end of that round.  Players score points as  they place their tiles.  Adjacent tile or completing a column or row on their “wall” earn additional points.  The game ends when one or  more players have completed a row by the scoring phase of a round.

Privateer Press

Zombies Keep Out

Zombies Keep Out is a cooperative games for one to six players. Like all cooperative games there are MANY ways to lose and only one way to win. Players must collect parts and build 3 contraptions while facing nearly insurmountable odds as each player’s turn increases the urgency of the situation! The interesting dynamic that Zombies Keep Out has that sets it apart, is that the player who draws the aptly named “Terrible Things” card must choose between 3 options of many possible occurrences that do their title justice.  As the game progresses. “Terrible Things” become “Terrible, Horrible, No Good, Very Bad” Things.

The pool of zombies (it is actually a literal swimming pool full of zombies) depletes, and the option of being bitten becomes more and more probable.  Biting adds a very kid-friendly scale of terribleness. The bitten player looses the ability to speak normally and their decision making is increasingly hindered with additional bites. Any bite past the third will turn you into a full fledged Zombie, groaning continuously.

This game is immensely enjoyable and the cartoonish characters will be a quick favorite of most children. Zombies Keep Out is basically the answer to the question on all of our minds: what happens after Pandemic?

See our review here.

R&R Games

Hanabi

The game is simple.  Hanabi is the Japanese word for Fireworks, and you are pyrotechnicians who have accidentally mixed up all of the parts of your fireworks display and now — THE SHOW MUST GO ON!  You have to work together to create the best display you possibly can despite your myriad of mistakes! The kicker is, you can’t look at your own hand!

Your teammates can give you limited information about your hand as their turn, but if you misunderstand and play the wrong firework, it can be disastrous!

The game is immensely challenging, and really makes you consider every move!  While the recommended age is 8+, this game mechanic seems to lend itself to older players.  It requires patience, reading your team-mates and figuring out how best to convey half (or less) of the picture to your fellow “fireworkers”.  Hanabi teaches simple strategy and teamwork in a somewhat high pressure environment where you don’t have access to all of the variables at play.

See our review here

 

Spin Master Games

Santorini

In Santorini players take on  the roll of builders to create beautiful towers with two to four players.  On each turn, players move one of their two builders to an adjacent space. Players are then required to build on a neighboring space. Players are trying to complete a three level building and have a worker standing on top of it.  The first player to accomplish this wins the game.  Buildings may be complete it with a dome, and that blocks players from placing their worker on it.  

Santorini also incorporates god and hero powers into the game in the form of Greek gods and heros.  These god card allow for special actions or a change in win conditions. The god cards add a unique variability to the game.

Z-Man Games

Carcassonne

Carcassonne is a medieval France themed tile laying and area control game for two to five players. Players are trying to build features and have their followers (meeples) on features to score points.

Players take turns taking a tile and placing it against a matching feature, such as city, road, and fields. There are also monasteries, which sit in the middle of fields. Players score points for: completed roads, completed cities, surrounded monasteries, and completed fields.  When players run out of tiles the game ends and players get partial points for incomplete features.

Carcassonne is well know for its many expansions and versions.  The current base game now include two mini expansions: the River and the Abbott. At the time of this writing the Z-Man Games website had 8 expansions for sale.  There also is a big box versions which contains the base game and 11 expansions. Additionally, there are three stand alone games with different settings and themes.

Pandemic

In Pandemic, two to four players take on one of several roles, such as Medic, Dispatcher, or Researcher, in their quest to cure 4 diseases before time runs out and humanity is wiped out.

Game play follows a standard turn-based approach. Each player starts their turn by drawing from an event deck to determine where the newest infections are.  Then, they use location cards to move around the globe, treating diseases to prevent outbreaks.  Finally, they draw more location cards to restock their hand.  If a player can get three location cards of a single color and can get to a lab, they can create a cure.  The cure that won’t immediately eradicate the disease. Rather, it will make the disease easier to treat.

There is one way to win (working together to cure all 4 diseases), and multiple ways to lose (running out of time, being overwhelmed by diseases, etc.)  Players can change the difficult by increasing the starting number of infections.

See our review here.

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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Engaged Family Gaming podcast image

Hello and Welcome to Engage!: A Family Gaming Podcast! This is episode 126. This week we are talking board games.

