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  • The Optimal Life

    dices
    "No one acts irrationally from their own perspective."

    -- Jack Edwards

  • The Others: Better than the others

    The first in a three-part series about The Others, where we look into mechanics that set the game apart, the heroes of F.A.I.T.H., and the seven Sins.

  • The Others: Keep the FAITH

    In part three, we explore the various heroes of FAITH trying to stop the Sinful invasion of the city, plus Ugrades and a few other thoughts.

  • The Others: We have Sinned

    An exploration of the seven Sins of The Others, their Acolytes, and the local Hell Club.

  • The Perfect Campaign

    Ever since the glory days of HeroQuest I’ve always been interested in boardgames that can be played out as a campaign.  That is, you play as the same character over the course of several games, getting new gear/powers to help you overcome evil.  The truth is that even back in the time before work, responsibilities, and internet cat videos I RARELY managed to successfully finish a campaign.  

  • The Perils of Play By Forum

    pbf-screenshotAs most of you know, I don’t get out much nowadays so I’m forced to get a lot of my gaming goodness through electronic tools. Play by email is my medium of choice most of the time, but of late I’ve dipped my toe into the world of play by forum. I find the entire concept rather peculiar because playing by forum requires a moderator, and unlike a role-playing game where the games master has an active, exciting job to do in setting the scene for the players, I can’t fathom what motivates people to moderate an online game other than sheer good-heartedness. Whatever the reason I’m very grateful, because play by forum is a lot of fun.

  • The Promise of Play

    promisesTraders of Genoa (also published under the name Genoa) is a fairly interesting Eurogame. It’s got a fair depth of mechanical strategy sat under a layer of finely-tuned verbal negotiation and the whole hangs together as a pleasingly balanced affair, allowing gamers of a variety of tastes and skills to pitch in and enjoy themselves. I’ve played it exactly 4 times, won every single session, and enjoyed them all. I’d play it again, but not in a hurry, and I have plenty of other games to play.

    But I originally bought my copy to play specifically with two people, both of whom professed Monopoly to be their favoured trading game. I wanted to show them one of the better alternatives, but I never got the chance. One of those two people would probably find Genoa too complex to enjoy nowadays. The other moved to the other side of the country shortly after I bought the game, had two kids in quick succession, and I haven’t seen them in four years. The chances that I’ll ever play Genoa with either of them are, realistically, tiny.

    All of these things flashed through my head in an instant last weekend as I opened one of the many tiny cupboards in the house across which I spread my unwieldy game collection, thinking about having a sort through and ditching some titles. When I closed that door, Genoa was still there. And it was still there entirely because of that tiny promise, that infinitesimal percentage that’s only nudging a little above zero, that I might one day get to play it with one of the people I bought it specifically to play against.

    That miniscule promise of potential play, however unlikely, however against the odds, is the bane of gamers everywhere. It’s what sneaks that extra game into your basket before you check out. It’s what keeps unplayed games, and games that have been played to death on the shelf. It’s what fills your house with nerd clutter. It’s pernicious, all-encompassing and it affects gamers of every kind and creed, being especially terribly for board gamers due to the size and bulk of the items they accrue. And I have no idea how to fight it.

    One of the worst areas of offense for me are war games. I own a number of them, and they’re nearly all 2-player and nearly all time-consuming. And yet, in terms of play opportunities, long 2-player games are probably the rarest slice of face-to-face gaming time that I have. But history remains a siren call for me, and so I cling on to a whole slew of wargames that, in reality, I will probably never play directly with another human being. There’s Vassal, of course, and a lot of those games I have played via email. But in a way that actually exacerbates the problem, encouraging you to cling on to rarely played games secure in the knowledge that should you suddenly find you really, really want to, you can find an opponent online. And in the meantime, the gnawing guilt that I have a lot of underplayed wargames means that shorter 2-player classics like Space Hulk get ignore in favour of longer games.

