For the multi-sport event, see
EuroGames. For other uses, see
Eurogames.
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 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
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 challenge for 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.
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 has designed games such as
Castles of Burgundy[19] and
Trajan, and three of his games (Strasbourg, Bruges, and Carpe Diem) have been nominated for the
Kennerspiel des Jahres.
Friedemann Friese, a German designer, creator of Power Grid,[20] as well as many others.
Wolfgang Kramer, who often works with other game designers. His titles include
El Grande,
Tikal,
Princes of Florence, and
Torres. His games often have some sort of action point system, and include some geometric element.
Alan R. Moon, a British-born designer with numerous games to his credit, often with a railway theme, including the Spiel des Jahres-winning
Ticket to Ride[25] and
Elfenland.
Alex Randolph, who created over 125 games and is responsible for the placement of the author's name on the rules and box.
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, Coney Island.
Klaus-Jürgen Wrede, the German game designer of the Carcassonne board game series.[27] As of April 2023[update], Carcassonne has 11 expansions and 6 variant standalone games available[28][better source needed] as well as numerous mini-expansions.
Events
The
Internationale Spieltage, also known as Essen Spiel, or the Essen Games Fair, is the largest non-digital game convention in the world,[3][29] 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 Pennsylvania, USA. The event is nine days long and includes tournament tracks of over a hundred games; while traditional wargames are played there, all of 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][30] The award is very family-oriented, with shorter, more approachable games such as Ticket to Ride and
Elfenland usually preferred by the committee that gives out the award.
The
Deutscher Spiele Preis ("German game prize") is also awarded to games that are more complex and strategic, such as Puerto Rico. However, there are a few games with broad enough appeal to win both awards: The Settlers of Catan (1995), Carcassonne (2001), Dominion (2009).
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.[35]
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.