Host:

Stephen Duetzmann @EFGaming

Co-Host:

Rob Kalajian, Pawn’s Perspective 

Special Guests:

Andrew and Anitra Smith, The Family Gamers

 

Around the Horn

Fireball Island on Kickstarter

Monopoly Gamer: Mario Kart

Heads Will Roll

Sumer

Topic

Big ticket Kickstarter Campaigns


What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

Follow us on Facebook!

Like us on Twitter!

Follow us on Instagram!

Subscribe to our Newsletter!

Subscribe to our Podcast!

Check out this episode!

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Engaged Family Gaming Holiday

The board game market has been growing at a rapid pace for a while now and the last few years have been especially good. Take a look below for our recommendations for board games to share as gifts this year!

Hoagie


Hoagie is a fun, quick paced, and lighthearted card game great for anyone ages 5 and Up. In this game you are building a 5-piece sandwich and trying to spoil the components of your opponent’s sandwich.  The pictures on the spoiled food and special action cards are gross in a silly cartoon way, and are not excessively disgusting or scary, rather Hoagie has a level of gross that kids and adults will find entertaining. The first complete sandwich unspoiled wins. This game is great for the whole family and can be taught in minutes.  There is some strategy to Hoagie, but there is enough random chance it really is anybody’s game.    

Tak


Tak is an abstract strategy game similar in play to Chess, Go, and Mancala, recommended for ages 12 and up. It has simple rules, looks beautiful and is easy to play, yet has complex layers of strategy.  Players use beautiful wooden pieces to build a road from one side of the board to the other. The concept of Tak originated in the second book in The Kingkiller Chronicles by Patrick Rothfuss. For any fan of the series or of fantasy in general to connection to literature is an intriguing extra layer to the game.  Pairing the game with the novels is a great gift set!

Imhotep


Imhotep is a beautiful Egyptian themed game. Players use wooden blocks as stones to “build” different ancient Egyptian structures. The game is designed for 2-4 players ages 10 and takes about 40 minutes to play. Imhotep has an alluring aesthetic to draw in younger gamers, and the Ancient Egyptian theme has a great deal of appeal to a wide range of ages.  This is a game that is easy to learn, but has a deeper strategy that is much more challenging.  Imhotep was also a 2016 Spiel des Jahres nominee.

Lanterns the Harvest Festival


Lanterns is a tile laying game which also incorporates color matching and set collecting.  Players are decorating the lake for the Harvest Festival in Imperial China.  Players collect cards based on the color lanterns that are oriented towards them on the lake cards.  Players then cash in sets of the lantern cards to make a dedication.  These dedication cards each have a number, and the player with the highest number of dedication points at the end wins.  The game is beautiful as you expand the lake covered in lanterns as tiles are added.  Gameplay is very easy to learn, and the easy steps on each turn make this game great for the whole family.

Seikatsu


Seikatsu is a visually beautiful and serene competitive token laying game. Players lay tokens with birds on them and the token is bordered by flowers.  The objective is to gather flocks of matching birds, and to line up rows of matching flowers from the perspective of their pagoda. A significant amount of strategy is needed to balance these two objectives.  The components of the game as well as the the board are gorgeous. The game is for 1-4 players and is recommended for ages 10 and up, though it ages down well.  The game is very easy to learn and has a good combination of luck and strategy infused into the gameplay.

Monopoly Gamer




Monopoly Gamer is a must see for any Nintendo fan.  Not only is the Nintendo elements infused through the game, but the gameplay is vastly different.  Power-ups have been added to the game and give players the ability to collect coins, force opponents to drop coins, and move forward. Instead of paper dollars, coins have replaced them, and are used for everything. Passing Go now has player activating Boss Battles, and these Boss Battles will reward the victor with additional coins for the end of the game, as well as some fun treats like a free property, or stolen goods from an opponent. Finally, Mario, Peach, Donkey Kong, and Yoshi come with the base game. Other characters can be purchased through a $3.99 character pack, which comes with the board figure, a sticker, and the player card with the character’s abilities.  This game is vastly different from versions of Monopoly in the past, and is worth a look.

Kingdomino


Kingdomino , the 2017 winner of The Spiel Des Jahres (The Game of the Year), combines the universal simplicity of dominoes with kingdom building. Players draw domino shaped tiles and lay them out in their 5×5 block kingdom. The goal is to sort their kingdom to that they have large contiguous biomes (lakes, forests, etc) to earn points. The gameplay is quick, easy to teach, and the game ages down very nicely.

