Courtesy Theology of Games
Courtesy Theology of Games

Space at your common table, be it in your dining room, den, or boudoir, is precious. It needs to be used wisely when it comes to entertaining. You need room for everyone to sit and be comfortable. Room for refreshments is always welcome. Games that occupy the table should make good use of whatever remaining real estate their is, holding the attention of your guests and keeping them involved and interacting. This is one of many reasons why Monopoly sucks – most of its board is full of negative space.

It also never changes. Board games that I’m finding myself thoroughly enjoying have gameplay that varies from session to session. When a galaxy in Twilight Imperium is created by the players around the table, it is going to be completely different from any scenario setup or previous galaxy, adding another element to the strange brew that makes it fun to devote eight hours to a single game. Quantum is similar in that the ‘board’ is mutable and can be altered or changed drastically to change up the experience. Games like Mage Knight, Archipelago, and Escape: The Curse of the Temple take it one step further by making their boards what would be called ‘procedurally generated’: the board is revealed and assembled as you play, guaranteeing a fresh experience every time.

Other games like to decentralize the action. Galaxy Trucker may have a central board to track everyone’s position in the convoy, but all of the real action happens on the players’ individual boards, as meteors and laser blasts render your cobbled-together space truck back into the shoddy spare parts you used to build it in the first place. Suburbia gives each player their own space to build their SimCity-esque metropolis, with its bank and goals in a central location. Seasons may have a calendar in the center of the table and a single, shared scoreboard, but players will be interacting with their own decks, tokens, dice, and boards to manage the careers of their chosen adorable aspiring forest-wizards.

While board games continue to provide new and interesting ways to make the most of your table’s real estate, card games remain some of the most economical entertainment to grace that same area. While deck-builders like Dominion and Eminent Domain centralize the pool of cards players have to choose from in constructing their decks, Boss Monster takes the route of games above that sees players focused on individual areas just as much as the center of the table. Chez Geek and Munchkin encourage players to keep track of both their own area and those of other players as competition for victory becomes more and more rapid and cut-throat. Finally, hidden role games like Bang!, One-Night Ultimate Werewolf, The Resistance: Avalon, and Coup bring the eyes of the players up from the table and into those of the other players, the game play arguably more about bluffing, gambits, and deductive reasoning than any information provided at the center of the table.

Just to reiterate a point made earlier in this post, Monopoly sucks. Its gameplay never changes and its board consumes too much real estate on the table. Many games make better use of the space, even with similarly sized central boards; Pandemic, Ticket to Ride, SmallWorld, Lords of Waterdeep, and Battlestar Galactica are all examples of recent games that require a good chunk of your table’s space but make the most of it by varying gameplay elements, getting players involved and interacting, offering challenges or emergent narrative, and so on. It’s these things that make the game I’ve mentioned well worth the space on your table (and your shelves), and will more than likely bring people back for more, time and again.