    Having kids just hands you another excuse not to get rid of things, the reason being that if you divest yourself of such and such a game, little Johnny or Sally is almost certain to grow up into an aficionado of exactly what you traded away. In the same clearout session where I decided to keep Genoa, I offered myself a truly outstanding example of the absurd lengths that this - and other forms of justification - sometimes reach. I paused over putting out my copy of the Sparta Commands & Colors Expansion because, I kid you not, I reasoned that my six-year old daughter was interested in the Romans so, by extension, there was a fair chance she might grow up wanting to play games about other classical civilizations. Thankfully, the minute I thought this I realised how outrageous it was and put the game on my trade list. But it just goes to show how magical thinking can so easily come to dominate the minds of otherwise rational gamers when it comes time for a collection thinning exercise.

    The same reason is basically behind some of the absurdly long times that games have been allowed to languish in my collection unplayed. I acquired my copy of Bootleggers in 2006, opened it, admired the little plastic trucks, read the rules and put it away in a cupboard where it has remained for six whole years. This isn’t some instant classic that I’ve somehow never got round to playing. It does not enjoy an exalted reputation amongst people whose taste I respect. I can think of no group I game with that would especially enjoy it, nor imagine a time that I would choose it before one of the many excellent games in its time and complexity slot that I already own. But I’ve held onto it because the promise of play worms its dark tendrils into my soul and tells me that one day, in the face of all available evidence, I might play it, and on that one day, in the face of all available evidence, I might find it to be my gaming nirvana.

    Why do we do it? To some extent, it comes with the territory of being a gamer. I think every apparently sensible-seeming gamer has a rabid collector buried deep within them, trying to get out. I also think that gaming and a tendency toward hoarding tend to go hand in hand. But that isn’t enough to be the whole story. It’s that nagging doubt, the ever-present demon on your shoulder whispering “One day! One day you might play this!”. And I’m convinced it’s a demon because it’s the same voice that gets you to fill your house with unplayed tat, to spend money you don’t have on new games you don’t need and because it’s a vicious lie: most of the time you’re not going to play it, and you know it. But it’s too much of a siren call to ignore.

    To some extent, understanding the problem helps to solve it. That’s partly the reason I’m writing this, so that the next time you’re assailed by the nagging promise of play you too might have pause to stop and think and check yourself to really make sure that it’s true. But I’d like to have other strategies to cope. You could, as Mike Siggins of Sumo did once he discovered there were so many games in his attic that the upstairs doors wouldn’t shut properly, pick a fixed number like fifty games and stop there. You could set a time period, say a year, and ditch any game that didn’t get played at least one in that time. But those sorts of rules require a will of iron, and are hard, unyielding things that care nothing for human niceties such as nostalgia, or borderline cases like small box card games. Ultimately there’s not much you can do but try to be honest with yourself.

    And in honesty, Traders of Genoa deserves to make the cut. In honesty I’ll never play it for the reasons that I bought it, but my collection contains relatively few classic Eurogames and Genoa ranks high amongst them, and gets to stay on that basis. Diversity in taste is a rather more defensible argument than unlikely meetings with old friends. And trying to exercise a little honesty, I still found ten games or so to put in the sale pile. Bootleggers was one of them. The next time you decide it’s time for a little collection slimming, honesty may be your best ally.

  • THE SHOPPING GUIDE TO RUNEBOUND SECOND EDITION

     

    This is a wrapper article, linking all of the parts of the Runebound Shopping guide in one location.

    Hopefully these articles will assist you in sorting between Runebound's many expansions to find the ones most suited to your needs.

    I will be updating these articles periodically as new expansions are released, so feel free to check back at a later date to see how they fit in.

  • The Short and Curlies

    addictionI’ve played the vast majority of my 70-odd games of

    Twilight Struggle online, either against live opponents or via e-mail. But a few times I’ve had the pleasure of playing it face to face. I love teaching it to other people because it’s such a great game and it’s a delight watching them gradually pick it up until the penny drops and they’re totally in the zone with it. I can remember taking it to visit my regular gaming opponent Graham and teaching him how to play with an open hand for the first turn. I dealt the cards for the second turn and, being the seasoned player that I am and knowing what the cards did from the titles alone, quickly organised my hand and looked up at Graham who was having to plough through all the card text. And he wasn’t there. Well, he was physically but his eyes were glazed, totally fixated on those eight cards in his hand, and mentally he was back in the 1940’s, fighting the cold war. And I knew at that point that the game had him by the balls and he was going to love it.

