Mapping the world with tiles

From an early age I had a fascination with maps. I would pour over the maps at the beginning of novels, daydream about the maps in my video game instruction booklets during class, and leaf through each month’s national geographic hoping for a foldout of some distant place to come tumbling out.

It is no wonder then that I have a soft spot for tile laying games. When I was young, we had a children’s game Rivers Roads and Rails, wherein different tiles each had one to three of the different modes of transportation. I do not remember the rules, I am not even sure they mattered to me then. I would simply connect the different tiles in a myriad of different ways  to see how the network would grow.

The Xbox 360 version of Carcassonne
The Xbox 360 version of Carcassonne

Even before stumbling into the game store years ago, I had developed a love for the Xbox 360 version of Carcassonne. Almost by accident I had stumbled into this great tile laying game. I was looking for something affordable that could be played with my roommates, and while the theme of laying down map tiles in the French countryside didn’t seem too appealing, the game soon won all of us over.

In hindsight, it’s no surprise that it was such a hit. Carcassonne won a Spiel des Jahres in 2001 and is a classic to this day. Much like Monopoly, it has exploded into a multitude of different themes and versions, with a Wild West version, caveman themed Hunters and Gatherers, and even a Star Wars version last fall.

Two player Carcassonne in play.
Two player Carcassonne in play.

In the game players lay a tile each turn, and have wooden figures colloquially called “Meeples” that they use to claim different terrain features. Meeples placed on the road become thieves, in the castle they are knights, when placed on monasteries they are monks, and those that are laid down in fields become farmers which introduce a light area control element to the game. The meeples placed out on the board cannot be reclaimed until the road, castle or monastery is complete. Each feature is completed a different way, with big castles scoring the most, but also being the most difficult to finish.

Here the beauty of tile laying games comes through. What starts as nothing, tile by tile, becomes a map busy with activity, and different every time you play. Each tile placed out into the map produces a cathartic feeling of creating order. Roads must connect to other roads, fields to fields, castle walls to other castle walls. While an intense game of Carcassonne can look a bit unorganized, larger more family friendly rounds often end with satisfyingly complete features at every corner. Above all else, the tile laying feature of the game adds a delightful puzzle like element as the orientation and features of the tile matter, much like a classic jigsaw piece.

The beautiful tiles of Taluva stack to form an evolving island.
The beautiful tiles of Taluva stack to form an evolving island.

Several other games have come along over the years to add their own twist on the tile laying formula. Taluva added a third dimension to the mix by allowing players to layers tiles on top of eachother. Each tile has three features, one of which is always a volcano. Volcanos can be stacked on top of other volcanos as an eruption to create an island with mountainous features. Here the challenge is not connecting and completing features as in Carcassonne. There are no roads or castles, but instead players try to place all of at least two of three types of buildings. Tiny huts spread from the valleys up the player-created hills, and are destroyed by volcanic eruptions. Temples require a minimum horizontal spread of villages, and towers must be placed on at least the third level of the island. The resulting play experience is still a spatial puzzle, but also a game of cat and mouse, trying to carefully place tiles that benefit you, while not simultaneously helping other players.

Alhambra in play
Alhambra in play

Alhambra, another Spiele des Jahres game of the year winner has players building their own tile cities instead of sharing a central play area as in Carcassonne and Taluva. In this way each player is solving their own puzzle, but it is by no means a solitary experience. Players must buy tiles for their cities from a central market, with four different market spaces that each accept a different color of currency cards. On a turn players can take currency cards, or build a tile. Paying for a tile with exact change grants a bonus turn, so smart money management is important along with smart tile placement. The market also plays into the scoring of the game, as players vie to have the most of each color building before each scoring round.

A player builds a villa ge in Glen More
A player builds a villa ge in Glen More

Finally a great game that twists the Carcassonne format is Glen More. Similar to Alhambra, each player is building their own village instead of interacting on a central landscape as in Carcassonne. The unique aspect of the game is instead of drawing tiles from a stack, they come out into a central circle. Players can select any tile from the circle, but they don’t get to take another turn until they are at the tail end of the chain. So there may be just the tile you need, but if it’s several tiles ahead, you may need to wait while other players take several turns before you get to go again. But if it’s the right tile, it just might be worth it. The game also introduces some simple resource management, as tiles produce, wheat, stone, wood, sheep or cows that are used to build other tiles, or most importantly, to distill whisky!

The central board in Glen More has many tile options, but the further away the tile, the longer before your next turn.
The central board in Glen More has many tile options, but the further away the tile, the longer before your next turn.