DropMix by Harmonix


Harmonix is well known for being the company behind the music game genre in video games. They are bringing their expertise to play in a video game/board game hybrid called Drop mix now.

Dropmix is built around a series of cards that each represent the different pieces of a song that are mixed together. One card might represent the drum line to Cary Rae Jepson,’s “Call Me Maybe” while another card might represent the rhythm track from a song by The Roots.

There are multiple game modes available. One of them is a free play mode that turns players into a DJ. Another is a battle mode when players place cards down of various colors to try to be the first to play fifteen cards. All of the game modes are interesting, and all of them allow for some very interesting card combinations that result in sweet music.

Googly Eyes


Googly Eyes is a Pictionary style game with a twist. The artist during each turn has to put on a pair of whacky glasses that distort their vision while they draw. Families that find games like Telestrations , but have been craving a different experience will want to check this one out.

 

Square up by Mindware



Square Up is a fast paced puzzle games where players slide tiles around the game board to be the first to match the color pattern in a special cube shaker. This is a great puzzle toy that will be perfect in competitive families. It comes at a relatively low price point too!


Be sure to take a look at our other Holiday Gift Guides for 2017!

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Kickstarter Review: A Dog’s Life

Beton Games

Age Rating: 8+

Players: 2-6

Timeframe: 40 minutes

MSRP: Unknown- Coming Soon to Kickstarter

Style: Family Action Game

A Golden Retriever, a German Shepherd, a Poodle, a Whippet, a Boxer, a Labrador,

and a Fox terrier take a break from their masters to have an adventure in the streets.

They need you, your family, and your friends to guide them on their exciting journey. Walk a mile in their paws and be an canine hero!

Introduction

A Dog’s Life is a game designed by Christophe Boelinger that was released in the early 2000’s and has recently been reimagined and reimplemented by Beton Games. It will be available as a KickStarter on August 8, 2017. This game is true to theme throughout, has mechanics and actions that make it super appealing to young players, and it can still be exciting for older players due to some serious strategy.

Contents

  • 1 complete game manual
  • 1 game board
  • 6 pre-painted dog figurines
  • 1 dog catcher car
  • 1 die
  • 6 dog cards
  • 72 action cards (12 for each dog)
  • 6 den cards
  • 6 hunger tokens
  • 15 trash can tokens
  • 24 dog bone tokens
  • 12 newspaper tokens
  • 48 piddle tokens (8 for each dog)

If you are a dog lover, you will be enchanted by the art and the components in this game. The hand painted figurines are adorable, the dog cards give each pup a real personality, and the theme is honored throughout every aspect of the game. The quality of the board, figurines, and tokens is high, and the website mentions more breeds of pups may be available in the future.

Gameplay

Each player chooses a pup figurine and a pup card that they will use to navigate through the city streets. Each pup has a specific number of action points and has strengths and weaknesses that are unique to their personality and help them progress through the game.

On their turn each player has 3 phases that they play through. The first phase is the FOOD phase. The player starts their turn by moving the hunger counter on their dog card down to the left one step. Their pup is now a little bit hungry. Each turn that food is not replenished, the pup gets hungrier and could possibly end up fainting and being taken to the shelter.

The second phase is the DOG STUFF phase. During this phase, players use the action points on their dog card to complete activities. Players have to decide when their dog needs to:

Beg in restaurants, search through trash, deliver newspapers, fight rival hounds, drink from fountains, piddle on lamp posts, or hide from the dogcatcher. Some of the activities in this phase require players to use their action cards to determine the results of their activities. Completing an action is taking a risk and may not always lead to the best result.

The third phase is the DOG CATCHER phase. During this phase players roll the die and move the dog catcher’s car, possibly sending some pups to the dog shelter. Being stuck in the shelter is similar to being in JAIL in a Monopoly game.

The object of the game is to be the first pup to bury three bones successfully in their den.

Is it a Family Game?

The theme and artwork in the game give it a unique feel that is immediately appealing to players young and old. Kids love the idea of playing a game where a dog actually piddles and begs and searches through trash cans. The game is easy to learn in just a few minutes, but there are a lot of choices to make in the game which adds an element of strategy.  We definitely think this game requires a few play throughs before children and adults master all of the strategy  successfully. There is quite a bit of information in the manual about real dog shelters, a dog’s lifestyle and care, and about specific breeds. We think this is a great learning tool. The game uses minimal text, making it easy for younger players to understand and there are many different ways to win this game so all players have an equal chance.

