A Eurogame, also called a German-style board game, German game, or Euro-style game (generally just referred to as board games in Europe), is a class of tabletop games that generally has complex rules, indirect player interaction, and multiple ways to score points.[1] Eurogames are sometimes contrasted with American-style board games, which generally involve more luck, conflict, and drama.[2] They are usually less abstract than chess or Go, but more abstract than wargames.[citation needed] Likewise, they generally require more thought and planning than party games such as Pictionary or Trivial Pursuit.
History
Due in part to postwar aversion to products which glorified conflict, the 3M series of strategy and economic games, including Acquire, became popular in Germany and provided a template for a new form of gameplay without direct conflict or warfare.[3][4]
German family board games
The genre developed as a more concentrated design movement in the late 1970s and early 1980s in Germany. The genre has spread to other European countries such as France, the Netherlands, and Sweden.[citation needed]The Settlers of Catan, first published in 1995, paved the way for the genre outside Europe.[5]
Though neither the first Eurogame nor the first such game to find an audience outside Germany, it became much more popular than any of its predecessors. It quickly sold millions of copies in Germany, and in the process brought money and attention to the genre as a whole.
21st century
Residents of Germany purchased more board games per capita than any other country as of 2009[update].[6] While many Eurogames are published and played in Anglophone markets such as the United States and the United Kingdom, they occupy a niche status there.[6] Other games in the genre to achieve widespread popularity include Carcassonne, Puerto Rico, Ticket to Ride, and Alhambra.
Characteristics
Eurogames tend to be focused on presenting a complex challenge to players. They feature economics and the acquisition of resources rather than direct conflict,[7] and have a limited amount of luck.[8] They also differ from abstract strategy games like chess by using themes tied to specific locales, and emphasize individual development and comparative achievement rather than direct conflict.[3] Eurogames also emphasize the mechanical challenges of their systems over having the systems match the theme of the game. They are generally simpler than the wargames that flourished in the 1970s and 1980s from publishers such as SPI and Avalon Hill, but nonetheless often have a considerable depth of play.
One consequence of the increasing popularity of this genre has been an expansion upwards in complexity. Games such as Puerto Rico that were considered quite complex when Eurogames proliferated in the U.S. after the turn of the millennium are now the norm, with newer high-end titles like Terra Mystica and Tzolkin being significantly more difficult to master.[citation needed]
Incentive for social play
While many titles (especially the strategically heavier ones) are enthusiastically played by gamers as a hobby, Eurogames are, for the most part, well-suited to social play. In keeping with this social function, various characteristics of the games tend to support that aspect well, and these have become quite common across the genre. In contrast to games such as Risk or Monopoly, in which a close game can extend indefinitely, Eurogames usually have a mechanism to stop the game within its stated playing time. Common mechanisms include a pre-determined winning score, a set number of game turns, or depletion of limited game resources. Playing time varies from a half-hour to a few hours, with one to two hours being typical. Generally Eurogames do not have a fixed number of players like chess or bridge; although there is a sizeable body of German-style games that are designed for exactly two players, most games can accommodate anywhere from two to six players (with varying degrees of suitability). Six-player games are somewhat rare, with Power Grid and Caverna (the latter supporting seven player games) being two examples, or require expansions, as with The Settlers of Catan or Carcassonne. Players usually play for themselves individually, rather than in a partnership or team.
A growing number of Eurogames support solo play with modified rulesets.[9] To win, the player either has to achieve specific single-player campaign goals or beat the score of a simulated opponent that takes actions according to special rules outlined in the scenario. Recent Eurogames suitable for solo play include Wingspan,[10]Terraforming Mars, and Spirit Island.[citation needed]
No player elimination
Another prominent characteristic of these games is the lack of player elimination.[11] Eliminating players before the end of the game is seen as contrary to the social aspect of such games. Most of these games are designed to keep all players in the game as long as possible, so it is rare to be certain of victory or defeat until relatively late in the game. Related to no-player-elimination, Eurogame scoring systems are often designed so that hidden scoring or end-of-game bonuses can catapult a player who appears to be in a lagging position at end of play into the lead. A second-order consequence is that Eurogames tend to have multiple paths to victory (dependent on aiming at different end-of-game bonuses) and it is often not obvious to other players which strategic path a player is pursuing. Balancing mechanisms are often integrated into the rules, giving slight advantages to lagging players and slight hindrances to the leaders. This helps to keep the game competitive to the very end, an example of which is Power Grid, where the turn order is determined by number of cities (and biggest power plant as the tie-breaker), such that players further ahead are handicapped in their option of plays.
Game mechanics
A wide variety of often innovative mechanisms or mechanics are used, and familiar mechanics such as rolling dice and moving, capture, or trick taking are avoided. If a game has a board, the board is usually irregular rather than uniform or symmetric (such as Risk rather than chess or Scrabble). The board is often random (as in The Settlers of Catan) or has random elements (such as Tikal). Some boards are merely mnemonic or organizational and contribute only to ease of play, such as a cribbage board; examples of this include Puerto Rico and Princes of Florence. Random elements are often present but do not usually dominate the game. While rules are light to moderate, they allow depth of play, usually requiring thought, planning, and a shift of tactics through the game and featuring a chess- or backgammon-like opening game, middle game, and end game.[citation needed]
Stewart Woods' Eurogames cites six examples of mechanics common to eurogames:[3]
Tile Placement – spatial placement of game components on the playing board.
