Thoughts On Euro-Gaming
There has been a rise in recent years of so-called Euro Games that have some defining characteristics:
- They're short to play -- usually less than two hours.
- No one is eliminated from the game.
- Play tends to be friendlier. While there is competition for resources, there is usually very little direct conflict between players.
Some examples include: Ticket to Ride, Settlers of Catan, and Puerto Rico.
Given their rise in popularity, I've started a year-long campaign of running these games at Game-a-thons that will likely culminate in a Special Euro-Gaming track at Council of Five Nations.
At the November Game-a-thon, I ran Acquire in the first slot and Imperial in the second slot. Acquire played by experienced players can be played in as little as 45 minutes. We went about 2 1/2 hours between rules explanation and a generally leisurely pacing. Imperial also required rules explanation and was played at an even more leisurely pace and was done in 3 hours.
In December I plan on running Ticket To Ride using a fan developed London Underground map in the afternoon and Settlers of Catan in the evening. There will likely be time for two rounds of each game.
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Re:Euro's
I love Euro's, sure they are short on theme or arent always going to be remembered long after they are played (which are two of the biggest criticism's I read about Euro's)
but they are clean, easy to play, quick and fun. Whats not to like?
If you want something with a little more substance, there are many war-games and others out there to satisfy that meaty game need.
Oh and I think its great that folks showed up to play your acquire game, I tried to run it in September as a precursor to Council and nobody showed to the GAT or Council to play
my acquire game, go figure. I
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