  • The Snapshot Returns!

     

     Warning:  Not for the faint of heart, the politically confused, or the French.

     

  • The Sometimes-Weekly AT Snapshot - 07/20/07

     

     

  • The Stupidy of Simplicity

    One of my all-time pet peeves in gaming, ever since playing my very first Eurogame, has to be the recieved wisdom that short rules make a game easy to lean. Although most often proferred by Eurogamers this can be proved false for almost any genre of game, as I've gone to some lengths to argue over at BGN this week.
  • The Ten Greatest Spiel des Jahres Winners

    Without much fanfare, 2018 marked the 40th edition of the Speil des Jahres. There are now forty games that have had the title of Game of the Year bestowed upon them by German-speaking board game critics, and the winner can expect to become one of the best-selling games in the world.

  • The Test of Time

    I've always shied away from trying to compile "best of" lists. Considering that your tastes change, little by little, every day and that when you're put on the spot it's often hard to remember just how much fun game A was and just how strategically impressive game B was and so on and so forth it's pretty hard to pick a definitive top twenty games and basically a nonsense to try and put them in some sort of order. And yet the itch remains: everyone likes reading and commenting on these sorts of lists and so the desire remains there to write one, however impractical it might actually be.

  • The Thermodynamics of Monopoly

    “Imagine that the cow is a sphere.”

    This is the punch line to an old Physics Professor's joke. I could repeat the setup, but it isn't funny enough to warrant the effort. The punch line on its own is sufficient to reveal the absurdity of how physicists view the world. They do it for good reason. Physicists need to paint the world with big fat brushes so that the large concepts they consider don’t get lost in the minutia. Having the cow shaped as a rectangle would likely work, but having it shaped as a cow makes for some serious topological challenges when you’re writing a proof. Though absurd, round cows are useful when you’re paid to figure out answers to very big questions.

  • The Ties That Bind

    GordianKnot.jpgYou may recall a column from a couple of weeks back which sprang from a discussion I'd been having with Pedro Silva. It's proved a pretty rich vein in which to mine for column inspiration - in the latest episode we returned to the vexed question of how ill-defined the concept of "Ameritrash" still is, in spite of the term now being fairly well known amongst gamers. That in turn wedded together with some thoughts I'd been having about what binds us, here on this site, into a community which isn't a straightforward question seeing as we seem to have gathered quite a few Euro-fans over the course of our existance. So, even though it might have looked like we'd left the Ameritrash definition argument behind, I'm going to dredge it up again and perform a few necromantic rituals over its decomposing corpse. Time to get the nostril rub out, gentlemen.

  • The Tipping Point

    Being a self-confessed game whore, I jump at every chance I get to play a new game and, if necessary, I'm prepared to work pretty hard at getting to grips with a new title, understanding it and trying to see where the "fun" part of the game is, whether it's in the strategy or whether it's in the story. Over the many years that I've been a hobby gamer there have only been two games that have defeated me in this regard after multiple attempts at understanding: Magic Realm and Paths of Glory. Both are games which would appear to suit my tastes exceptionally well, and both are games which come with a high degree of praise from the majority of gamers that have tried them. So there is no doubt a certain element of spiteful resentment at potential pleasure denied that nowadays I take pretty much any opportunity available to badmouth either title.

    But is that really just and fair? Is it really right to form a judgement of the quality of a game that you haven't actually managed to play properly? It's an especially pertinent question for someone in my position who writes regular game review columns and whose opinions other gamers trust, take seriously, and use in weighing up their potential purchases. In taking a negative position on these two games I have pretty much already declared that the answer is yes - and my justification is pretty simple. If a game puts so many potential stumbling blocks in the way that I, an avid and experienced gamer, cannot learn to play the game effectively after multiple tries then from my point of view it's a bad game: other people, possibly even the majority, are likely to suffer similar problems when they try to play. However at the back of my mind there has always been the equally simple counter-argument that of course it's wrong that I should do this: many, many other gamers have garnered many, many hours of enjoyment out of these titles, so in fact it must be me that's doing something wrong not being able to learn the game, not the game itself which is at fault.

