# Board Games, revisited

**URL:** <https://boards.straightdope.com/t/board-games-revisited/679955>\
**Category:** The Game Room\
**Created:** [January 28, 2014, 4:13pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955 "2014-01-28T16:13:47Z")\
**Posts on this page:** 20\
**Page:** 3

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**Author:** ![stpauler](https://avatars.discourse-cdn.com/v4/letter/s/9d8465/32.png) [@stpauler](https://boards.straightdope.com/u/stpauler)\
**Post date:** [January 30, 2014, 2:03am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/41 "2014-01-30T02:03:43Z")

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If you have 4 players (no more/no less), **Tichu** is the bomb. It’s a complex little card game that is partner based. I’ve gotten my co-workers hooked that we play it at least twice a week at lunch.

I personally love the crayon rails games like\*\* EuroRails, Empire Builder, and China Rails\*\*. They’re all the same mechanic and there’s just a peacefulness to the competition.  
I’ll second **King of Tokyo (more chance fun than skill-in the same vein, Can’t Stop** is another push your luck type game too). I’d also throw in **Fortune and Glory** to round out the ameritrash trio here.

**Airlines Europe** is by the same designer as **Ticket to Ride** and is a good next step into eurogames.

**Modern Art** is a fun auction game that takes a round to get the mechanics, but after that, it’s a good challenge and social enough too. (Avoid the card game version).

If you want something more along the lines of Love Letter, try \*\*6 Nimmt \*\*(aka Slide 5) and **No Thanks!**. They’re both simple card games that are a ton of fun.

On the opposite end, if you’re up to a challenge, give \*\*Tzolk’in, Bora Bora, and Trajan. \*\*

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**Author:** ![Askance](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/askance/32/8281_2.png) [@Askance](https://boards.straightdope.com/u/Askance)\
**Post date:** [January 30, 2014, 2:33am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/42 "2014-01-30T02:33:14Z")

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We play many of the ones mentioned above - Dominion and 7 Wonders in particular - so here are some others greatly recommended:

[Iliad](http://boardgamegeek.com/boardgame/21654/iliad)  
[Power Grid](http://boardgamegeek.com/boardgame/2651/power-grid)  
[Dominant Species](http://boardgamegeek.com/boardgame/62219/dominant-species)  
[Citadels](http://boardgamegeek.com/boardgame/478/citadels)  
[Sherlock Holmes: The Card Game](http://boardgamegeek.com/boardgame/458/sherlock-holmes-the-card-game) (hard to find, gets better the more players you have)  
[Pillars of the Earth](http://boardgamegeek.com/boardgame/24480/the-pillars-of-the-earth)  
[Stone Age](http://boardgamegeek.com/boardgame/34635/stone-age)

We also like [7 Ages](http://boardgamegeek.com/boardgame/3870/7-ages) and [Rise and Fall](http://boardgamegeek.com/boardgame/3403/rise-and-fall) (of Rome) but they take too long really.

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**Author:** ![Oakminster](https://avatars.discourse-cdn.com/v4/letter/o/77aa72/32.png) [@Oakminster](https://boards.straightdope.com/u/Oakminster)\
**Post date:** [January 30, 2014, 2:37am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/43 "2014-01-30T02:37:54Z")

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[The Legend of Robin Hood](http://boardgamegeek.com/boardgame/1695/the-legend-of-robin-hood) is a neat little two player game. Takes about two hours to play, unless you’re in college and um…consuming intoxicants…during the game.

[Dune](http://boardgamegeek.com/boardgame/121/dune) is an awesome game, but you really need six players, and games run about 6 hours. My group had a certain traditional method of celebrating the “spice blow” phase that you probably would not want to share with your kid, because it also involved intoxicants.

If the kiddo gets into these games, you may try him with more advanced games like Squad Leader or Starfleet Battles…

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**Author:** ![RandMcnally](https://avatars.discourse-cdn.com/v4/letter/r/b782af/32.png) [@RandMcnally](https://boards.straightdope.com/u/RandMcnally)\
**Post date:** [January 30, 2014, 3:49am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/44 "2014-01-30T03:49:57Z")

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> [@Johnny\_Bravo](#):
>
> I’m on my phone, so no link, but look up a game called Dixit. You might also enjoy Dominion.

