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	<title>The Website of Doom &#187; Eurogames</title>
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		<title>Cardcore Gamer: Cardboard on the Continent</title>
		<link>https://www.thewebsiteofdoom.com/cardcore-gamer/cardcore-gamer-cardboard-on-the-continent/</link>
		<comments>https://www.thewebsiteofdoom.com/cardcore-gamer/cardcore-gamer-cardboard-on-the-continent/#comments</comments>
		<pubDate>Wed, 24 Apr 2013 15:15:50 +0000</pubDate>
		<dc:creator><![CDATA[Colin]]></dc:creator>
				<category><![CDATA[Cardcore Gamer]]></category>
		<category><![CDATA[board games]]></category>
		<category><![CDATA[Cardcore gamer]]></category>
		<category><![CDATA[Eurogames]]></category>
		<category><![CDATA[gaming]]></category>

		<guid isPermaLink="false">http://www.thewebsiteofdoom.com/?p=8233</guid>
		<description><![CDATA[&#160; Last time I wrote about the gloriously overblown funlump that is American style &#8216;Ameritrash&#8217; board games and now I shall introduce to you the sleek shark to the Ameritrash cartoon whale; German style, or, &#8216;Euro&#8217; games. For this article, you will need a monocle, a baguette and some cycling shorts! Germany in the late 70s and early [&#038;hellip]]></description>
				<content:encoded><![CDATA[<p><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/04/CardcoreGamer_Banner.jpg"><img class="aligncenter size-full wp-image-8128" alt="Cardcore Gamer banner - The Website of Doom" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/04/CardcoreGamer_Banner.jpg" width="608" height="85" /></a></p>
<p>&nbsp;</p>
<p>Last time I wrote about the gloriously overblown funlump that is American style &#8216;Ameritrash&#8217; board games and now I shall introduce to you the sleek shark to the Ameritrash cartoon whale; German style, or, &#8216;<em>Euro&#8217; </em>games<em>. </em>For this article, you will need a monocle, a baguette and some cycling shorts!</p>
<p><em id="__mceDel"><span id="more-8233"></span></em></p>
<p>Germany in the late 70s and early 80s was the birthplace of a style of game design which gave modern board gaming a good head start in life; teaching it history, culture, business sense, economics and the passive-aggressive positioning of little wooden cubes. Eurogames eschew the phone-book rules wad and plastic overproduction of Ameritrash games for a more focused and efficient model; relying upon simple rules which, through some kind of mathematical black magic, allow for deep and satisfyingly complex games.</p>
<div id="attachment_8245" style="width: 480px" class="wp-caption aligncenter"><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/04/IMG_6042.jpg"><img class="size-full wp-image-8245"  alt="IMG_6042" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/04/IMG_6042.jpg" width="470" height="353" /></a>
<p class="wp-caption-text">An explorer and his tent, obviously.</p>
</div>
<p>&nbsp;</p>
<p>The key phrase is &#8216;simple to learn, hard to master&#8217;. German style games tend to put you entirely in charge of your own destiny, where your chance of success is a direct result of the decisions you make and <em>every decision matters</em>. You won&#8217;t be relying upon The Dice Gods and a +1 modifier from the machete you yanked from a zombie skull, you&#8217;ll be making hard choices using open information; win or lose, you stand or fall on your own merits. It&#8217;s a deeply satisfying experience when things work out &#8216;just so&#8217; and you&#8217;ll feel like Dr. Brainsmarts of Cleverton-on-Sea, setting up economic engines, trading, building and working toward a simple goal, often within a set period of time.</p>
<p>It&#8217;s not only the emphasis on elegant design which typifies the Eurogame ethos though, but the themes, which are rich and varied in comparison to Ameritrash&#8217;s &#8216;Space/Fantasy/Horror/Pop culture&#8217; palette. Constructive play is emphasised in exploring temples, growing a town or civilisation, trading and producing goods to turn a profit, often with a &#8216;real world&#8217; historical, geographical or cultural basis. There&#8217;s a unique feeling of time and place about these games where, instead of being a Generic Barbarian Loinclothman, you&#8217;re cast as a serf, or a medieval abbot, or a fishing captain.</p>
<p>And that&#8217;s all well and good, but I find that there&#8217;s an inherent problem with games about performing menial labour for a silent, lofty overlord; they often feel like <em>actual hard work</em>.</p>
<div id="attachment_8244" style="width: 480px" class="wp-caption aligncenter"><a href="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/04/Block_indy.jpg"><img class="size-full wp-image-8244"  alt="Block_indy" src="http://www.thewebsiteofdoom.com/new/wp-content/uploads/2013/04/Block_indy.jpg" width="470" height="425" /></a>
<p class="wp-caption-text">What happened to you, imagination? You used to be cool&#8230;</p>
</div>
<p>&nbsp;</p>
<p>Designing games to be fair, even and non-random runs a very real risk of producing a soulless number-crunch, where you shuffle symbolic wooden cubes around a board, rarely even engaging with other players. A feeling of &#8216;Multiplayer Solitaire&#8217; can arise, where each player is in direct competition with the others, but has zero interaction with them; You may as well be sat together solving Sudoku-for-one puzzles in a hospital waiting room. That&#8217;s not to mention the dread &#8216;Analysis Paralysis&#8217; that sets in when a game floods you with such a wealth of possibilities that you sheerly cannot comprehend what the best move is <em>and it&#8217;s still the first turn.</em></p>
<p>You&#8217;ve got order and you have chaos: go to far one way and games fail through sheer lack of structure, but too far the other way and the mechanisms of the game stifle any notion of fun, or <em>play.</em> The enduring appeal of German style games is their ability to exercise the mind through providing approachable games with plenty of replayability and depth.<em> </em>Eurogames don&#8217;t fall into an entertainmentless pit by default, far from it, but stripped of cute components and evocative story text, a game design, like the players&#8217; success, stands or falls squarely on its own merits.</p>
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