    Take, for example, my frequent characterisation of the Magic Realm, combat system as being a tedious rock-paper-scissors variant with enough superfluous bells and whistles to sink the Titanic. During a discussion with a fan of the game he conceded to me that the combat system might look like that if it were stripped back to it's bare essentials, but by the time you've added in all the rules for magic, equipment and multiple combatants, the result was so multi-layered and complex that it ceased to resemble its venerable and boring forebear and became a genuine marvel of narrative and tactical skill. My counterpoint is simple: because of the overpowering level of complexity that the game presents to novice players, and the advice that goes with it to learn the game piecemeal, my experience of play has only been with the bare-bones system and the resulting boring bare-bones combat. The game has effectively put so many barriers in the way of finding out what makes it cool and unusual that by the time I've learned enough about it to try the fully-featured combat system, I am already bored by the simpler mechanics. It's a vicious circle - the more blocks of complexity that get put in my way, the less likely I am to appreciate the depth of the game and the less likely I am to bother making the effort to break the back of the next obstacle.

    With Paths of Glory the issue is different. While the rules are bad enough, the real problem I came across here was the level of strategic complexity in the game. After digesting the weight of rules, one is presented with a large board on which there are very few units, a hand of cards, and a truly staggering array of potential opening moves. My various opponents at Paths of Glory, all experienced players, independently voiced their disapproval of the strategies I attempted to pursue early in the game and proved their points by rapidly beating me. So, clearly, there's a learning curve over and above the rules themselves to undertake before one can become a remotely competent player, and if you've got no insight at all on to how to form useful strategies because the potential variability is so huge you're back into a vicious circle again: you loose, have little idea why, and so are discouraged from trying to play again and learn more by the prospect of many more losses to come, and more bored, dismissive opponents, before you can make a decent fist of it.

    While I currently stand by my arguments and opinions on these two particular titles it's worth noting that I tried to learn both of them in play-by-email (PBEM) games. This is, obviously, not the idea scenario in which to be taught particularly complex games. The chances are your opponent will be vastly more experienced - and skilled - than you and yet his opportunities for passing on that wisdom will be extremely limited if the game is not to become unworkably slow. And yet I can't help but feel that since both games in question take a long time to play and are otherwise well-suited to the PBEM format, that this actually constitutes a part of the problem and another justification for my negative opinions. Still, I would try either game again with a fan who promised to spend plenty of time and effort trying  to help me and teach me the error of my ways.

    But I've been quick in the past to criticise people who form poor opinions of favourites of mine which are similarly slow to reveal their charms such as Titan. In defence of that particular game I could point out that it's a lot easier to learn than either Magic Realm or Paths of Glory, even if it does potentially take just as long to play, and that even new players should be able to pick up the most straightforward strategies on which to build their skill in their very first game. So, obviously, I feel that there's a line somewhere in terms of approachability that, when crossed, moves the game from simply being difficult to learn to actually being bad. So, again, we're forced to ask the question: where is it fair to draw this line?

    Let's take a look at some other games that I've had difficulty picking up for one reason or another. The example that springs immediately to mind is Hannibal: Rome vs Carthage. The first couple of times I played this, I hated it. It seemed to me to be an almost entirely random crapshoot in which the decisions you made were almost an afterthought to the cards that came out - on my very first game I beat my experienced opponent in turn 1 simply by winning a lucky battle at the foot of the alps with an inferior force. But I was persuaded by my opponents to persevere with the game. Another 3-4 games later and I was forced to revise my opinion after coming to see that although there was a huge random element in the game, it did allow for some incredibly creative strategy and tactics. At that point I wrote a review which was semi-favourable but which gave its perceived flaws a very hard time indeed. Another five or so games later and my opinion has been revised upward a little bit more because I've started to see the odd point in the game where a poor showing that appeared to be down to the cards was also at least partly down to my inexperience. I don't believe it'll keep on going upward with yet more plays but you never know - I didn't believe my opinion would keep on going upward when I first judged the game to be poor, and now I've derived a lot of enjoyment from the title. This long example serves to illustrate the simple point that some games just need repeat plays in order to properly reveal their charms.