Conclusion

This game is fun for parents and children to play together, it has a unique and well executed theme, and is easy to learn and play. We think the many variants and options give this game a high replay value and that this is the perfect family game night adventure for parents with children between the ages of 6 and 12.

A Dog’s Life is currently live on Kickstarter.

FCC disclosure: A copy of this game was sent to us by the publisher for the purposes of this review.

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Overwatch-Characters

Anyone who listens to our podcast or reads our reviews knows that I am comfortable allowing my younger kids to play games like HALO and Overwatch. I get a lot of questions from concerned parents about why I would let my kids play shooters. They hear my excitement for T rated shooters and then they do the math and remember that my sons are 10 and 7.

What gives? How do I consider myself a good parent and still let my kids play these violent games? Aren’t I concerned that they will be altered in some way? That they will be more violent? Or anti-social? Aggressive?

Nope. Not even a little.

Now. Before I go further I want to take a moment to declare that these are my thoughts and feelings on the matter. I’m not here to shame parents who are concerned and who don’t want to give their kids access to these games. I recognize the right of every parent and caregiver to make their own decisions about the media their families consume. If your family wants to abstain from any form of violent games, then I respect your right to do so. Ok? Ok. Lets roll.

Because Science

Master Chief - HALO

First and foremost, these has been no causal link proven between violence in video games and violent behavior in children. None. There have been correlations drawn. There have been some connections drawn between playing multiplayer games and aggression. But, aggression and violence aren’t the same thing. Let’s be clear… who HASN’T wanted to flip the table while playing Monopoly? Those aggressive feelings that some people get from competition don’t equate to violent actions. (We’ll be talking about these differences in the coming weeks. So stay tuned for that.)

Less Violent Than You Think

mercy

Second, while Overwatch and HALO both involve gunplay as their primary mode of conflict resolution, they are, without question, less graphically violent than other games in the genre. The reality is that firing a digital gun is not really any different than using a super soaker of a NERF gun. What makes the experience different is what happens *after*the trigger is pulled. Both of these games handle the “messy part” of digital gunplay is ways that I find acceptable for my boys.

  • In the case of HALO, the targets are usually aliens that are unambiguously evil. They really aren’t all that different than the Chitauri from the first Avengers movie in that they are comprised of a limitless army of nameless monsters that exists to be punches, shot, etc. Fighting them doesn’t hold any real emotional weight, because they aren’t really representative of anything.
  • Overwatch is different. The targets are human (or at least human-ish) and many of them are friends. It isn’t uncommon for Tracer to find herself facing off against Agent 76 or Mercy. In this case, the gameplay itself is abstract. In the story of Overwatch characters like Widowmaker and Reaper are known enemies of Overwatch, and yet they team up with them to fight… other members of Overwatch. The matches themselves are a representative of competitive situations and not actual narrative. Its like a multiplayer Danger Room that we can all play in. It doesn’t hurt that they minimize the blood either.

Talking Points

Bastion - Overwatch

Bastion – Overwatch

Third, I believe that the violence in games is something that we should lean into rather than avoid. I know that my boys are going to see violence at school, on the news, and in other media. Why shield them needlessly? Talking to them about the scenarios at play in these games is a great opportunity to talk to them about violence, its place in the world, and the importance of heroes (of all kinds).

More Than Just Guns

Overwatch Teamwork

Next, these games have more to offer than a gritty look at gun violence. They feature competitive elements and strategy as well as deep world building and a compelling narrative. Let’s face it, many of us took our kids to see the Avengers films and both of them featured scenes with a LOT of violence. But, we enjoyed them none the less because of their other properties. I don’t see video games any other way.

