What games have killed other games for you?
What games have survived despite multiple attempts on them by newer, similar, supposedly evolved concepts?
Lastly, any games you want killed but the industry just can’t seem to perfect the model?
What games have killed other games for you?
What games have survived despite multiple attempts on them by newer, similar, supposedly evolved concepts?
Lastly, any games you want killed but the industry just can’t seem to perfect the model?
When I was new to modern boardgames I bought and played quite a bit of Pandemic. Then I met Flash Point Fire Rescue, which tickled the same cooperative itch but to my perception just does it better. The limitations on what you can do feel like real limitations, “I can’t get to that guy in time,” rather than artificial ones (just what does having a city card represent anyway?). The whole thing is easier to relate to end envision.
Piepmatz sort of beats Parade, but I played Parade again recently and enjoyed it as a distinct thing. Only problem is that nobody, including me, wants to play both on the same session.
I’m really interested in this one.
I’ve heard lots of “Caverna exists so I’ll play that instead of XYZ now”.
And I’m fairly sure I have 3 or 4 games that mean I won’t go back to Dominion.
What are people’s “Buy X instead of Y” games?
Some Survivors:
Agricola: Nothing else does it. La Granja is the closest I’ve found in terms of feel, with a little less stick set across from the carrot. Nusfjord is tangential, but the tight balance is very different from the cardplay of Gric. You never “break through” in Nusfjord to that point where your machine is flying. Caverna is also surprisingly different, with a) no pre-requisite food and b) uncapped resource scoring, the game invites you to solve an entirely different puzzle using the same vocabulary.
Lords of Waterdeep: Architects, Parks, any number of other light-worker-placement-recipe-fulfillment games just can’t replace this. LoW does a couple of things right - quest rewards (that chain into new quests), worker spot expansion (with the owner-sharing bonuses), and a fixed number of rounds (allowing you to really calculate how much you might be able to accomplish, IF everything goes your way…). It’s so simple to articulate that it’s a mystery why every potential Waterdeep killer misses something.
Puerto Rico: I’ve tried to kill it. So many times. A lot of games fix its weaknesses but to this day nothing recaptures its strengths at the same time.
Ethnos: Chain into Archeos into Ethnos 2. They just can’t quite pin down what it needs to be?
Orleans: appears to have survived Altiplano
El Grande: It would be hard to list all the spiritual successors but El Grande still got it
Race for the Galaxy: Lots of quick tableau synergy games have come but they either do less or explode the toolkit. Here it’s the ratio, cards in to tableaus out, that keeps this one on top
Tichu: Haggis, 535, Panda Spin, any number of other climbers. You just can’t add anything to Tichu or take anything away from it.
Flamme Rouge: I’ll go on record that Heat didn’t do it in.
Jaipur: 2009. Fifteen years and we haven’t seen this magic again.
Star Realms: Ascension before it and Shards of Infinity after it. Even Star Wars TDB takes second. Like Tichu it’s about balance, just enough but not too much. And adding or removing anything (generally adding, looking at the competition) spoils the soup.
Bruxelles 1893/97: Narrower in scope, but Federation didn’t kill it.
Patchwork: I still rate this as the best polyomino game I own, despite the glut of contenders in recent years.
Magic: The Gathering: I haven’t played in decades but worth noting that it’s still the industry standard despite years and years of opportunities to evolve the model. Side note: I’m coming to understand how truly bad at this I was.
Fox in the Forest: Still the best 2p Trick Taker. In my minority opinion.
I have never given much thought to this before. I have heard of people preferring a similar game over another by a lot so they wouldn‘t play the original anymore.
Actually the first example that comes to mind is recent: I only ever wanted to play Splendor with 2 players. Now that I have Splendor Duel, I will certainly never play Splendor again. Duel is just plain better.
In a similar vein for a solo play though: Legacy of Yu killed my interest in Paladins of the West Kingdom completely. (Not that I have finished the former but while I have that available, I have no desire to play Paladins solo and I never had any desire to multiplay that in the first place.
The Crew not sure if it is a survivor or a killer… it killed my desire to play all trick takers that came before. But then came a new wave of trick takers… and it still stands stronger than everything else.