> [@Askance](#):
>
> We play many of the ones mentioned above - Dominion and 7 Wonders in particular - so here are some others greatly recommended:
> 
> [Iliad](http://boardgamegeek.com/boardgame/21654/iliad)  
> [Power Grid](http://boardgamegeek.com/boardgame/2651/power-grid)  
> [Dominant Species](http://boardgamegeek.com/boardgame/62219/dominant-species)  
> [Citadels](http://boardgamegeek.com/boardgame/478/citadels)  
> [Sherlock Holmes: The Card Game](http://boardgamegeek.com/boardgame/458/sherlock-holmes-the-card-game) (hard to find, gets better the more players you have)  
> [Pillars of the Earth](http://boardgamegeek.com/boardgame/24480/the-pillars-of-the-earth)  
> [Stone Age](http://boardgamegeek.com/boardgame/34635/stone-age)
> 
> We also like [7 Ages](http://boardgamegeek.com/boardgame/3870/7-ages) and [Rise and Fall](http://boardgamegeek.com/boardgame/3403/rise-and-fall) (of Rome) but they take too long really.

How do you like Dominant Species? I’ve thought about picking it up.

I have a thread here somewhere where I asked for suggestions for board games. My wife and I play Dominion, Munchkin, and Star Fluxx regularly. She loves it. Mostly Dominion. We also picked up one of the many expansions which add even more replay value.

I liked Pandemic. She didn’t.

I want to try Power Grid and Seven Wonders.

I contributed to Tiny Epic Kingdoms kickstarter recently. It looks really fun.

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<div class="post-metadata">

**Author:** ![Least\_Original\_User\_Name\_Ever](https://avatars.discourse-cdn.com/v4/letter/l/e480ec/32.png) [@Least\_Original\_User\_Name\_Ever](https://boards.straightdope.com/u/Least_Original_User_Name_Ever)\
**Post date:** [January 30, 2014, 4:18am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/45 "2014-01-30T04:18:42Z")

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> [@Miller](#):
>
> If you don’t like the game, you don’t like the game - I’m not going to try to change your mind on that. But I have to counter the impression you seem to have that _7 Wonders_ is a broken game that only hard-core afficianados can appreciate. The game has been _enormously_ successful. Among board game nerds, its hailed as one of the best games of the last few years, and has won boatloads of awards. It’s also been commercially successful enough to spawn two expansions, with a third on its way, which usually means it’s had significant cross-over appeal with the non-nerd market. Speaking purely anecdotally, as someone who knows lots of nerds in mixed-marriages, _7 Wonders_ is the game they break out when they want something their spouse will play, too.

I wouldn’t say its broken. I’d just say it isn’t very fun. For what its worth, my wife played it and kind of liked it. I’d play it again, but I’d much rather play Dominion. So would my wife, I assume.

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**Author:** ![ISiddiqui](https://avatars.discourse-cdn.com/v4/letter/i/97f17d/32.png) [@ISiddiqui](https://boards.straightdope.com/u/ISiddiqui)\
**Post date:** [January 30, 2014, 6:04am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/46 "2014-01-30T06:04:45Z")

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A fun, relatively quick, and silly game to play is **Munchkin** , which works for all ages. It’s a card game which is kind of a mild satire of D&D where the end goal is killing monsters. Most of the fun is the amusing descriptions of your armor/weapons and in the backstabbing of your fellow players.

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**Author:** ![Airk](https://avatars.discourse-cdn.com/v4/letter/a/9de053/32.png) [@Airk](https://boards.straightdope.com/u/Airk)\
**Post date:** [January 30, 2014, 4:11pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/47 "2014-01-30T16:11:52Z")

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> [@Miller](#):
>
> Of course there’s strategy in the early part of the game. You need to make the best use of the time you have before the scenario pops to equip the entire party to handle the scenario, without burning too many resources on passing the early game challenges, but also without taking so much damage that you can’t stand up to the traitor, and maintaining party balance so you don’t end up with one character who’s strapped to the gills with weapons and magic items, on the off-chance that he’s the one who becomes the traitor. (Or, on the off-chance that _you_ become the traitor, you don’t want one player who can take you down solo).

