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Popular Simultaneous Play Board Games (Mechanic)

These are the board games with the Simultaneous Play mechanic.
Spirit Island board game
78
Rank: 8
Trending: 33
Race for the Galaxy board game
74
Rank: 18
Trending: 151
Blood Rage board game
74
Rank: 37
Trending: 20
Roll For The Galaxy board game
73
Rank: 45
Trending: 91
Sushi Go Party! board game
68
Rank: 56
Trending: 330
Cosmic Encounter board game
70
Rank: 60
Trending: 106
Dixit board game
65
Rank: 61
Trending: 634
The Resistance board game
65
Rank: 66
Trending: 1096
Twilight Struggle board game
74
Rank: 70
Trending: 127
The Resistance: Avalon board game
70
Rank: 90
Trending: 631
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User Activity Feed

Played a three player game of #Tapestry with a friend who wanted to try it for the first time. I don't think the game has a ton of variability after playing a few times but I still really enjoy it. 

Played a quick two player game of #Res Arcana which I hadn't played in quite awhile, for how quick it is I really like the decision space. 

 

Played two player #Wingspan with #Wingspan: European Expansion which is always a solid game, another one that is easy to pull off in short time period. 

 

On Saturday played three player games of #Pendulum #Scythe with #Scythe: Invaders from Afar and #Brass: Birmingham all at the choice of a friend who had come over. It was my first time with Pendulum and I really really love what it's trying to do with simultaneous play. I haven't had the chance to play on the advanced side of the board but I do think the added asymmetry will make it a really good game. From the perspective of game design there's so much to think about in terms of choices that were made. I wonder if the simplicity of it will hurt the replayability eventually, but at the same time while you are making decisions and thinking about timing I found myself very thankful that the decision space was simple enough that I didn't have to think too much about what things did. Scythe is always a favorite and I played with Albion live for the first time which was a fun experience. Brass: Birmingham is a game I really love but I really worried that it would be hard to get people to enjoy it, that hasn't proven to be the case. 

Finally on Sunday my wife wanted to play another game of #Brass: Birmingham it definitely seems like it's quickly becoming a favorite of hers which I didn't expect. That and Maracaibo are definitely the recent games we've played she has liked the most. 

We just picked up #Paladins of the West Kingdom #Mariposas and #Alma Mater so those should be on the docket in the coming week or two. 

Well that was interesting. I was initially drawn to this by its stated comparison to 7 Wonders and Tzolkin. I don't know that it really is like either of those. It has the locked workers over time of Tzolkin and maybe some engine building and simultaneous play of 7 Wonders.

What I think looks good:

  • The variable timers makes for interesting placement and pickup mechanics where you need to plan ahead and judge how much sand is left for each one, so you can pull pieces and then place them before the next timer flips. When doing it right, it seems very satisfying.
  • The on/off of each location and how that ties up workers. You really seem to want workers waiting as little as possible, so sliding them in just before a flip seems important.
  • Peripherals of a hand and built up action choices, as well as the legend? card and mid game buys all seem interesting and additive without being too much to keep track of (for some players)
  • The council rest from realtime play appears to give a nice break to the action so you can collect yourself for the next round
  • The ability of anyone to push a completed timer appears to add a very  unique tension to the game
  • Virtually no downtime for anyone ever.

Concerns

  • There appears to be no discernible theme. It really just looks like timed cube pushing as a math problem.
  • It appears fiddly. It would be so easy to miss a payment or knock a timer over, or knock cubes or illegally place or any other number of rule breaking actions that one could simply misplay and gain an advantage inadvertently
  • A timed game. You either love that rush or you don't. It could completely turn someone off to the game.
  • Timed game affecting wins. A couple of plays would make a world of advantage over a new player in a realtime game like this. After that, it is likely the quick witted would win. After that, pretty much everyone else would lose. There are winners and losers in every game, I just fear that the disparity would be far greater because of the timed game aspect, where someone who really needs time to deliberate to be a viable contender would not be able to reasonably compete with fast thinkers/movers
  • I couldn't tell if there were multiple viable paths to victory or not. There may be. Is there one 'optimal' playstyle? I have this same concern about most new games, so it isn't unique here.
  • Kingmaking? It seemed like there might be the opportunity for an aware player to lock someone out of something they needed right near the end of the last live phase. This is another one that is tough to tell if it is a problem in the video.

It is definitely an interesting game. I would like to play it. I think I would like it a lot. I think several members of my playgroup would hate it.

Simultaneous play. Sometimes it's nice to not have to wait for your turn.