Auctions – includes open and hidden auctions of both resources and actions from other players and the game system itself.
Trading/Negotiation – not simply trading resources of equivalent values, but allowing players to set markets.
Set Collection – collecting resources in specific groups that are then cashed in for points or other currency.
Area Control – also known as area majority or influence, this involves controlling a game element or board space through allocation of resources.
Worker Placement or Role Selection – players choose specific game actions in sequential order, with players disallowed from choosing a previously selected action.
Low randomness
Eurogame designs tend to de-emphasize luck and random elements.[12] Often, the only random element of the game will be resource or terrain distribution in the initial setup, or (less frequently) the random order of a set of event or objective cards. The role played by deliberately random mechanics in other styles of game is instead fulfilled by the unpredictability of the behavior of other players.
Themes
Examples of themes are:
Carcassonne – build a medieval landscape complete with walled cities, monasteries, roads, and fields.
Puerto Rico – develop plantations on the island of Puerto Rico, set in the 18th century.
Power Grid – expand a power company's network and buy better plants.
Imperial – as an international investor, influence the politics of pre-World War I European empires.
Bruxelles 1893 – take the role of an Art Nouveau architect during the late 19th century and try to become the most famous architect in Belgium.[13]
Game designer as author
Although not relevant to actual play, the name of the game's designer is often prominently mentioned on the box, or at least in the rule book. Top designers enjoy considerable following among enthusiasts of Eurogames. For this reason, the name "designer games" is often offered as a description of the genre. Recently, there has also been a wave of games designed as spin-offs of popular novels, such as the games taking their style from the German bestsellers Der Schwarm and Tintenherz.
Ambiguity
Many tabletop games that contain simplicity, high randomness, luck, or direct conflict—such as Munchkin, King of Tokyo, or Ticket to Ride—while containing some elements attributed to Eurogames, may not be considered Eurogames by some hobbyists.
King of Tokyo, for example, owes much of its inspiration to the American game Yahtzee, more than any German-inspired design. Munchkin, as another example, is a light, fantasy-themed card game, but has more in common with role-playing games. Even Ticket to Ride, despite often being considered a Eurogame, is sometimes categorized as a simpler, family-style game.
Some hobbyists make the further distinction that games with exceptionally simple rules (such as Ticket to Ride) are too light to be categorized as a Eurogame, when compared to Eurogames with exceptionally heavy rules, such as Terra Mystica or Puerto Rico.
Stefan Feld, designer particularly of games that make use of dice,[18] and that allow players to score points in a variety of ways.[19] He designed games such as Castles of Burgundy,[19]Trajan, Strasbourg, Bruges, and Carpe Diem.
Sid Sackson was a prolific American game designer whose games, particularly Acquire, prefigured and strongly influenced the Eurogame genre.[3]
Michael Schacht, German designer of Coloretto, Zooloretto, Aquaretto, Valdora, Africana, Web of Power, China, Han, Hansa, Mondo, Mondo Sapiens, Spirits of the Forest, and Coney Island.
The Internationale Spieltage, also known as Essen Spiel, or the Essen Games Fair, is the largest non-digital game convention in the world,[3][28] and the place where the largest number of Eurogames are released each year. Founded in 1983 and held annually in Essen, Germany, the fair was founded with the objective of providing a venue for people to meet and play board games, and show gaming as an integral part of German culture.
A "World Boardgaming Championships" is held annually in July in the U.S. state of Pennsylvania. The event is nine days long and includes tournament tracks of over a hundred games; while traditional wargames are played there, the most popular tournaments are Eurogames and it is generally perceived as a Eurogame-centered event. Attendance is international, though players from the U.S. and Canada predominate.
Awards
The most prestigious German board game award is the Spiel des Jahres ("Game of the Year").[3][29] The award is very family-oriented, with shorter, more approachable games such as Ticket to Ride and Elfenland usually preferred by the award committee.
The Deutscher Spiele Preis ("German game prize") is also awarded to games that are more complex and strategic, such as Puerto Rico. A few games have had broad enough appeal to win both awards: The Settlers of Catan (published 1995), Carcassonne (published 2000), and Dominion (published 2008).
The iPhone received versions of The Settlers of Catan and Zooloretto in 2009. Carcassonne was added to the iPhone App Store in June 2010. Later, Ticket to Ride was developed for both the iPhone and the iPad, significantly boosting sales of the board game.[34]
See also
BoardGameGeek – online forum for board gaming hobbyists
^Harford, Tim (17 July 2010). "Why we still love board games". ft.com. FT Magazine. Archived from the original on 3 May 2015. Retrieved 27 May 2015.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
^Tinsman, Brian (2008). The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!. Morgan James Publishing. ISBN978-1600374470.