Recently I
have mentioned A Few Acres of Snow more than once, using it both as an example
of an innovative design, as well as a tragically flawed one. Indeed, a
specific, flawlessly executed strategy will win the game for the British pretty
much every time. There seems to be no doubt that the game is broken – so broken
in fact, that it has been given as a single example of a design that is beyond
repair. Is it however as lonely in its misery as we grew to think?
Image source: BoardGameGeek |
The truth
is that deeming a game broken is a somewhat fuzzy process, dependant on a
variety of different factors. Is Munchkin broken? Is Fluxx unplayable? Many
people might say that they are, but what they are in fact expressing is their
dislike of the genre those games represent. Those games were never meant to be
balanced, the design goal was not to give all players equal chances, to provide
them with a catch-up mechanism or to ensure there is more than one way to
victory.
Image source: BoardGameGeek |
The problem
is that the same may be basically said about chess. It is a perfect example of
a game that, when played by opponents perfectly executing the best strategies,
will always end in white’s victory. Does it mean that chess is broken? Again,
based on their dislikes, some people would probably say that it is, but it is
not true.
Now, the problem with A Few Acres of Snow is a slightly different one. Due to its asymmetry, the design favours only one side of the conflict. It still requires perfect or near-perfect execution of the winning strategy, but with two equally skilled, experienced opponents, winning the game might as well be determined at the stage of randomly assigning who gets to play the British. This, again, is not a very unique problem.
Image source: BoardGameGeek |
Again, A Few Acres of Snow seems to be further down the path of broken, as its structure makes the bidding
pointless. The winning strategy is not based on victory points, so the players
would just be buying a victory before the game starts, provided they know what
to do exactly to win the game. But to know that means to either find out by
visiting the game’s BGG profile or to be smart and determined enough to
actually discover the strategy and perfect its execution, so that any semblance
of game balance is irrevocably lost. Still, if you do not simply use other
people’s experiences, there is usually a lot of game to be had before you are
able to deem A Few Acres of Snow broken. And for most players that will mean
playing the game about as many times as one plays any other game in their
collection – especially if the collection is at least fifty to a hundred boxes strong.
Image source: BoardGameGeek |
It may, thus,
seem that the biggest plight of designer board games are the people who seem
the best gamers: the smart, analytical minds, able to pull a design apart and
utterly annihilate the illusion that there are many equally viable strategies
to play and win. And it may also seem that there is no game that is not broken –
and that it is more a matter of how broken any given design really is than if
it is breakable at all.
From a
design standpoint, however, the player that is much smarter than average is not
as dangerous as the average player that, for whatever reason, decides to assume
the mantle of the village idiot. This, however, I will analyze next time – for there
is even more to consider here, as not all of us gamers can be exceptionally
smart all the time, but we can sure act like half-wits whenever we damn please.
And we do, more often than we would like to admit.
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