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« on: November 29, 2014, 10:20:40 pm »
I highly recommend Illuminati and Chrononauts: both great board games masquerading as card games. Although both work off a deck, the cards are played face up on the table, like a boardgame, with only power ups and special cards kept in hand for secrecy's sake.
Illuminati lets you play a global conspiracy and compete with the other players for a pool of independents groups (e.g. a typical start might see the players competing for influence over goldfish fanciers, feminists, orbital mindcontrol lasers, and the republican party).
The strategies are asymetric: thus if the Bankers want to collect all the money and never spend it, the Discordians want to control five weird groups, and the Cult of Cthulhu wins if they permanently destroy any eight groups.
There are dice rolls, but the odds are adjusted with money, meaning that barring terrible mischance, you ought to know if you will succeed or not. However, everyone can adjust the odds, so any dice roll of significance is preceeded by a bidding war. Really fun game!
Chrononauts is very different but also great: you lay out a timeline from the turn of the 20th century: each card has the right history on the front (e.g. Titanic sinks) and an alternative history on the back (titanic comes home safely) and each major event causes reprecussions that leave whole parts of history "paradoxed". This is where players come in: each player has an identity and an agenda, and satisfying either will win the game. To satisfy an agenda you usually have to collect random artifact, but more relevantly, to satisfy your ID, you have to mold the timeline so that the correct events take place: e.g. the titanic cannot sink, Kennedy must get assassinated, but John Lennon must survive his assassination. Obviously, all the messing around with time by the other players will mess up your plans, even if they don't realize it: just as you likely messed up their plans.
Nice fast game, usually if someone hasn't won in an hour, it is because they didn't notice the chance. No dice at all: just your plans and the mischief caused by other players planning.