  • Strategy – Overwatch is a multiplayer competitive shooter. This means that success is dependent (generally) on strong team play. It also requires that you understand your role within the match and how it interacts with other people on your team. I’m not one to tell my kids that they should bust out of the confines of expectations. But, sometimes you fail unless you get in your lane and work. If you choose to play a support character in Overwatch, then players will expect you to support them and will likely make their own gameplay decisions assuming you will do so. If you go off chasing kill streaks you will undoubtedly let your team down. Learning to embrace your role within a team is a VERY valuable skill that is transferable to all sorts of real world situations like school and work.
  • Deep World Building – People stand in awe at the worlds that Tolkein and J.K Rowling have created (and they should). But, the truth is that some of the worlds inside these video games are great too and the only way to experience them is to play these games and talk about them.
  • Narrative – The story arc of the Master Chief across 5 HALO games is epic. He is a super soldier tasked with saving mankind against unspeakable odds. That’s nothing new, but as we learn more about him, his comrades, and his relationship with Cortana (his AI companion) the better it gets.

Playing With Them

Halo Teamwork

Most importantly, the violent games that I let my kids play are games that I intend to play with them. They rarely experience these games without my presence. This gives them the chance to ask questions and to see my reaction to what is happening in the game as it happens. In turn, It gives me a chance to see the same thing. I get to watch their reactions and gauge if they understand what is happening in the game with any level of maturity. The fact that I am a gamer helps heighten that because I often understand what they are playing and what they SHOULD be feeling.

Those are just a few of the reasons why I have decided to let my children play T rated games. What are your thoughts? Do you let your kids play T rated shooters? Sound off in the comments!

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Games That Teach Literacy and Language Skills

As parents, we are all familiar with the world of edutainment. We are bombarded with choices daily- from the endless ABC Mouse commercials to the learning description at the introduction to every Noggin cartoon to the countless app ads on our smartphones. How do we know which choice is right for our children? Do these things even work?

We are going to be delving into these questions and more over the course of several podcast episodes and articles on www.EngagedFamilyGaming.com. We are going to break the idea of learning into different topics and touch on these concepts separately. We have already talked about board games that help teach Math concepts (Read it here!) The first two editions of our learning through gaming series will specifically focus on Literacy and Language. We will be talking about History and Science shortly thereafter!

Before we go into the actual games, we need to discuss learning styles. Your child’s learning style will determine the type of game they will be most likely to enjoy and get the most out of. The three primary learning styles are Visual Learners, Auditory Learners, and Kinesthetic Learners. Visual learners are going to enjoy games with lots of graphics, bright colors, fun artwork, and maybe charts. Auditory learners will enjoy games where they get to listen to snippets of stories and hear others have discussions about different aspects of the game. Kinesthetic learners enjoy games where they get to be hands-on that have lots of pieces to move and manipulate. It’s good to think of the people you are going to be playing with to come up with the best game for your group.

While this article and podcast will focus on mainstream family-style games that are available at big-box retailers, we would be lax if we didn’t mention that there is a huge world of board games designed specifically for classroom learning. These games are designed to drill down and reinforce specific learning concepts like letter recognition, language acquisition, phonics, reading comprehension, storytelling mechanics and so forth.

Lakeshore Learning and Edupress are staples in the educational field. Please take the opportunity to go onto their websites and search for the topics you were looking to reinforce at home. We’ve played a few games in this style and while these games share some of the common game mechanics that we are familiar with, they do not have the spark that we like to have in our games to engage with our family. Unless you were using your gaming time as a type of additional homework, we don’t find the replay value to be very high or the desire to play to be very high. But, there is no denying that this type of game is a useful learning tool. They at least add a skin of fun over traditional learning.

Here at Engaged Family Gaming, we have come up with 12 games that are a lot of fun to play that teach some of these Literacy concepts as well.

Scrabble 8+ (Vocabulary Development and Letter Arrangement)

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Scrabble, by Hasbro games, is a classic for a reason. It has retained its popularity through the years (think Words With Friends) because it is fun to play and challenging. In case you’ve never played Scrabble, it is a word game in which two to four players score points by placing tiles, each bearing a single letter, onto a gameboard which is divided into a 15×15 grid of squares. The tile must be placed in a crossword pattern (words flow left to right in rows or downwards in columns). The words must be standard and acceptable words in an agreed upon dictionary. Players score points based on the numbers on their letter tiles and can add bonuses from cues on the gameboard. Scrabble has many variations, including a Junior version designed to help younger kids with letter matching and recognition. This is a great game for kinesthetic learners because there are small pieces to manipulate which these learners LOVE to handle.

