Topic of the Week: The Euro

Two weeks here a bit more academic. First discussion is on “The Euro.” Which we’ve hashed out in snippets here and there but let’s tie it together.

  1. What does “Euro” mean to you (with regards to genre, not geopolitics :stuck_out_tongue:)
  2. Do you feel there have been different eras of “Euro?” How would you bound and characterize these different eras?
  3. Do you have a favorite era, or a feeling on the genre as a whole?

and the standard questions:
4) What would you put in the pantheon of Euro? Could be personal favorites or importance to the hobby genre, however you want to slice it.
5) You have to live INSIDE a Euro. Which game do you want to live out?

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It’s hard now to know exactly which one it was (without watching them all) but I think this is an old talk from our very own Quinns which I found very interesting on the subject:

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I got all excited, only to discover this is not a chat about currency union…

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I count myself lucky that my stint living in Europe was in 2000-2001 and I got an amazing coin collection out of it. While undeniably useful, Euros are also boring from that angle.

I also remember the stress of being in Germany and having coins worth roughly $5 US in my pocket. Pockets and coins are notoriously fickle.

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Interesting topic.
‘Euro’ definitely means something to me, but I’m not sure yet what it is.
I’m hopeful that this topic will help me work it out.

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I’ve been jotting down a few notes. I definitely feel that the definition has migrated over time. Here’s a rough outline:

1) The Era of Abstraction
Quinns puts this starting after WWII. All I know is this is where I first met things in the 90’s. The Euro was a term juxtaposed with Ameritrash or American style games. It was defined by: elegant ruleset, abstract gameplay with theme as an afterthought, and low conflict. This does not mean low interaction - there would be blocking, trading, race to a contested objective, etc. But no combat or destruction. Mechanics came first and components/theme came after. Think Settlers, Carcassonne, Samurai.

American games, by contrast, were defined by theme-first design and conflict style interaction. You chose a theme or an ip and then designed mechanics to fit that theme. Lots of rules, edge cases, and errata. And often unhandled exceptions that we just lived with. Player elimination was a thing (Cosmic Encounter, Risk, Monopoly) and winning often meant taking things from other people or wrecking what they had built.

2) The Incursion of Theme and Variable Setup
Theme is fun, and the Euro began to incorporate this. It also discovered that endless variability can be a good way to extend the life of a game. Start with Puerto Rico in 2002. Very old Euro, but also a strong theme that defines the mechanics. Near zero variation. Jump to Caylus in 2005, also with mechanics defined around theme (here’s the wall building mechanism, here’s the jousting mechanism) and now we see a real variable gameboard with what buildings and what order they come out. Last, Agricola in 2009. Still elegant and all but deeply thematic. And a deck of cards for endless variation.

Variable setup existed before, like in Settlers, but this was a different beast. Things left in the box, things might be in or out of the game, and you might not know the actual state of the game until partway through.

3) The Incursion of Conflict
I definitely feel that in the 10’s there was an era of area control. Every Euro had an area control sub-game. Terra Mystica, Troyes, La Granja, Nippon, Ginkgopolis, Keyflower, etc. Not to say this didn’t exist before. El Grande was 1995 and Caylus and Puerto Rico are unforgettably mean. But this bumping people off the board and not just racing for but fighting for a position or resource took center stage. I think the 10’s are where we find the greatest concentration of mean Euros.

Yet, not the meanest. The 00’s experimented with this and gave us most of the harshest Euros. Here, they’d figured out how to give a backdoor so you could be mean on one side but without complete denial. Like Carson City (2015) - you fight over spaces but the loser gets their worker back as an extra action in the next round.

4) Player Boards, Asymmetry, Unlocks, and Solitaire
This is where I think things got bad. A few games did really interesting things with player boards - Terra Mystica (2012) and Hansa Teutonica (2009) come to mind. Great Western Trail (2016) pushed this a little further and then suddenly everyone has a player board with unlockable upgrades. The game moved from a central location to a personal location, the era of subtle conflict died, and the era of solitaire took the throne. With the loss of other players and their actions to drive the game, variable player powers (a bastion of Ameritrash) were hauled into vogue. Also the variability from era 2 became crucial. Euros took on a shelf life as the game was learning all these variations, which is a task with a start and end point.

5) The era of score tracks
Era 3 may have been the best. Era 4 is still often fun. However, we’ve landed in a new era where Euro is defined by a set of mechanics. This is much of what I described in era 4, but that era still had some experimentation and innovation, some lingering tropes from its forebears. Now games need one new mechanic, say a way of drafting dice. But every game requires a set recipe:

  • Variable setup
  • Multiple or variable scoring goals
  • Scoring tracks and opportunity cost, where it is your job to advance along them but each one has different requirements that cannot be pursued simultaneously
  • A player board with a mechanism to unlock income or action efficiency
  • An explosion of rules/mechanics such that the game has a long enough learning curve to reward skill

This is all generalization. No era is pure, but I feel these five stages characterized the overall offering.

I’m most often delighted by games that capture the era 3 ethos, whether or not they were actually published in the 2012-2018 timeframe.