A list of like, 3 things to not do isn’t really what I’d consider ‘strategy’. And since there’s very little you can do to actually further one of those goals (“equip your party”) since all getting of equipment is completely random, all you can do is explore a bunch of rooms and hope. Similarly, there’s not actually that much you can do to control how much damage you do or don’t take except by not doing a couple of dumb things like trying to jump the pit if you suck at it. Yeah, I guess you can take steps to distribute items if randomness gives a bunch of to one person, but that’s pretty much it for “strategy”.

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**Author:** ![Johnny\_Bravo](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/johnny_bravo/32/493_2.png) [@Johnny\_Bravo](https://boards.straightdope.com/u/Johnny_Bravo)\
**Post date:** [January 30, 2014, 4:30pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/48 "2014-01-30T16:30:28Z")

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Regarding Dominion:

Dominion is one of my favorite all-time games and definitely my favorite card-driven game. Some of the complaints mentioned above are valid, though.

One way to mitigate that is to use an awesome app called Dominion Shuffle. You tell it what expansions you’re playing with (and can set other parameters if you want) and it will randomly pick a set of 10 cards to use. Streamlines the whole process and makes the game more about “who can figure out this _particular_ set’s most optimum path to victory” more than about playing the same combos over and over.

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**Author:** ![Pleonast](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/pleonast/32/1183_2.png) [@Pleonast](https://boards.straightdope.com/u/Pleonast)\
**Post date:** [January 30, 2014, 5:03pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/49 "2014-01-30T17:03:34Z")

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> [@Airk](#):
>
> This does not refute the possibility that the person who is getting three provinces before anyone else has 1 is not just playing much better than everyone else. Honestly, I’ve never seen this happen in my games of Dominion, because as soon as someone buys a Province, the rest of the table goes “Crap, time to start buying Provinces” and no one gets to three before other people have at least one. I’d also argue that by the time someone has three provinces, they’re no longer an “early leader”.

We never get to that point, because each of us buys a province every time we can. The trouble is that the game is well-designed enough that buying a province is hard. But once your deck is capable of buying one, you can typically buy several before anyone else gets a chance. And that lead is hard to surmount.

> [@Airk](#):
>
> Actually, I don’t think this will do what you think it will; Provinces will still be the most efficient way to score because of the way Dominion works. Someone with four estates in their deck is worse off than someone with one province because they have four green cards clogging their deck instead of one, AND it took them FOUR buys to get those points. The person with the province is still going to win unless the score gets counted that turn.

Yes, I know. That is why I’m suggesting making the lower level score cards more valuable. The vanilla game has something like a province worth 6 points costs 8 coins (.75 pts/coin), duchies worth 3 costs 5 (.60 pts/coin) and estates worth 1 costs 2 (.50 pts/coin). By increasing their point values to match their costs, and letting the game end by depleting them, collecting them will be a viable tactic. As it stands, it’s always better to buy an action card than a lower-level score card.

> [@Airk](#):
>
> Er, duh? The game is ABOUT getting buying power. This is like saying “Rules variants of monopoly make getting properties easier or harder, but doesn’t change the goal.” Of course it doesn’t. But a thief heavy game means that it’s very, VERY hard for people to get the buying power to play an “empty the provinces pile” game.

Yes, that’s what I’ve been complaining about. 😃 Whoever manages to get deck that can buy provinces first, usually wins. The game has the potential for a lot more variety than “maximize buying power”. I like the deck building mechanic, but the game needs some tweaking to have more variety.

We’ll play with various house rules until we figure out some we like. I’ll certainly suggest that the “Thief be required to be in play” as a house rule. We’re almost at the point of requiring the Garden, since that lends itself to the “maximize number of buys” tactic instead of coins.