Bananagrams 7+ (Vocabulary Development, Letter Arrangement, Time Management)

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Bananagrams, by Banagrams, is a similar game to Scrabble, but it doesn’t require a game board, pen, paper, etcetera. It is a letter tile game that comes in a fun banana shaped zip up pouch. It is easily portable and gives you more freedom than Scrabble because you play independently for speed while making your individual crossword board. There are no complications from trying to get the perfect spot on the board, or waiting for a slow player to make a decision, or from losing out on the triple letter space. This game moves quickly because you are working against a clock. There are some unique challenges and ways to manipulate game play which add some fun elements into the game and can allow you to put a crimp in your opponents’ play. In our playtests of this game, we found that this game can be more of a challenge for younger players because it lacks some of the structure built into Scrabble, but some of your outside the box players will enjoy this one much more. Much like Scrabble, this game appeals to kinesthetic learners because of the tile manipulation. Also, since there is no game board, please make sure to play this one on a smooth surface. The tablecloth became way more of a hindrance during play than any of us anticipated.

Rory’s Story Cubes 8+ (Language Development, Vocabulary Development, Story Sequencing, Storytelling)

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Rory’s Story Cubes, by Gamewright, is a pocket-sized creative story generator. The original game comes in a box with 9 cubes (dice) with different images on each side. Players simply roll the cubes and let the pictures spark their imagination and tell a story out loud based on the pictures on their cubes. There are several expansions to the base game with different themes (actions, voyages, clues, Batman, intergalactic, etc.). There are infinite ways to play with Rory’s Story Cubes. The rules suggest playing solitaire or with others. The 8+ age suggestion is misleading. This game can definitely be played with younger players. We’ve used this game as a party game or ice-breaker and I’ve used it to work with my youngest on speaking & listening skills. My oldest finds a way to use these as story starters for creative inspiration in his writing activities. They can also help early learners with literacy development and problem-solving. Again, because this game involves dice rolling, it is great for kinesthetic learners. And, because the stories are told aloud, we’ve had great luck honing our children’s auditory learning skills with this game. Finally, because of the creative images on the cubes, this game works as a great inspiration for visual learners. All around, these are a terrific learning tool to add to your arsenal.

Fitzit 10+ (Language Development, Vocabulary Development, Reading Comprehension)

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FitzIt, by Gamewright, is a card based party game where you play a card with a simple statement on it. The player has to name an object that fits the attributes on their cards and then play them to the grid. The more cards you play, the faster you score. Gamewright has a few party games in this style, but we like this one because it is simple to play, plays very quickly, and the statements are easy to read for early readers. Again, the 10+ guideline is a bit misleading. Our early readers love this game because it encourages creativity, imagination, and helps them reinforce their reading comprehension skills. They players’ answers require your child to display an understanding of the words they read to come up an object that makes sense.

In a Pickle 10+ (Language Development, Vocabulary Development, Reading Comprehension)

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In a Pickle, by Gamewright, is game of creative thinking and silly scenarios. Players try to win a set of cards by fitting smaller things into bigger things (there’s some juice in a pickle, in a supermarket, in a parking lot). Play the fourth word card to claim the set, unless one of your opponents can trump with a larger word. The player with the most sets at the end is the BIG winner! This game is more abstract than FitzIt and really encourages creativity and imagination. The scenarios get very outrageous and it requires players to think outside of the box and invent options that seem preposterous. The silliness is fun for kids, but we think the 10+ guideline on this one is accurate because of the challenges in making the words fit.

Last Letter 8+ (Vocabulary Development, Letter Recognition, Picture Cues, Time Management)

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In Last Letter, by ThinkFun, each player gets five cards featuring intricate, fun, and brightly colored illustrations. Players must race to come up with and shout out a word from one of the picture cards in their hand. The word MUST begin with the last letter of the word previously called. The first player to get rid of all of their cards will win the round. This game is an awesome game for visual learners! The fast paced nature of this game might make it more challenging for younger players who are slower to process what they are seeing in front of them. If play around the table gets too excitable and loud, you may lose younger auditory learners as well. But, be prepared to be surprised by the creative words kids come up with from the images that adults would not normally think of.

Smartmouth 8+ (Letter Arrangement & Recognition, Vocabulary Development, Time Management)

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In Smartmouth, by ThinkFun, players race to make the best word in 60 seconds. Players roll the die to determine the word category, slide the Letter Getter to reveal two letter tiles and, using those letters, shout out a word that fits the given category before the timer runs out. The player who calls out the first word and the player with the highest-ranking word both collect a letter tile for the round. Once all tiles are gone, the player with the most tiles wins. The categories of adjective, verb, natural objects, famous people, man made objects, etc. help reinforce language skills learned in school. The game includes dice rolling and manipulating the letter tiles and the timer and slider which will appeal to kinesthetic learners, while the picture cues on the dice will appeal to visual learners. Because answers are shouted out loud, auditory learners will be engaged as well.

