Last week I wrote about people giving up on games because they don't think they have time to get them on the table often. This week, I'm writing about a similar issue: people who give up on a game because it contains one or two mechanics they don't like. You've heard the bitching: "Oh, that has player elimination, we don't do that," or "Roll and move, what are you, a muggle?" Of course, this particular whine isn't just for the eurogamers out there. Plenty of ameritrashers have probably said "not another worker placement game."
I am not without sin; I have my pet hated mechanics too. One thing I have ranted about are games where the only interaction is getting stuff before the other players. OOh! take that, I chose the wood, now you will have to wait until next turn to choose wood! A-hahaha! This isn't really interaction, any more than going to the grocery store and buying the last loaf of bread is me interacting with the guy behind me.
BUT, having said all that, 1000 monkeys with 1000 typewriters will eventually write war and peace. 1000 eurogame designers with 1000 low interaction game designs will eventually turn out a good one. So, I'm reviewing a game that takes this style of interaction and actually does it right.