Topic of the Week: Versatile Games

It’s Tuesday! Good thing week’s go on for a while.

Today, the question is versatility. What are the workhorses in your collection that never let you down? A couple of axes come to mind:

  1. Easy to teach and grasp (so good for newcomers) but also deep enough to interest the veterans and withstand repeat sessions.

  2. Flexible player counts to properly support a duel, a small group, or a full table.

  3. Wide appeal that lands well no matter the mood or the crowd.

And any other “versatilities” that sprung to mind for you.

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Easy first answer is 6 Nimmt!. Has enough traditional card game vibes to have crossover rules understanding, can be taught with random play through for those that want to see it in action and after all these years I still love it.

First one that crossed my mind was Paris Connection. A super deep game that is really different each time in how it plays out. However the rules are so simple and easy to explain and it’s really approachable in the actions. The only downside is the setup time but laying out trains on a card isn’t so arduous that it’ll put people off.

There may be more. For now that’s my first blush of versatile games.

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I am reaonably sure that this depends quite a lot on taste of the person teaching and proposing the game. I like tile layers so this style is my goto for getting people to play:

  • Cascadia
  • Harmonies
  • Dorfromantik
  • Beacon Patrol
  • (Carcassonne hasn’t seen the table in a long time but would totally qualify)
  • Azul

The nature themed ones seem to work best with everyone.

Card games seem to have universal appeal. Ones that come to mind:

  • Mischwald (although I must say vastly differing skill levels can make this frustrating, I am including this because one of our friends who hates learning new games recently added this to his repertoire and loves it)
  • The Crew (this one might be specific to here Trick Taking is well-known and doesn’t need a big teach)
  • 6 nimmt–has already been mentioned and needs to be seconded.
  • Bohnanza never gets old either
  • After Matt’s review I was tempted to take The Gang to a family visit this week-end (no time for games though with 2 toddlers).

Games that support flexible player counts

  • 7 Wonders: 3-7
  • Space Base: 2-6
  • Scapegoat: 3-6 (hidden role game that doesn’t overstay it’s welcome)
  • Planet Unknown: 1-6 (also a tile layer!)
  • Zoo Vadis 3-7 (I imagine it would appeal, I haven’t managed to table it yet, reasons)

Except for Zoo Vadis which I haven’t played, I enjoy all these a lot. These are the gotos around here when we’re too lazy for teaching something bigger.

Having just played my 100th game of Daybreak I might try that one on more people. It’s not a complicated game. I can teach it quickly and because I can handle the upkeep the newbies would only have to deal with placing their projects.

And when in doubt I bring my favorite party games: Codenames and Just One.

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Carcassonne - Has so many expansions (of vastly varying quality) that you can dial up or down the complexity as required. Can be played chill or cutthroat depending on the players’ temperment.

Supports 2-4 well, and 5-6 of you are mad.

Codenames is excellent for people drifting in and out

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I haven’t played many games, but in the “it will always work no matter who the audience is” I’d put Cascadia and Lost Cities (2 player only), and probably Everdell.

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This. Always this.
Also, albeit with a bit more explanation needed, and more likely to produce the (mistaken) response of “this looks boring,” Concordia.

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Framework is the one I’d pick out as an easy teach with enough going on to hold people’s interest. It works great from 1-4 and it’s hard to screw yourself too badly (so people don’t get left too far behind after a misplay).

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I always enjoy Concordia, but never want to suggest it

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Some games that work at 2 but scale well to 5+:

  • Neom
  • Libertalia WoG
  • Quacks of Quedlinburg
  • Nusfjord
  • Ethnos (2p isn’t so bad)

Honorable mentions that scale but cap at 4:

  • Inis
  • Tigris & Euphrates
  • Babylonia
  • Formosa Tea
  • Great Western Trail
  • Quest for El Dorado
  • Scout (with alternate rules at 2)
  • Kingdomino
  • Clans of Caledonia
  • Azul
  • Troyes
  • Samurai
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Very much agree with this. In my collection it’s a close second to La Granja for equally as good euro times at 2, 3 and 4. Also First Class sits in this category.

My most versatile games for player count are RoboRally and Cthulhu Wars. Both very playable from 3 to 6 and both still workable at 7 and 8 too. Robo Rally does run long at times but it’s consistently been my most versatile game for mixed groups. Mixed in terms of how in to hobby games the group is.

I think another shout is Rush’n’Crush. Works well from 3-6 and also fairly broad appeal. Racing is a theme that’s understood and it does a thematic enough job to overcome the overly detailed rules so I’ve had success introducing it to non hobby gamers.

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Tiny Towns is good for up to 6 and is fairly easy to explain. Since it’s a spatial puzzle and different buildings have varying powers between games I’ve not got bored of it yet.

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Versatility is one of the weakness of my core collection. While I can play Chicago Express from 3 to 6 and has rather simple rules, Chex is a very opaque game - and therefore, unfriendly to newcomers who randomly stumble on my table.

There are, at least, some. Most of them are negotiation games, since the depth is in the negotiation: Zoo Vadis, Bohnanza, Intrigue.

The King is Dead/Turncoats are non-negotiations, but can show to anyone as there’s some depth, but they aren’t THAT opaque

  • Flexible player counts to properly support a duel, a small group, or a full table.

As stated above: Chicago Express at 3 to 6. ZV from 4 to 7. Dominant Species from 3 to 6 works, although I will gatekeep timewasters at high player count. Coup is a quick fire player elimination that always works. I’m sure I’ve missed some, but that’s at the top of my head.

  • Wide appeal that lands well no matter the mood or the crowd.

6 NImmt, For Sale. They tend to be filler games

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Inspired by this thread I made a new sub-collection with geekgroup.app (a tag, just a tag) to enable me to quickly filter for “fallback” choices when I want to play games and have no patience for teaching or have a varied group. These are the games I tagged in order of their BGG rating:

My Fallback Games for game nights with almost anyone
  • Wingspan–hasn’t been mentioned here AFAIK but we have successfully brought this to a lot of people who don’t play a lot of games and it was always well received even though it is a bit more complex than some of the rest.
  • Harmonies
  • Dorfromantik: Sakura
  • Cascadia
  • Everdell Farshore
  • Planet Unknown
  • The Crew: The Quest for Planet Nine
  • Azul
  • The Quest for El Dorado
  • 7 Wonders
  • Daybreak
  • Railroad Ink Challenge: Lush Green Edition
  • Bohnanza: 25th Anniversary Edition
  • Just One
  • Zoo Vadis (unplayed)
  • So Clover!
  • Space Base
  • The Gang (unplayed)
  • Codenames
  • Kingdomino Origins
  • Cryptid
  • Menara
  • Carcassonne
  • Fishing (unplayed)
  • That’s Not a Hat: Pop Culture
  • 6 nimmt! 25 Jahre
  • Link City
  • ito (unplayed)
  • Dixit
  • Beacon Patrol
  • Factory Funner
  • A Fake Artist Goes to New York
  • Krazy Pix
  • Rebel Princess: 2nd Edition
  • Trailblazers (I have only played solos of this. But it’s a drafting game and I have the 1-8 copy of 2 sets in theory)
  • Landmarks
  • No Thanks!
  • RoboRally
  • Cockroach Poker Royal
  • Sushi Go!
  • Scape Goat
  • Wizard
  • Concept
  • Cockroach Salad

Some of these I have not yet played but I expect them to work out.

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