    On the flipside of course, it's worth noting that for every game which is capable of slowly revealing their delightful secrets like layers of wrapping on a surprise present, there are probably about ten which look awesome when you first play them but quickly run out of steam. The Ticket to Ride games are the poster-child for this phenomenon. Indeed as far as I can tell the franchise only survives because of its ability to re-invent itself with minor map or rules modifications and the credulousness of gamers who will repeatedly pay full price for what are, in effect, expansions. Games like this have their place - I've still got my copy of Ticket to Ride: Europe in spite of having become bored with it because it does make a useful family game and it looks like an awesome way to teach kids European geography. But the question you have to ask is whether or not the glut of low-replayability games like this on the market has effectively lowered the attention span of the gaming community in the same way that modern bite-sized chunks of media are apparently lowering the attention span of youngsters. If you're surrounded by a gamut of games - more than you can ever hope to play - which give you instant satisfaction and are, at least for those first few plays, highly enjoyable why would you bother investing the time and energy in something less forward with its appeal?

    There are three potential answers to this question. One is simple economics: as a general rule slower-burning games are that way because they present the player with multiple layers of complex, interlocking strategy potentials and so tend to have longer potential play lives as a result. Invest the time in learning these games and you'll need to buy less new games and you'll save yourself some money. The second is the more elitist - and frankly wrong, in my opinion - idea that it's better for you as a gamer to expose yourself to deep strategy games in order to practice mental agility. Whilst it might be a potential benefit, it's wrong to assume that this is what everyone should be striving for, or even that every high shelf-life game can provide it. I can think of several games which offer a lot of replay value simply through variety or rich narrative as much (if not more) than strategy. But I think the most compelling answer is simply one of experience. If gamers are constantly cutting themselves off from unapproachable games because something that offers instant gratification is always available they're cutting themselves off from a large segment of potential gaming experiences and the fun that goes with them. The experience of having a quality game slowly come together in your head over multiple plays is just not something that any number of well-designed but more transient titles can replicate.

    So the ultimate answer is, to some extent, a cop-out. The place where the line is drawn between judging a game bad because you find it unplayable for some reason, and judging that you don't have sufficient experience or expertise to make an opinion on that game is an entirely personal one. And rather than being judgemental about it, for once, it seems to me entirely right that this should be so because where you draw that line is partly dependent on personal circumstances regarding your free time, disposable income and the makeup of your gaming group that have nothing to do with your abilities or tastes as a gamer. I'm comfortable with having drawn it between Magic Realm and Paths of Glory on one side and all the other games I've played on the other. Where you draw your line will be different. But you might want to stop a moment and look more closely at the games that you've decided to bypass. If too many people dig that chasm too far toward the easy end of the spectrum then eventually there will come a tipping point where games like Titanand Hannibal - and Magic Realm for that matter - really do pass beyond the pale. And that would be a great shame for the whole of the hobby.

  • The Tools of Satan

    dark-towerI have written in the past about the physical limitations imposed on board game designers through the need to track everything with board and card. Similarly there’s often been speculation about what, if anything, the introduction of electronic appendages into board games does to widen that perspective. Reviewing children’s game Whoowasit?, which features just such a gizmo, for another site last week lead to me revisiting the topic in my head.

    Another factor in my choosing to write about this was the observation made to me recently that the audio CD-based cooperative game Space Alert hasn’t spawned any imitators, in spite of having had great press and sold well enough to demand a reprint from the publisher. I think partly this is down to the atrocious reputation that games of this particular style, in which the action is controlled through a video or audio track, have garnered over the years.

    Almost all the other examples are mass-market titles like the Atmosfear series which are briefly interesting for their novelty value, but otherwise execrable. This is unfair: Space Alert is a solid game and an interesting and far more creative use of the medium, but it’s carrying a lot of unseen negative baggage around on the back of that audio CD. You can’t entirely blame publishers who don’t have a maverick and imaginative designer like Vlaada Chvatil on the books from being wary of joining in this particular bandwagon.

