I'm looking for other card games that you all recommend, ideally with some nice juicy design lessons in them.
Netrunner? Dominion? Any of the Sirlin games? Blue Moon?
Netrunner? Dominion? Any of the Sirlin games? Blue Moon?
How do you guys surmount the difficulty of learning a complicated new board game, i.e. you have to understand the rules first (which may take one or two full rounds), and only then does it get strategically interesting? I think I err on the side of not learning new games to this i.e. the games I've played I've played obsessively (poker in all its variants, chess, MTG, Scrabble, StarCraft, StarCraft II) and am wondering if that's a bad cognitive bias of mine and that I should perhaps be more of a dilettante. It's also a germane topic for this primer about M:tG I'm writing with my dad, like I know Cube is great for keeping people interested and solving a lot of the issues with casual play (divergent ability levels, familiarity with the cards, financial and temporal resources, etc.) but how to best hook 'em?
If anyone wants to talk about poker we should talk about poker
Surprised no one has yet mentioned Ascension. I played a lot of the base set, and then with the first expansion when it came out. Similar rules to Dominion and other DBG, so it was a quick learn. The most notable feature is you play with all the cards each game, and flip up 6 to be the "center row" of both cards you add to your deck and monsters to slay for victory points. The other neat component was the cards you added to your deck had a VP value, but slaying monsters instead gave you VP tokens; the end of the game was tied to when a certain number of VP tokens had been claimed.
IMO, the game was awesome for two-player dueling. Just the right amount of variance from new cards getting added to the center row made every decision there exciting. Then there are cards that allowed you to discard cards from the center row, so a lot of strategy involved denying your opponent cards for their deck as well as strengthening yours. Once you added more players into the mix, the effectiveness of denying went way down; essentially making for a solitaire race.
The first expansion for Ascension added some more interesting mechanics, including catch-up cards which kept games closer longer - but fortunately they weren't at a Blue Shell power level. IIRC, the expansion could be standalone for dueling, if you wanted to try the game, but not at full price.
Thunderstone was our DBG of choice for 3 or 4 players. AEG has been/still is aggressively releasing sets and expansions. This game is essentially "Dominion, but you fight monsters instead of buying VP." I view Dominion as a game for Spikes, and Thunderstone as a game for Johhny and Timmy. When I think about the game from a critical game-design perspective, I can spot several cards and a couple mechanics that are broken (both for being over and under powered). But the game has such awesome flavor and accessibility that it's hard to put down. A fan-made website fixed one of the games worst problems: playing with a subset of cards that lacked interesting synergies/interactions. You checked off the expansions you owned, and individual cards you wanted to play with or exclude, then the javascript app would generate a semi-random set of cards to play with that had good interactivity.
If you are looking for a fun 3-4 player diversion, it's hard to go wrong with Thunderstone. Once players are comfortable with the rules, a play through only takes 45-75 minutes. I'd recommend players start with one of the Thunderstone: Advance sets. The Advance name might suggest a more complex product, but was actually version 2.0 for the game: the rules were cleaned up, new card design that's easier to read, and better design decisions in regards to balanced gameplay. The old cards are technically compatible with the new rules, but you have to understand the awkward templating they used to use.
My cube group used to play these games together before I built my cube. We've revisit them on occasion, and while overall we enjoy cube more these games are fun and make for good variety.
I do love Netrunner and I hope you enjoy it, however once you get to deckbuilding you will probably notice that Netrunner does carry over one of the design problems that people have with constructed Magic: heavy-handed hosers to counter powerful cards. It is really not interesting to be blown out by an "unfair" strategy and it is equally uninteresting to have your "unfair" strategy blown out by a hoser. Rock, Paper, Scissors is not the really the pinnacle of game design!
I didn't know it at the time, but I've since discovered that any thoughts I had about the world at age 14 were completely irrelevant.
I just got my copy of Netrunner this weekend, too. I'd played the original back in the day, but the new edition is refreshingly streamlined. Sadly, my opponent--my 7-year old son--got so mad at himself for making a run at an already-observed piece of ice he couldn't break that he literally pulled his hair out. A couple of big fistfuls.
Is this the sign of a good game or a bad game?