Zingo 3+ (Letter Arrangement & Recognition, Vocabulary Development, Picture Cues, Time Management)

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Zingo is a new classic with a few different variations of the game available. It’s like Bingo with a fun twist. The original Zingo is a matching game that encourages pre-readers and early readers to match pictures and words to their challenge cards. The Zingo! Zinger dispenses tiles as players race to be the first player with a full card and yell “ZINGO!” With two levels of play, this matching game builds language skills through fast-paced play. This game is designed to develop early literacy skills for very young players. Zingo Sight Words and Zingo Word Builder are also available and these games introduce more challenging literacy skills. Our children request these games regularly and LOVE to play them. While these are learning games at their core, they use fun and exciting game mechanics to keep young players engaged!

Letter Tycoon 8+ (Letter Arrangement & Recognition, Vocabulary Development)

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Letter Tycoon, by BreakingGames, is word game for 2-5 players that can best be described as a cross between Scrabble and Monopoly. Players take turns forming a word using a seven-card hand and a three-card community card pool, scoring money and stock rewards based on length and letter strength in their word. When enough of the alphabet has been claimed, players finish the current turn, then score all money, stock and letter patents owned. The game has an awesome antique look and style that really appealed to my family. The game mechanics were easy to understand and fun to play, but our younger players had difficulty competing with adult players. The game aesthetic really appealed to us more than other games in this genre and encouraged discussion about some of the historical and antique aspects mentioned in the game.

PaperBack 8+ (Letter Arrangement, Language Development, Vocabulary Development)

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Paperback, designed by by Tim Fowers, is a Word building/Deck building game with an aesthetic that completely immerses players in the world of writing and story building. The cards are uniquely illustrated and fun. Players are supposed to be an author trying to finish kitschy paperback novels. They compete to complete Westerns, Science Fiction, Romance or even a Crime Noir. There is no age recommendation for the game, but we have found that the player should be at least 8 years old to grasp the game mechanics. Players start with a deck of letter cards and wild cards. Each hand they form words, and purchase more powerful letters based on how well their word scored. Most letters have abilities that activate when then are used in a word, such as drawing more cards or double letter score. Players buy wilds to gain victory points. This game functions similarly to the other word building games in this list and emphasized the same skills but it has the added game mechanic of a deckbuilder.

Dixit 8+ (Language Development, Story Sequencing, Storytelling, Picture Cues)

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Using a deck of cards illustrated with dreamlike images, players select cards that match a title suggested by the “storyteller”, and attempt to guess which card the “storyteller” selected. Each player starts the game with six random cards. Players then take turns being the storyteller. The player whose turn it is to be storyteller looks at the six images in his or her hand. From one of these, he or she makes up a sentence or phrase that might describe it and says it out loud (without showing the card to the other players). Each other player then selects from among their own six cards the one that best matches the sentence given by the storyteller. Then, each player gives their selected card to the storyteller, without showing it to the others. The storyteller shuffles his or her chosen card with the cards received from the other players, and all cards are then dealt face up. The players (except for the storyteller) then secretly guess which picture was the storyteller’s, using numbered voting chips. If nobody or everybody finds the correct picture, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and all players who found the correct answer score 3. Players other than the storyteller score 1 point for each vote their own pictures receive. A large part of the skill of the game comes from being able, when acting as the storyteller, to offer a title which is neither too obscure (such that no other player can identify it) nor too obvious (such that every player is able to guess it). The game ends when a player reaches the end of the board (30 points). Much like Rory’s Story Cubes, this game helps children to learn storytelling skills, story sequencing, and helps broaden appreciation for art and gives players the ability to articulate thoughts concisely and to comprehend metaphor.