    Outside of combining board games with media you’re left with adding electronic devices. The first game to feature a very significant electronic element that I can recall is of course Dark Tower. I can remember seeing it advertised on the TV at the age of eight and lusting after it with an angry, dangerous passion that only an eight-year old nerd to be could muster. In spite of all my threats, cajolements and pleas I never did get a copy: perhaps the trauma pushed me over the edge into full scale obsessive game geekery. However I did get to play it a few years later, and loved it. Many years after that I got to play it online and found, as most of us have, that nostalgia is no substitute for a well-designed game. It wasn’t that much fun for children once they’d hit their teens, and the tower itself was a pointless gimmick.

    The same goes for the electronic chest in Whoowasit? It serves two major functions. Firstly, randomly assigning secrets to room and food and clues to animals. Second it occasionally (and for no apparent reason) triggers random events. Children playing the game love the idea of the chest and delight in the sudden and unexpected events that it provides but in terms of game play, an adult gamer will immediately spot that it doesn’t do anything a couple of decks of cards couldn’t manage. Of course that’s not the point - it’s a game for young children, and they’re going to enjoy the chest and all is good with the world. But together with the Dark Tower it illustrates how the additions that electronics bring to board gaming are very limited, and how they’re never a substitute for solid mechanical design.

    But wait, I don’t hear any of you cry since we’re many miles - likely even oceans - away from one another. Surely in this day and age of electronic wizardry there’s more potential in an electronic game aid than just handling a bit of random assignment or hidden information? Well potentially, yes of course. Potentially the sky’s the limit. But then we have to consider the vexed question of cost. Custom circuitry isn’t cheap to design or produce. I’m not an engineer, but as a computer programmer I have some insight into how quickly apparently simple decision trees can become enormously complex to implement when you try and translate them from the organic world to the binary one. Asking a device to do more than track simple information is asking for the eventual price on your game to be driven sky high. And while we all know there are crazy gamers who won’t baulk at a massive price tag if a game is unusual or good enough, they’re rare, and you’ve got to convince a publisher there’s enough of them to buy your game.

    No, I don’t see a future in custom electronics for board games. But that doesn’t mean that I see no future for electronics in board games. Because ultimately the route that humanity found round the tiresome issues of engineering individual devices to do a job was to create a device that could be customised to do a variety of different things if given the right instructions: a computer. And while tabletop gaming and computing have a patchy and ignoble history that’s largely to do with portability, with getting the game and the players and the computer arranged in a shared space together in a manner conducive to play. But nowadays most of us carry a small computer around with us everywhere we go in the shape of a mobile phone.

    So far, the link between board games and mobile devices has been limited to the obvious: ports of popular games to play on your mobile, and tools like timers, dice rollers and first player pickers to stand in for those times you’re lacking an essential component. All jolly good fun and useful too. But I suspect this may be the tip of the iceberg. I work for a media company, and one of the things we’re buzzing about at the moment is the rise of the second screen. Not in the sense of a second monitor for your PC, but as in people who work on a laptop or desktop system while also referring to a mobile for quick and easy jobs, or who watch TV while occasionally turning to their phone to make quick fact checks about what they’re watching on the internet, or deal with the odd email.

    I see no reason why that phenomenon shouldn’t extend to board games. Second screens have become so ubiquitous that it seems economically feasible to design and release a game that assumes players have access to a mobile device and provides software to add an electronic element to the game alongside the physical components. Failing that, publishers could create apps that improve the play experience of physical titles. Whoowasit? provides an early example, with the app featuring a chest mode that replicates the functions of the gizmo in the boxed game but with better sound.

    Adding electronic devices to board games is a dead end, a sordid and unfortunate evolutionary pathway that, like the Panda, was never going anywhere good. But adding software to board games could be the new dawn that designers need to re-ignite their creativity.

  • The Top 5 Games That’ll Boost Your Brain’s Development

    Online games aren’t just for pure entertainment. Yes, they are mainly aimed at providing fun but they can also help stimulate the brain.