Edit: And I don’t know why each of these things has to be called the “Euro.” I suppose they do feel similar in my mind, and each is related to what came before. But it would be nice if we had a new word for eras 4-5, Great Western Trail and future. Like “Player Board Optimization” instead of “Euro.”

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“Euro” is too broad of a term for board game taxonomy. When talking genres of games, I think one needs to look at categories like Abstract Strategy, Auction, Racing, Pick-up and Deliver, Trick-taking, Stocks, etc. For example, are the Empire Builder Crayon Rail Games “Euros”? I think that’s besides the point. And games can fall into multiple categories with multiple elements.

With the caveats out the way, my personal take on Euro games is that they are categorized by (mostly) indirect player action. You don’t steal from your opponents, but you may get something before your opponents can. You don’t attack your opponents, but you may get in their way. Because of this, Euros often favor the players who are more efficient. This does not mean that a Euro game cannot be cutthroat: See Carcassonne or any Area Majority game.

By that definition, Hey That’s My Fish! is a Euro, but Chess is not. However, I’d rather call both those games Abstract. Similarly, 18xx games would probably never be called Euros. I’d call Ave Caesar a Racing game before I called it a Euro.

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I pretty much divide the eras into old German (90s and early 00s), transitional period (late 00s) and nu Euros (recent years).

Hard to pin point exactly as it is more of a school of thought than a proper genre. And with the hybridisation during the 2010’s, the term Euro became ubiquitous/useless. The term that was meant as a way to differentiate itself from the American-style games is obsolete. It became “Euros vs other school of thought that didn’t went into hybridisation with Euros”. In my mind though, I can feel that something is a Euro due to its multi-mechanism system and the purpose that it is trying to achieve (puzzle solving optimisation) - meaning I don’t count John Company as a Euro. It’s all vibez in the end.

The starkness was more obvious when you play the 90s German games vs the Fantasy Flight Games from the older eras.

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I’m with this regarding what should “Euro” be. It’s an old distinction that is decreasingly useful due to constant hybridization and cross-pollination.

What would I call, definitively, the Euro?

  1. Mechanics first, theme afterthought.
  2. Slender, universal ruleset with few, if any, exceptions or niggles.
  3. Interaction through blocking, racing, predicting, collaborating, degree of commitment (i.e. majority).
  4. Non-centrality of variation. A deck of cards or variable goals doesn’t put you outside the scope, but as a matter of degrees, the more the game leans on it the less it fits.

That feels right. If divergent from common industry usage. Especially 2 and 4 exclude most of what is referred to as a Euro recently.

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In particular this, for me. Imperium: [foo] is not a Euro because of all those separate decks. I think I might also say that if there is a map it is the map, not a modular board in the style of Xia or Twilight Imperium; the starting positions will be excruciatingly balanced (perhaps to favour specific strategies). If there are ever more maps, they’ll be released separately.

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I broadly agree with a lot of what has been said so far.
However…

Tobago has a modular board, and I don’t think the theme is an afterthought.
But I would say Tobago is a ‘Euro.’
Would people disagree, or is it just the exception that proves the (nebulous at this stage) rules?

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So Concordia is perhaps the definitive Euro? The Euro-est of Euros? The Euro par excellence?

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That’s My Fish abstract? It’s about fish!
:wink:

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I think that there’s a useful parallel to draw with literary genres, as dcarson said on the SJGames forum a while back:

Genres don’t have edges as much as they have landmarks. If you can see lots of landmarks from one genre, that’s probably the one you’re in. But there are places where you can see landmarks from several genres.

Or to put it another way, I’m not interested in a hard line such that every game one side of it is a Euro and every game on the other side isn’t. I am interested in whether games have more or fewer Euro-like characteristics.

I would agree that Concordia is a very-Euro.

I would also say that Tobago is, in part because of the extremely careful design of its maps such that however you combine them there is always a single largest unit of each type of terrain. (Though the Volcano expansion, as we’re PBFing at the moment, removes that.)

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Ahhh… another “Top games” list thread

Top 20 nu-Euros

  1. Age of Innovation/Terra Mystica (they are the saaaaaaame :wink: )
  2. Through the Ages
  3. Res Arcana
  4. Race for the Galaxy
  5. Tzolkin
  6. Noria
  7. Feudum
  8. Keyflower
  9. The Gallerist
  10. New Frontiers
  11. Teotihuacan
  12. Agra
  13. Village
  14. Antiquity
  15. Gaia Project
  16. Agricola: All Creatures
  17. Bora-Bora
  18. Nusfjord
  19. Alchemists
  20. Lisboa
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So does Settlers of Catan! The granddaddy!

I draw a distinction between “here’s the pieces, they’re always in play and they always do the same thing, but the relationship might be a bit different” from “here’s a deck of 100 different alternatives, pick 20 of them to determine what this session will be about.”

Not having played Tobago, I don’t know where it falls. But I’d imagine based on its age that the modulation is more of a remix like Settlers. This game will have a bit more brick and a bit less wheat, but it’s the same game and we all know what we’re dealing with from the start.

