Other Wise

It doesn’t come in milk bottles

This evening I got to talking with a local I rarely play with about various games and his preferences as we tried to determine a game we were both willing to play. He continually described games as good because they were fun or he had fun while playing them. At the back of my head I kept wanting ask him why that mattered compared to whether or not they were good games? However what I really noticed and what got me to thinking was that when I got to recommending games that I wanted to play, all my comments were all about how interesting they were, the challenges they posed, the things that could be learned from them and I never mentioned or considered fun. My focus was on what the players could change in themselves by investing themselves in the game and not what subjective experience the game offered the players. They could change their understanding. They were all good games because they offered a system which would both change its players and allow its players to change themselves in interesting ways in order to play it well.

I have a hard time thinking of games in terms of fun. I played Wabash Cannonball tonight. If you asked me if Wabash Cannonball was “fun“, I’d probably say “No!” and go on to say that it is an outstandingly neat game, that the challenge of balancing and manipulating the alliances in the game (which is the heart of Wabash Cannonball) is very clever, and how aggressive and yet subtle it is. But fun? No, I wouldn’t (easily) say it is fun. It might be, it might not be — I’ve only played it 30-something times as of this writing — and I’ve little idea whether it not it is fun. But I sure enjoy and like playing it. It is clever and neat and twisted and opaque and … But fun? Shrug. Look how neat it is!

This morning a friend pointed me to a DWTripp comment in which he quipped:

I agree. But what we need is Clearclaw here to explain to us… in Vulcan… why fun does not make a game logically a better game. Like Spock, Clearclaw believes that one need not have fun more frequently than every seven years.

During my GoTW thread I commented when asked, “Why do you play games?”:

For the understanding.

Games challenge the ways I think and the types of thoughts I have. At their best they force me to become something I wasn’t previously in both the way I view the world and how I think about that world from that viewpoint. I’m a patterns person. They provide me with new patterns and force me to invent new patterns just to survive — and that’s worth a lot.

I had thought I understood this bit of myself. Now I’m less sure.

Understanding Wabash Cannonball

The most valuable thing about a share is not how much money it will make, but how it will change the incentive pattern among the remaining players.

The second most valuable thing about a share is the degree to which it makes a company viable (early game).

The third most valuable thing about a share is the revenue it may/will generate.

If you own shares in the company that the player to your right holds, you want that company to reach Chicago more than the player who holds shares in a company that the player to their left also holds shares of.

The mine and forest fields are excellent ways to devalue companies you are not invested in: just cut them off and make it impossible for them to reach Chicago.

Don’t forget Detroit.

No company has to reach Chicago. Sometimes none of them will.

Choosing actions and then doing nothing can be a useful way of controlling the game length.

Time the Wabash and control incentives carefully. It can be a very profitable company. Or not.

It is up to you to ensure that the incentive structures of each other player aligns with your personal pursuit of victory. Partnerships are a wonderful thing. A 2/2 split of the B&O is a beautiful thing. Or not. A 2/2 split of the NYC can be even better. Or not. A 1/1 split of the Pennsylvania is highly unstable.

Use stock dilution to find and break partnerships.

Wabash games are won not through accurate bidding or careful ROI control but by establishing positions such that the other players, through their own greedy self-interest help you win using their actions on their turn.

Track individual earning rates versus cash holdings. Typically one player will have a much higher income than the others, but lower cash holdings. Whether the game ends with this general dividend or the next will dictate who wins.

A typical game length is between 3 and 5 general dividends (inclusive).

Also posted to BGG.