> [@Airk](#):
>
> This is mostly because the early phases of Seven Wonders are basically fooling you. The points you get during the early stages of the game are nearly trivial compared to the points you will get later as a result the SETUP that you do in this part of the game. The difference is that in Dominion, you just don’t GET points for the setup portion of the game. Who is leading in the “early phases” of both games is basically completely irrelevant to the final outcome, but you have a skewed idea of what the “early” phases of Dominion are vs Seven Wonders. (Seriously, if someone has three provinces, that game is LONG PAST the ‘early’ phases.)

My point is that there’s no one path to win in Seven Wonders. There’s multiple ways to collect points and a player leading in one path can be beaten by someone collecting more along another. And there’s enough balance that one can’t usually win by taking one particular path.

It’s a lot more multi-dimensional than Dominion.

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**Author:** ![Miller](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/miller/32/481_2.png) [@Miller](https://boards.straightdope.com/u/Miller)\
**Post date:** [January 30, 2014, 5:27pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/50 "2014-01-30T17:27:33Z")

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> [@Airk](#):
>
> A list of like, 3 things to not do isn’t really what I’d consider ‘strategy’.

That wasn’t exactly meant to be an all-inclusive list.

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**Author:** ![Claptree](https://avatars.discourse-cdn.com/v4/letter/c/58f4c7/32.png) [@Claptree](https://boards.straightdope.com/u/Claptree)\
**Post date:** [January 30, 2014, 6:15pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/51 "2014-01-30T18:15:29Z")

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I’d like to get behind Apples to Apples, and also suggest Gloom.

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**Author:** ![RandMcnally](https://avatars.discourse-cdn.com/v4/letter/r/b782af/32.png) [@RandMcnally](https://boards.straightdope.com/u/RandMcnally)\
**Post date:** [January 30, 2014, 6:49pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/52 "2014-01-30T18:49:58Z")

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> [@Claptree](#):
>
> I’d like to get behind Apples to Apples, and also suggest Gloom.

Gloom is really fun if you have a good group. My wife almost killed me because I played the entire game in limerick.

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**Author:** ![Airk](https://avatars.discourse-cdn.com/v4/letter/a/9de053/32.png) [@Airk](https://boards.straightdope.com/u/Airk)\
**Post date:** [January 30, 2014, 7:05pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/53 "2014-01-30T19:05:52Z")

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> [@Pleonast](#):
>
> We never get to that point, because each of us buys a province every time we can. The trouble is that the game is well-designed enough that buying a province is hard. But once your deck is capable of buying one, you can typically buy several before anyone else gets a chance. And that lead is hard to surmount.

Again, what? If you’re so far ahead that you have a deck capable of producing reliable province buys 3+ turns before anyone else can, you are WINNING. BIGTIME.

> [@](#):
>
> As it stands, it’s always better to buy an action card than a lower-level score card.

But this is absolutely false. If you can see that there are two provinces left in the pile, and you don’t have enough money to buy one, but you DO have enough for a duchy, you bloody well better not waste your buy on a action card that’s never even going to come up.

> [@](#):
>
> Yes, that’s what I’ve been complaining about. 😃 Whoever manages to get deck that can buy provinces first, usually wins. The game has the potential for a lot more variety than “maximize buying power”. I like the deck building mechanic, but the game needs some tweaking to have more variety.

This is just mindblowing to me. It’s like saying “I like monopoly, but I think the game should be about more than getting money.”

> [@](#):
>
> We’ll play with various house rules until we figure out some we like. I’ll certainly suggest that the “Thief be required to be in play” as a house rule. We’re almost at the point of requiring the Garden, since that lends itself to the “maximize number of buys” tactic instead of coins.

I disagree with your assessment of the Garden, FYI.

> [@](#):
>
> My point is that there’s no one path to win in Seven Wonders. There’s multiple ways to collect points and a player leading in one path can be beaten by someone collecting more along another. And there’s enough balance that one can’t usually win by taking one particular path.
> 
> It’s a lot more multi-dimensional than Dominion.