Tales and Games (Series) 7+ (Various)

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Iello games has produced a series of games based on classic children’s stories and fairy tales. The games are designed to look like beautiful hardbound storybooks with classically illustrated covers and spines. Each game takes about 20 minutes to play through and they all have different mechanics and designs. They and are designed to be played by players ages 7 and up. We have included them here because they have sparked interest in the classic stories that they are based on in our household. I’ve had to bring my children to the library to find their own copies of these tales to read. The stories released so far are: The Three Little Pigs, Baba Yaga, The Hare and the Tortoise, The Grasshopper and the Ant, Little Red Riding Hood, and The Pied Piper. Interestingly, my middle child was reading some of these stories in his guided reading group, so these were a great tie in to encourage him to discuss the stories and enhance his reading comprehension.

What do you think? Sound off in the comments and let us know your thoughts!

Make sure to keep your eyes on Engaged Family Gaming for all of the latest news and reviews you need to Get Your Family Game On!

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One of the questions we get a lot here at Engaged Family Gaming (especially since we launched our podcast) has been: “What is a “eurogame?” It makes sense that we would get that question a lot because it isn’t very easy to decipher what it means just from the context of a conversation.

Eurogame is a category of board games that is very diverse. The category is so diverse that you can’t even really call it a genre. In fact, I think it is easier to call the concept of a eurogame the result of a set of design philosophies being applied to a board game while it is being designed.

There will likely be disagreement from all over the place on this one, but I believe that there are six main pillars of design that, when present, qualify it as a eurogame.

Those design philosophies are as follows:

They are, generally, simple to learn.

One of the main driving factors behind Eurogames is that they are meant to be a social experience. This wouldn’t work if you had to assign someone a 50-page rulebook reading assignment in order to play. As a result many of these games feature rules sets that can be easily taught to new players OR learned quickly by observing players.

The reasoning behind this is simple. You can’t have a social gaming experience if you are playing alone.

They downplay luck and emphasize thoughtful strategy.

If you asked 100 people what they would find inside a board game box the number two answer (behind a game board of course) would be dice. They are considered so essential to the game play experience by the general public that the idea of a game without dice is alien to them.

The truth is that many eurogames do not rely on dice in the slightest. This is because they are designed to avoid players depending on the luck element of a dice roll in favor of encouraging thoughtful strategy. This creates better players and increases the tension between the people at the table.

This isn’t to say that dice are banned from the table. It just means that designers are very careful with how, and when, they decide to make dice rolling important for the outcome of a game. Instead, many games use dice as a way to add variety to gameplay. Catan is a good example here. The die is rolled on each player’s turn to determine what resources are generated and skilled players can expand their cities to mitigate the random effect of the dice.

They downplay direct conflict between players.

Many of the games we think about as “board games” pit one or more players directly against each other. The game mechanics involve directly taking resources or positioning from other players as you progress in the game. A good example is the much maligned Monopoly. The only way to truly win the game is to take all of your opponent’s money.

Eurogames avoid that type of conflict by having players compete indirectly. There may be competition for scarce resources, but rarely will you be directly taking from or eliminating other players in the game.

This strongly reinforces the social aspect of these games because it encourages competition without pitting players against each other directly.

They tend to focus on economic rather than military themes.

One of the most unique characteristics of eurogames is in their use of non military themes. In fact, a huge portion of the eurogame market focuses around economic themed games where players compete for shared resources and manage the efficient development of their own.

This might be the most important feature for us as family gamers since it is much more palatable to teach a younger child how to play a game about farming or city building than it is to teach them combat.

They tend keeps all the players involved in the game until the end.

Eurogames take the idea of being social experiences and carry them into all corners of design. Nowhere in their design process is this more evident than in their tendency to keep all players involved in the game until the very last turn.

This means that even if a play is losing, and badly, that they can have an impact on the game state and in some cases may even have a chance to catch up. In many cases scores, and even objectives, are hidden from players until the very end. This incentivizes all players to keep pushing to win regardless of where they THINK they are in relation to other players. Simply because the winner is not obvious.

They are, mostly, language independent.

Eurogames originated in Europe (I know. Crazy right?). This means that the game designers had to deal with multiple languages as their games spread. This created some barriers that limited the spread of text heavy games. The added cost of translating a game made it cost prohibitive for many games to move to other markets.

The result was a shift to language independent game components. Crafty game designers developed unique iconography for their games that could be used universally across all regions. This meant that in many cases the other thing that needed to be translated was the rulebook, which is much easier than, say, cardboard tokens.


There are by no means the ONLY things that define a eurogame. It is a very nebulous term with no universally agreed upon definition. But, this list includes what we feel are the primary pillars of their design.

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