Cascadia killed a lot of other simple tile laying games for me. Mostly possibly Calico even though I never disliked Calico on the grounds of it being too puzzly. Cascadia is just more fun. Harmonies has been threatening to replace Cascadia as my go-to landscape builder recently.
The Gang may possibly have killed my desire to try Hanabi again. Similar premise as Hanabi much faster and more organic to get there. Also: poker.
Spirit Island replaced Terra Mystica for me. Both are map-based and you want to spread across the map. Adjacencies play a certain role. But most importantly: upgrading your unique player board was what made Terra Mystica special to me and Spirit Island is even better at that. Add the „magic like“ combotastic card play and just like that my favorite game had been replaced.
Planet Unknown finally killed my desire to play any other tetris I mean polyominoes game. Planet Unknown just ticks all the boxes a polyominoes game needs for me. Good tile variety. Random but not too random. Combos. Combos. Unique abilities. Good variability in games. Fun and scalable solo mode. Tracks that work and tiles that want to be placed just so. I think the expansion made it better but not so much that it is a must have (except for the lid)
Space Base easily replaced Machi Koro. Then came Bad Company but it was unable to dislodge Space Base from the prime spot.
Survivors:
Interesting. I took me quite a while to come up with these. But there are indeed a few games in both categories. I had almost forgotten especially how Terra Mystica was removed from its top spot by Spirit Island… it‘s almost a little sad. Or it would be if SI wasn‘t just so good and so much easier for solo-ing.
Funny you should mention that one
It just gets it right. I refuse to add all the stuff that exists though. Or it becomes too much. I only ever saw the fantasy iteration at SPIEL and for a weird reason never wanted to try it. I think it‘s coop boss battling? And I seem to dislike boss battlers.
Ascension I have played and enjoyed on the app but it feels more fiddly somehow. I did consider the recent anniversary kickstarter for a few moments before not backing it.
Star Wars TDB … I don‘t know. We‘re such fans of the franchise and yet we didn‘t really play that one. I was so excited when I got it but then… not so much on playing it?
I think the only game I have that I consider to have killed another is Lord of the Rings: Duel for Middle-Earth has killed 7 Wonders: Duel.
I like the lack of points, so the victory objectives are very clear cut. Every method of victory seems achievable, while military and science victories are very rare in my experience in 7W:D. The random assortment of science tokens can result in rather lackluster options, and even then it feels difficult to get two of the same symbol to even get a token. While LotR has the same mechanic, you also get a once per game ability to take the top token of three different races when you collect the three different symbols, something that is much more achievable. Making resources simply cost 1 gold each makes purchasing cards so much simpler than counting how many of a given resource your opponent owns so you can calculate the final cost for a resource. The military map is more exciting than the simple military track of 7W:D. Landmarks are like a shared pool of Wonders, so no one feels like the other player got lucky in the opening draft.
It’s just better in every way for me.
Nearly all the games I own are survivors, by definition.
Killers I have trouble thinking of, except in the sense of games that are superior to their imitators, and thereby killed my desire to play subsequent iterations. Games like Dominion, which is better than all its imitators, or Eurogames’ Condottiere, which is better than FFG’s remake, or the original DungeonQuest, which is better than at least FFG’s first attempt at a remake (I’m spotting a pattern here).
EDIT: oh wait, as defined by Acacia, I just listed survivors, didn’t I? Hah, that’ll teach me to read posts, surely? (this time, surely?)
Huh. I frequently describe Dominion as the worst deck-building game of all time.
Which I am quick to point out doesn’t make it bad. Just every deck-builder since has done some really interesting things with the design space. El Dorado is faster and more variable and way better market. Star Realms is superior with 2 players and is much faster. Clank is deeper and more strategic.
And so on.
But I can see people appreciating the elegance, I suppose.
Anything bolted on to deckbuilding adds another axis of uncertainty and randomness and bloat. Rotating/random markets being the most common and worst “innovation”, imo, and also a nice well-loved exemplifier so I don’t have to exhaustively go through all the others.
I respect this. Vanilla, well done, is certainly a delicious flavour, and just because something has sprinkles or Dutch chocolate or whatever doesn’t intrinsically make it “better.”
I disagree, of course, but I respect the position.
