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>It is also why party games and simple card games stay so popular because the rules are always less than 5 minutes. It's worth noting that "simple" games are not always simplistic, especially when they're head-to-head. I've played thousands of games of Haggis (which for two players could be played with an ordinary deck of playing cards and a notepad to keep score) online, and I can tell you that expert-level strategy gets into some pretty deep thinking. I've also played thousands of games of Dominion online, and got to a level that I'd consider competent - above what almost any casual player would ever reach, but still awful next to real experts. A lot of people seem to hate that game in the board gaming circles I used to hang out in - a lot of players get the impression that simple strategies beat more complex ones, and the endgame is boring because you most often acquire victory points via otherwise-useless cards that clog your deck. But on a large fraction of possible "kingdoms" (and the random choice of card piles adds a huge amount of variety to the game), there are complex "engines" available that crush the simpler strategies. It's just that you actually have to learn how to implement them, which simply does not flow directly from a mechanical description of what the cards do no matter how well you teach it. Which is to say, yes, card-driven games have some huge advantages - both when the cards define new rules space (the Dominion / Fluxx / M:tG way), but also just when they're a relatively simple component of an abstract, heads-up, imperfect information game (the Haggis / poker way). The latter benefit, I think, from a higher level of general expertise: children are commonly taught to play various sorts of card games, so they're a very familiar implement that can draw on a lot of powerful design language (set collection mechanics, numerical "ranks" vs symbolic "suits", etc.). |
The same can't be said for games like Root. Which may have become more common in recent years, it's about 10 years since I was really into modern board games, so I don't know. But I suspect it's still the case that good designers and experienced publishers write good rulebooks.