I do not like games of pure luck or chance, like the childhood game of Trouble and various dice-rolling games, nor games that mostly play themselves, like Life or Monopoly, where choices are few and obvious.
While I enjoy strategy, games like Checkers, Chess, or Go are limited in players and can take a while. I loathe games like Trivial Pursuit, for which those that have foreknowledge (such as being the owner of the game) gives an unfair advantage. Many card drafting games turn me off for this reason.
Likewise, games that are loaded with miniatures for the sake of miniatures turn me off, as it's an unnecessary expense that doesn't alter the function of the game.
A game I strongly dislike is Betrayal at House on the Hill and for good reason: after finding the randomly hidden needles in the haystack of rooms (the game could resolve quickly or drag out for hours) the "reward" is to have one person run off to a room to read instructions from a manual while the remaining group does the same; this never ends well, especially for new players, that now must muddle through an instruction manual of what is most certainly asymetric play, do so in a timely manner, and without either side being in error. In the end, it mostly feels like that was the game, figuring out who is "it" and what game you actually will be playing, just taking the long way aorund to get there.
Most "social" party games that don't require thinking simply bore me — exceptions are Apple to Apples, Cards Against Humanity, Crabs Adjust Humidity, and Red Flag; I usually inject a twist on the rules as things get monotonous forcing the players to get creative when I'm in the judges seat.
I favor being able to play more short games than one big long one, unless the day has been set aside. Games may certainly involve luck, but that should not be the entirety of the game; rather luck determines what everyone has, and it's how you use the resources available that matters.
My preference is for games that are easily teachable, ideally with progressive rules that one can learn/teach as you go. A player with a short attention span should be able to observe what's happening and pick things up for the next play of the game.
Games should have interesting mechanics and high replay-ability, so that each time it feels like a different game and various level players are closer to equal footing and discovering the details for the current play at the same time.
Turns should not take forever, so that players are not left waiting or drawn to their phones.
I strongly favor games that can add components and expansions as well as tune the game play, allowing the ramping of of complexity as one plays. Games that allow controlled bending or rewriting of the rules, or that let each player somehow uniquely break a rule, are fanstastic lead ins for asymetrical games.
Games that can handle multiple players (such as over 4, to accommodate 6-12 guests) and games that play with a cooperative mode gain special favor. Single player mode is a bonus, but not required. Games that let new players enter and exit during game play are enjoyable when the goal is socialization and guests arrive and go.
I also enjoy push your luck components, realtime / no-turns, and even some high-pressure timed games. May favorite are 4X and point salad games, where players can tune their strategies to the resources and happening of the moment.
Games must be entertaining and provide a feeling of accomplishment when won; some games are stacked against you and the rare-win becomes a tale of legend.
A sly stab-your-friends-in-the-back component has extra appeal; it's fun to be able to control an outcome from the shadows. Reading other players, and bluffing, especially hidden role games make the variation and fun be not just what you're playing, but specifically with whom.
I'm attracted to high quality production games, especially those that are beautiful, use large clear fonts, have well written and edited rule books with examples, clear instructions and objectives, and don't hide important details in footnotes, examples, online resources, or other volumes. I really dislike it when the rules confound flavor with mechanics or make up terms for the sake of making up terms.
When answering a question about the game, such as the purpose of a card or symbol in a player's hidden hand, I will preset my move, compartmentalize and answer the question, and then not use that additional knowledge unless it is openly and fairly earned. It is less important to win than it is for all to have a good time.
The ideal players are folks that can separate the player at the table from the character in the game and can recognize that each game play is independent of the other. Game grudges are not held based on a prior game's play or outcome, nor are carried over into the outside world. Favoring a player because of a relationship dating/spouse/friend is frowned upon. An enemy one game may be an ally the next.
Because many of the games I play are no longer in production, yet still in excellent condition, we often insist on no food or drinks at the table, clean hands, and no fidgeting or bending the cards. We want out games to last so we can share the experience with as many people as possible.
Game Acquisition Sites
- KickStarter
- BackerKit
- Gamenerdz
- Gamefound
- Cool Stuff Inc
- Stonemaier Games
- AV Studio Gamesa
- Awaken Realms
- Humble Bundle
- BackerKit
- Amazon
- Target
- Barnes and Nobel
- Steam
- GoG
- Epic Games