    They are sometimes called “time-wasters” but they may actually be worth some of your time. A number of games on the web can make for a great leisure and brain activity.

    Jigsaw Puzzles

    Real jigsaws are a great way to stimulate the brain while passing time. If you can’t have real jigsaw puzzles to play with, there are many jigsaw games available on the Internet. You may not be able to feel the edges of the jigsaw pieces with your fingers, but you can surely derive similar satisfaction from solving the puzzles. What’s more, you get to enjoy variety in the pictures you will try to solve.

    Number or Math Puzzles

    A multitude of number puzzle games are also available on the web. They can be arithmetic and algebra based like cross number puzzles, Dyson numbers, KenKen, Feynman Long Division Puzzles, or the 24 Game.  They could be combinatorial like cryptograms, sequential movement puzzles, kakuro, sudoku, Think-a-Dot, and the Fifteen Puzzle. They could also be about tiling and dissection like the Conway Puzzle, Bedlam Cube, Soma Cube, tangram, T puzzle, and pentominoes.

    There are several types of math or number puzzles and you might have already played one without realizing it was actually a casual math puzzle game. These puzzles may not appeal to all as they could be quite difficult to solve but they certainly push the brain to thinking hard.

    Word Games

    Just like numbers, words are also a theme in online games. Similarly, you can find many of them. The ever popular crossword puzzles easily come to mind. There are also “find the word” games for those who want to find something easy and less time-consuming. Additionally, you can enjoy popular games like Hangman, Text Twist, and Bookworm. They are arguably some of the most entertaining but relatively easy mind games online.

    Games that integrate quiz and typing aspects are also fun online games to spend time with. Online Scrabble and other similar connect-the-words games, likewise, great options for passing the time. Additionally, for those who want something a bit more challenging, there are rebuses that can really give the brain quite a stir. These games are relatively not that difficult that they usually don’t require cheats similar to how cheats like those posted in http://megapolischeats.org/ become necessary for Megapolis just to proceed with the game.

    Quiz/Trivia Games

    For those who love quiz types of games, there are many to find online. There are online game versions of once popular TV shows like “Who Wants to Be a Millionaire,” “1 vs 100,” and “The Weakest Link.” These types of games, for most, are definitely entertaining. They are also very easy to play. You just have to answer questions using the knowledge you already have. If you can’t provide the right answer, you can always try to make guesses.

    Quiz and trivia games don’t only serve as good ways of passing time. Players may also obtain some new bits of knowledge from them. These games may also make players recall certain details that have already become vague in their memories. The questions and answers these games pose can be something new or unfamiliar, or they could be something that could rehash knowledge many players would hardly recall.

    Online Chess and Other Similar Board Games

    Of course, who would forget one of the best classic mind games ever created? Chess can also be played without the real board and pieces. There are many sites that feature chess games that allow players to have a match with an AI player or with another human player connected to the Internet. Chess is a great mental exercise that will surely help stimulate the brain. You can also have other similar game options like Go, backgammon, shogi, janggi, and sha'tar.

    The Internet has a lot of interesting things to offer. Mind-stimulating online games are just some of them. If you want to stay sharp through gaming, you should really try some of the games mentioned above.




  • The Twelve Games of Christmas - 2013 Edition

    charlie-brown-treeThis is the fourth year I’ve done a big countdown for my top twelve games, but I still feel like it’s a work in progress. My first installment back in 2010 seemed to assume that these were the twelve “best games EVAR,” like there was a standard that these games were held up to, and they were the ones found to be at the top of a linear list of every game I own. Now that I’m putting together this list for the fourth time, that’s obviously a load of crap. Not that I don’t consider these games among the best ever made, but the list this year is almost totally different from the first one that I published in 2010. I mean, I put Dominion on the first iteration of this list, and Puzzle Strike on the second one. Those might reflect the last time I wrote much positive about either one of those games. One list by itself doesn’t mean much anyway. I’m not the same gamer I was in 2010, and that’s fine. I keep doing these lists because they tell me a lot about where I am right now as a gamer. Consider this a portrait of what I want in a game in December of 2013.