Modern board games are about choices, difficult choices. Where old games gave you a roll of the dice or a card draw, modern games give you a decision to make, putting you in the driver’s seat, and that’s where most of the fun of board games comes from: meaningful but difficult decisions.
I’ve talked in an earlier post about how to make those choices meaningful in a more theoretical, academic way. I’ve talked about four aspects to consider: opacity, comparability, uncertainty, and interchangeability. I’ve also mentioned that choices, while they are at the core of what makes games interesting, also take time. Today, I’m here to share with you a more practical tip to designing interesting decisions without breaking a game’s pace, and probably my go-to design tool: combinations.
First, I guess I should offer a definition: combinations are what happens when you put two things together. Rather than offering your players a display of 5 cards, and telling them to draw 2, you make 3 pairs of cards, and tell them to choose a pair.
There are a few interesting things that happen when you combine decisions:
- The game speeds up: Like I said above, a decision takes time. By combining 2 decisions into one, you half the number of decisions players have to make.
- The choices are harder to compare: If I need a wood, could use clay, but already have a million stones, would I rather take a wood and a stone, or two clays? The decisions instantly become more interesting.
- It makes you work on multiple fronts: It is a pretty boring game where you just focus on one plan, complete it, then go to the next. It’s a lot more interesting to push your players into juggling multiple different tasks. Combinations lead to players piling up “kickers”, stuff that they got as bonuses for the things they were trying to do, and eventually, they’ll figure out what to do with them!
- Sometimes, there’s a perfect storm: Sometimes, the two things you need just so happen to be paired together! Sure, it defeats the purpose of the “difficult decision”, but if it happens only a few times a game, it is a great feel-good moment!
Combinations are already often used in games, in ways we’ve come to take for granted. For example, in worker placement or card drafting games, taking an action or card does not only affect you, but also limits what your opponents can do; in many Euros, you build buildings that give you points and a special ability; in rondel games, the space you go to matters, but so do the ones you skip over.
These are examples of basic combinations: we take them for granted because, most of the time, one of them is very secondary. Most of the time, when I play Le Havre, I’ll choose my action based on what I need, and if it blocks you, that’s just icing on the cake. It’s solid design, but we can still take it further.
One of the games which best represents this, to me, is Sentient, an underappreciated game by J. Alex Kevern. In Sentient, you place workers on a display which (a) determines the card you’ll draft, and (b) counts for the majority scoring for the tiles in between each card.
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What makes this mechanism great is that, sometimes, there’s a card you really need, and sometimes, there’s a tile you really need: either of them could make the scale tip. There so rarely is a tableau where none of the possibilities fulfill one of your goal, and sometimes the stars align, and the perfect choice comes up, and you get to stand up and cackle fiendishly as you place your meeple at that perfect spot. Maybe your opponents will even give you a standing ovation.
And isn’t that why we play games?
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