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This sounds good to me. A binary Euro/not Euro split seems reductive and of little use.
(Although, now I think of it, racing through a list of games and saying ‘Yes, Euro’ or ‘No, not Euro’ might be a useful starting point for working out what we mean by ‘Euro’ - if it turns out we mean anything at all.
Or it might not. As is probably evident, I’m making this up as I go along.

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Yeah, pretty much bang on. Lakes and rivers and mountains and suchlike will be arranged differently, but they’ll all be there and in pretty much the same amount (possibly exactly the same amount, I can’t remember).

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Many people associate Euros with having weak themes, but they can definitely have strong themes and if you try to put on a different theme, it doesn’t work as well. To pick one: Automania.

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I had a moment a few years back where I realized that “Euro” effectively meant nothing at all any more, due to the root of all evil: Marketing. As soon as “Euro” became used to favorably describe games, it was immediately used by Marketing to describe games (poorly).

I think the early roots of the “German-style Games” is an easy point for “Euro”. I tend to say “Euro” but mean “Euro-style Games(, predominately in the style of the German-style, non-confrontational games)”, but even that is not 100% accurate for what we’re discussing… so… let’s stick with “Euro”, as in, “one euro please. Extra large, with anchovies and turn order variability” – and, perhaps, the pizza analogy is apt, because “a pizza” is obvious what it is, unless you’re talking to someone whose idea of “a pizza” is very much different than your own.

So, a couple of years ago, I noticed that BoardGameGeek doesn’t use the term “Euro” or “Euro-style” game anywhere in its database. But it does have a (user-edited) Wiki for it which says, in part:

Eurogames (or alternatively, Designer Board Games or German-Style Board Games) are a classification of board games that are very popular on Board Game Geek (BGG). Though not all eurogames are European and not all of them are board games, they share a set of similar characteristics. A game need not fit ALL the criteria to be considered a Eurogame…

Most Eurogames share the following elements:

  • Player conflict is indirect and usually involves competition over resources or points. Combat is extremely rare.

  • Players are never eliminated from the game (All players are still playing when the game ends.)

  • There is very little randomness or luck. Randomness that is there is mitigated by having the player decide what to do after a random event happens rather than before. Dice are rare, but not unheard of, in a Euro.

  • The Designer of the game is listed on the game’s box cover. Though this is not particular to Euros, the Eurogame movement seems to have started this trend. This is why some gamers and designers call this genre of games Designer Games.

  • Much attention is paid to the artwork and components. Plastic and metal are rare, more often pieces are made of wood.

  • Eurogames have a definite theme, however, the theme most often has very little to do with the gameplay. The focus instead is on the mechanics; for example, a game about space may play the same as a game about ancient Rome.

  • Eurogames are concerned with getting the most strategy from the least or minimal mechanics.

  • Eurogames typically have multiple viable paths to scoring points or securing the win condition.

Eurogames generally correspond to the BGG subdomain “Strategy”.

“Euro” and “Euro-style” have lost their usefulness in everyday speech because of the real enemy: Marketing


I have roughly 3 broad categories for “Euro”.

  1. Old-School Euro: generally speaking, pre-21st Century games in the Euro/German game style. The millennium mark is not entirely accurate, but it’s pretty close.

  2. Golden Age Euro: Bridging the gap in the middle is the “Golden Age” of Euro-game. Many of my favorite games of all time exist here. 2018 is about the end of the Golden Age, I think

  3. Publishers Are Shameless Euro: Everything is a “Euro”. I sneezed on a facial tissue and a boardgame publisher jumped in through my window and stamped “Euro-style” on it before I could throw it away, claiming that since I sneezed and nobody else did, the player asymmetry was a design feature of the product.

The term I used, “Golden Age,” may telegraph my feelings here. The “20-teens” are probably the hot-spot, in terms of where I feel things were the most “right”. Could that be a function of that’s when I joined the hobby? Maybe. Could the factors involved in me joining the hobby be that the game designs were so good at that time? Also possible. (It’s a good thing that meteorite landed in that huge, smoldering crater!)

Looking at my shelves, I see:

  • Kanban EV (2020 neé 2014)
  • Concordia (2013)
  • Spirit Island (2017)
  • AuZtralia (2018)
  • Clinic Deluxe (2019 neé 2014)
  • Ginkgopolis (2012)
  • The Networks (2016)

I’ll stop there… but could keep going. I think one of the ones I’d point out is Carnegie (2022) and that feels poignant… because Carnegie definitely feels less focused than some of those early-to-mid 20-teens titles I’ve already mentioned.

I think “Euro” games are really great when done well because they let you sit down, have a focused game-engine walk you through each step of the game; these kitchen-sink wannabe’s are awful by comparison-- I recall getting Merchants of the Dark Road setup on my table and having absolutely no idea what I should do on my turn, because each and every option did something, but you have to come at those options from a position of experience to have a chance of doing the right thing; an “entry-level jobs, but only for candidates with 5-10 years of experience” type of situation.

Dream Home (2016). Is that cheaty? No! Because if I lived there, I’d constantly be worrying about if my roof was giving me enough points.

So, nevermind that. Petrichor (2018) please-- I’ll be a lovely little cloud… or… something.

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