However, with so much more going on, Glen More needed to pare down the puzzle like elements of Carcassonne. Instead of building features, tiles have a central river running north south, and a central road running east to west. Road tiles must match road, and river must match river, but otherwise the only placement rules are much more flexible.

I have only highlighted a few of the many tile-based games that have filled the hobby in recent years. There are many more, with countless themes from building a spaceship with tiles, to the Sim City like Suburbia, to a personal favorite that captures the early plymouth settlers, Keyflower. Two of the six games just nominated for a Spiel Des Jahres Game of the Year award use tiles as a central element. There is something that’s just inherently fun about piecing together different tile elements to build a whole, be it a kingdom or a spaceship, that is your very own.  

 

How to judge a game by its cover

Today I have a foolproof guide for how to select a board game for you collection, purely based on its cover. This may seem impossible, given the traditional and well proven advice to not judge a book by its cover, but I assure you with these few steps you will be playing the best games possible in no time!

Now you may think, since we’re judging games by their cover, that you would be looking for an awesome sci-fi vista, or perhaps an action packed fantasy battle. We are looking for fun games, so an exciting cover should be key, right?

But no! The secret is what I call, the Handsome Mans Principle or HMP. Illustrated wonderfully by this cross stitch my girlfriend made for me some years back

HMP

 

You see, nothing ensures a surefire hit quite like a stern, bored looking European guy on the cover of a board game. Take the fellow below. He is clearly getting up to some very important work with his quill pen.  This is not a bait and switch, and there isn’t a fantastic space game hidden inside this box. What you see is what you get right down to the map in the background actually being an image of the game board itself. You may think this is a boring game, with the business like attitude of the poster boy, but I assure you it is fantastic, even if it is about trading goods during the 1100s.

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There is a second tenant to the Handsome Mans Principle (HMP) , and that is that it works even better if someone is holding or looking at a map or document on the cover. Take for instance the game below:

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Those are some very stern looking fellows and they are clearly  looking at some important plans. This is a surefire hit, as it has both of the key tenants of the HMP. And it is indeed one of my favorite games, as players race to rebuild London after the great fire, building an engine with cards while trying to avoid the poverty penalty that comes with running that engine inefficiently.

However, there is one final tenant of the HMP that is missing from London. While it is great to have both stern looking European guys AND a document, it is even better if the name of the game is difficult to pronounce, or perhaps the name of a French city that no one has heard of.

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pic750583_mdNow we’re talking! These are some serious looking guys that have very important business to do, and hence, these are very awesome games to play! Each game features the riveting theme of medieval European living. Building towers and churches, expanding influence with powerful families, hiring knights and trading goods. What could be better?

So what if a game doesn’t meet these criteria? What if it only meets one tenant of the HMP? Let me tell you, I have been there my friend. One day I wandered into Zombie Planet and there was a nearly perfect game looking at me from the shelves. It was about farming in Europe, and even featured the Spanish word for farm as its name, La Granja. But it was missing something, and I just couldn’t pull the trigger. I asked my friend George, the store owner, if he could fix it for me, and he worked his artistic magic. When he was done, the game met that perfect trifecta of the HMP, and I walked out of the store a happy owner, eager to get it home and play.

Now featuring a suave looking fellow holding a map.
Now featuring a suave looking fellow holding a map.

 

The reality is, a game, just like a book, cannot be judged by its cover. When I first started playing games, I would have avoided all of these games like the plague. Coming from a background in video games, books and movies, these all seem super boring. What could be fun about farming, or being a French noble, or trading in the Hansaetic league?

The reality is, I may never read a book, or watch a movie about those things. But when it comes to playing a game, the game itself often matters more than the theme, or story, that it tries to tell. Many designers from this board game revolution that has been happening since the mid nineties, come from Europe, and created games about the countries that they knew. Hence the popular term Euro Game. They often chose a theme that was as neutral as possible, instead of War, Fantasy, or Sci Fi, and focused on the game instead. No one ever thought building towns and roads and trading sheep could be fun, but a game about just that, Catan, has sold million of copies, and more importantly, has entertained families for more than 20 years. In a way, the neutral themes of these games mean that, more than ever, the game itself has to be great. A board game can have the most scintillating theme and beautiful art, but if it isn’t fun, it isn’t worth the cardboard its printed on.

So while you may not have a surefire hit on your hands by using the Handsome Mans Principle, make sure to give the more “boring” seeming games a closer look. You may be surprised at just how much fun is hidden behind those dour faces.