Killers
Cthulhu Wars - a lot of TOAM games just made me say: I’d rather play Cthulhu Wars over this. Which is a shame as Troops-on-a-Map is one of my fave genres. (it’s okay Glorantha, you can stay)
Food Chain Magnate, Indonesia, The Great Zimbabwe all killed my desire for most modern Euro games even though those 3 aren’t really in that genre.
Race for the Galaxy remains a top game even after a recently glut of card tableau engine-building games.
And in turn, I found that I would rather play any of Chudyk’s card tableaus: Innovation, Mottainai, Impulse, Glory to Rome (haven’t play Aegean enough) than Race for the Galaxy. Like, I’d rather play Mottainai than RFTG or Jump Drive.
New Frontiers - killed Puerto Rico. Lehmann is right. Left-right binding sucks.
Heat - killed Flamme Rouge
Stephenson’s Rocket, Kingdom Builder, and Bridges of Shangri-La - killed every Knizia tile-layer (except TTD). T&E? What is that?
Pax Renaissance (and Splotters) killed Pax Pamir 2
The Estates killed most of my Knizia auction games. I’m really tired of Knizia’s one-round auctions where the final bid is usually N+1 (really ruins the point of auctions). The Estates handled one round auctions waaaay better.
Age of Innovation killed Terra and Gaia. But I can see why you’d choose either.
This might be premature, but I think Caverna slayed all other Uwe games… (I need more plays)
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Survivors
Dominant Species is one of my oldest games (in terms of owning it) in my shelf. It’s just one of the best area control games out there. CW couldn’t kill it and other games couldn’t. Marines is so bad that I got REALLY sus at SVWAG when they slightly preferred Marines.
Cosmic Encounter - stayed with me still through the years. Hot take: I’ll just play Cosmic than to pick a Cole Werhle game. There! I said it.
Chicago Express - more like a champion than survivor. Chex showed me the wonders of opaque decision-making many years ago which led me to understand the beauty of games like Imperial that I’ve never seen before. This led me to other Cube Rails and 18xx, but despite all that, Chex remains at the top. It didn’t killed them. I still have a lot of Cube Rails and a few 18xx. It remains the champion
In turn, Cube Rails killed most old school German games I have. It fits the same time duration and rules weight, but the decisions are more interesting and opaque.
Seasons - another old game in my collection. I felt that the cards give more kick in them than similar titles like Res Arcana.
Age of Steam is the ultimate survivor against its own kin: Railways of the World (this one is awesome though), Steam, and Steam Power
Despite all the social deductions that came out, the Resistance/Avalon remains the best.
I think Trains is still my fave deckbuilder, but I’m not really into deckbuilders. I’d rather play a Cube Rail than Trains.
I was strongly considering naming this as well. While I do like a lot of the Deckbuilder Mashups of the Modern Day, there’s something untouched about pure Dominion which works on its own axis. And has never been duplicated.
It certainly survived Thunderstone, Trains, Arctic Scavengers, and Aeon’s End in my efforts to move on.
I have some pride in urging you to play this when you said “I’m looking for X but I don’t want to go to the effort to try Caverna.” But I’m also sad to see Havre, Arle, and Nusfjord get left behind.
Ooo. Interesting thread. There is also the school that left-right binding gives structure to the game and allows you to build an actual strategy based on what is coming from upstream and what is needed downstream, while constant shifting eliminates the strategic layer from the game.
I think it depends. Puerto Rico requires left-right binding (with experienced players**********) and 7 Wonders would benefit from it. I do appreciate New Frontiers letting you get ahead of that person who would otherwise take your role bonus or snatch the biggest military world from you.
It all depends on what else the game is trying to do.
Oranienburger Kanal is my candidate to be the Uwe-of-all-Uwe-games
The spatial puzzle is there and so is the resource conversion wheel and the use of buildings.
I have only played the 2 player iteration of Caverna which is a little too tiny to slay other Uwe games. It just lacks the … weight.
What do you mean with “opaque” concerning decisions? Opaque to other players? Opaque because you have to play on instinct? Opaque because you have to react more than you plan?
Here are my killers:
Let’s see…
Thats correct
I remember seeing “Sushi Go Party replaces XYZ” takes.
How many games does Nusfjord kill just by being the one you should play instead?
That raises this “deadlock” category where two similar games have complementary strengths and weaknesses and there’s no clear answer on who should die.
Nusfjord butts up against: