Showing posts with label Kingdom Builder. Show all posts
Showing posts with label Kingdom Builder. Show all posts

23 September 2017

PinkFae Archive #2: Reasons Why We Play Games

We continue our reposting of my PinkFae articles with this item, which was originally posted on 9 January, 2016.

--Beans-- What'cha doin'? --Chuck-- Just playing some video games. Trying to unwind after a long, crappy, day at work. --Beans-- So what's the point of this one? --Chuck-- It's a role-playing game, so mostly I run around performing menial tasks for petty reward. It's a tough grind, but if you work hard enough, eventually you face off against some really tough bosses. --Beans-- And THIS is how you unwind from your crappy job? --Chuck-- You'd think the irony would have occurred to me by now.
Why do we play games? Sure, we all have our reasons. For some, it's about spending time with people they love. Other people see it as an exercise in creativity, or practising various mental skills (or, let's be honest, physical skills; not all games are played around a table or in front of a television set).

For me, there are many reasons: some games are enjoyable because they indulge a particular love I have (dare I say, a fetish?), such as the original Balderdash, which caters to my lexophilia. Other games force me to think, and I love to give my brain some exercise on occasion; Dominant Species and Clans are two excellent examples of these types of games. Some games are fun for me because they facilitate social interaction that I otherwise find difficult to attain (The Resistance: Avalon falls in this category). Others appeal to my love of a certain fandom, such as Star Trek: Road Trip or Firefly: The Game). As a Storyteller, I also tend to be drawn to games that facilitate the telling of stories (thus my love of tabletop roleplaying games like Changeling: the Dreaming, as well as Fiasco and Gloom).

21 August 2017

Board Game Review: Kingdom Builder

A close-up view of a game after it has ended. There are four sections of the game board, each placed together to form the play area. Each one is made up of a grid of hexagonal spaces, coloured to represent grasslands, forests, flowers, canyons, mountains, lakes, and deserts, with a fancy space representing a city. On most of the non-water spaces is a wooden house token in one of five colours: blue, white, black, red, and orange.

I've been able to play this game a few times now, and though at first I didn't think much of it, my second play through caused me to realise that it's actually a really good game. It has all of the best elements of a good game that I described in my article on good games. There's no player elimination, it has a lot of player agency, it's relatively simple, it ends decisively, it allows for upsets, and best of all, it's fun to lose. So let's take a look at it.

We start with the numbers, just like always.