No, it’s not. There’s only one way to win in Seven Wonders. Have more points than everyone else. There’s only one way to win in Dominion too. Have more points than everyone else. There’s only one way in either game to have more points than everyone else: Have more turns in which you score more points than the other players. (This should be obvious stuff). Yes, the “best” way to win Dominion is to buy more provinces than everyone else, but there’s a VAST number of ways to build a deck that does that. The fact that provinces are the ‘most efficient’ doesn’t change that at all. There’s the “Just buy the highest value coin you can get every turn” approach (works surprisingly well). There’s remodeling decks. There’s card churn decks. There’s attack decks. There’s countless synergy types here. 7 Wonders is basically ‘pick which color of points you want and go for it’.

Unrelated: Apples to Apples is fun, but it doesn’t have a lot of long term staying power. If it’s a game you plan to break out a few times a year, it’s awesome, if it’s something you want to play every week, it’s kinda garbage. Same goes for it’s Adult Oriented version, [Cards Against Humanity.](http://cardsagainsthumanity.com/) (Aside: As I visited their website, the following card set flashed across the screen: “What’s the next Superhero/Sidekick duo?” “Barack Obama” and “Shaft.” Priceless.)

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**Author:** ![That\_Don\_Guy](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/that_don_guy/32/538_2.png) [@That\_Don\_Guy](https://boards.straightdope.com/u/That_Don_Guy)\
**Post date:** [January 30, 2014, 8:52pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/54 "2014-01-30T20:52:47Z")

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> [@RTFirefly](#):
>
> How did I forget about Fluxx? It used to be practically the official game of the MADopers!

> [@RTFirefly](#):
>
> I’m also big on [Martian Coasters](http://www.amazon.com/Looney-Labs-031LOO-Martian-Coasters/dp/1929780656).

Then how about Fluxx: The Board Game? It’s been called “Fluxx meets Martian Coasters.”

The quick version: it’s Fluxx, but without Keepers - instead, there’s a board consisting of nine square tiles, eight of which are divided into four squares; each Goal consists of occupying two particular spaces (22 of the 32 spaces have drawings of what are Keepers in normal Fluxx). Each player starts with three game pieces on the Start space (the one tile that’s not divided into smaller spaces), and a turn includes a number of Moves (yes, there’s a Move Number Rule - this is Fluxx, after all). Note that completing one Goal isn’t enough to win; when you complete a Goal, you take the Goal Card and put it in front of you (as if it was a played Keeper), and whoever gets to the current Goal Number first wins.

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**Author:** ![Wargamer](https://avatars.discourse-cdn.com/v4/letter/w/df705f/32.png) [@Wargamer](https://boards.straightdope.com/u/Wargamer)\
**Post date:** [January 30, 2014, 9:09pm UTC](https://boards.straightdope.com/t/board-games-revisited/679955/55 "2014-01-30T21:09:38Z")

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I feel qualified to speak on _Dominant Species_, having run a _DS_ tournament the last three years at a large boardgame convention.

_DS_ is a game about managed chaos. Each turn, the players will have between 3 and 6 actions to take. Certain scoring cards may give you more actions. The trick to this game is that ALL the action pawns are placed on a planning board THEN the actions are resolved on the game board. This can lead to spectacular turnabouts from turn to turn.

So, the best players are those who can look at the scoring cards available (which can give extra actions, extra victory points, or disasters that wipe out board positions), the game elements available, and how they may impact their board position in this and future turns. The game itself takes about 3-4 hours to play, with about 20 minutes of set-up and clean up time.

It’s definitely not a light game to play. But if you like to grind the mental gears and can anticipate then mitigate the unexpected, then this just might be the game for you.

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**Author:** ![Askance](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/askance/32/8281_2.png) [@Askance](https://boards.straightdope.com/u/Askance)\
**Post date:** [January 31, 2014, 12:30am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/56 "2014-01-31T00:30:58Z")

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> [@RandMcnally](#):
>
> How do you like Dominant Species? I’ve thought about picking it up.

I think it’s great. Apart from anything else it lends itself to a little role-playing fun, where you as (say) the birds get to make demeaning comments about the spiders, or whatever.

> [@](#):
>
> I want to try Power Grid and Seven Wonders.

Both excellent, excellent games. We play PG almost every gaming session. You do have to have someone who has a firm grasp of the rules, as they’re somewhat weirdly expressed and laid out, and some vital things are only mentioned in tiny paragraphs at the end of a section.

