First off, setting expectations. I’m not going to put any more topics in for the rest of December. I imagine I am not the only one traveling or all planned up for the Holidays. TotW will see you all in 2025!
For this week: Balance.
Some games are balanced within a hair of their life - Nusfjord. London 2e. It’s clear that there is a mathematical valuation model behind each card or action, or a simulation has been run through thousands of iterations to sand off the edges. Anything that looks too good to be true comes back to center as you begin to understand costs and efficiencies, and likewise anything that looks uninteresting is just a new facet to discover.
Then you have games that are designed without balance. Glory to Rome. Cosmic Encounter. Furnace + Interbellum. Sometimes the intent is that the table will address the imbalance through focused disruption. Sometimes the imbalance is the game, finding who can exploit it hardest and fastest.
The third category is somewhat in between, and I’ll cite Race for the Galaxy. Here the individual cards are immaculately balanced, but there is a game to be had of creating imbalance through synergy and combination.
The last category is, of course, unintentional imbalance. Here I’ll cite Scythe factions, Tapestry, Viticulture visitors (because I can’t pass a chance to pick on Stonemeier.) Kansas City in GWT 1e. Maybe these are a subset of the “without balance” group but just situations that didn’t work out.
Discussion - what do you think of all this? What do you gravitate toward? What are good exemplars in each of the three intentional categories? Is something “best” or are these just flavors?