In particular they use ‘phase’ and ‘step’ for different things in some places, and interchangeably in others. There’s probably a cleaned-up rule set on BGG, I haven’t looked.

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**Author:** ![Brainiac4](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/brainiac4/32/3534_2.png) [@Brainiac4](https://boards.straightdope.com/u/Brainiac4)\
**Post date:** [January 31, 2014, 1:57am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/57 "2014-01-31T01:57:39Z")

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If you have a large enough group (5 is bare minimum, and it really gets going with 7 or more), The Resistance [The Resistance | Board Game | BoardGameGeek](http://boardgamegeek.com/boardgame/41114/the-resistance)) is a really fun game. It’s a bluffing and social engineering game. Everyone is part of a Resistance cell, trying to overthrow the government - but some of us are traitors, who are going to sell us out to the government. Each turn, a leader picks members to go on a mission, everyone votes to approve it, then those on the mission secretly pick success/failure cards. Even one failure means the mission fails.

5 rounds, first side to get 3 wins.

My daughter, age 14, is very good at it.

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**Author:** ![Octarine](https://avatars.discourse-cdn.com/v4/letter/o/22d042/32.png) [@Octarine](https://boards.straightdope.com/u/Octarine)\
**Post date:** [January 31, 2014, 2:45am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/58 "2014-01-31T02:45:59Z")

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[Palette](http://boardgamegeek.com/boardgame/97260/palette) is a really unique one. I notice the boardgamegeek link says it’s a “children’s game.” In reality, it’s among the hardest games I’ve ever played. The rules are simple - you pick a colored chip out of a bag and stare at it about a minute. Then you put it back, and pick out the same shade from an assortment of color wheels. It’s incredibly difficult to remember exact shades, especially when there’s 50 colors of blue to choose from, and it’s one of those games that’s engaging for all ages.

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**Author:** ![Left\_Hand\_of\_Dorkness](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/left_hand_of_dorkness/32/7156_2.png) [@Left\_Hand\_of\_Dorkness](https://boards.straightdope.com/u/Left_Hand_of_Dorkness)\
**Post date:** [January 31, 2014, 3:28am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/59 "2014-01-31T03:28:34Z")

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> [@Octarine](#):
>
> [Palette](http://boardgamegeek.com/boardgame/97260/palette) is a really unique one. I notice the boardgamegeek link says it’s a “children’s game.” In reality, it’s among the hardest games I’ve ever played. The rules are simple - you pick a colored chip out of a bag and stare at it about a minute. Then you put it back, and pick out the same shade from an assortment of color wheels. It’s incredibly difficult to remember exact shades, especially when there’s 50 colors of blue to choose from, and it’s one of those games that’s engaging for all ages.

Gah–I’m glad that appeals to some people, but it’s hard for me to imagine a game I’d hate more, at least one that didn’t involve scalpels or hungry rodents.

My two contributions:

1. Seven Dragons isn’t a board game, but the OP mentions card games. It’s simple enough that my five-year-old can play it, and is pretty fun, unlike most games she can play (Candyland twitch twitch). The art is gorgeous, paintings by Larry Elmore I think, and it plays a bit like a cross between Dominos and Uno.

2. Boardgamewise, one of my favorites is Small World. You play one of a handful of fantasy races that battle for control of a map that’s too small for everyone to fit on. Over the course of about eight turns, you have to decide when to put your current civilization into decline and pick up a new civilization. Each race gets randomly assigned an adjective, and the combination of race and adjective leads to a lot of interesting permutations. It’s pretty fast-paced and silly, and you get to screw over other players without anyone getting annoyed because it’s impossible not to screw over other players. Good times.

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**Author:** ![ataraxy22](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/ataraxy22/32/307_2.png) [@ataraxy22](https://boards.straightdope.com/u/ataraxy22)\
**Post date:** [January 31, 2014, 3:54am UTC](https://boards.straightdope.com/t/board-games-revisited/679955/60 "2014-01-31T03:54:46Z")

</div>

I’m itching to play Telestrations Against Humanity sometime soon.

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