But in contrast to the usual competitive trick games, the co-operative The Crew demands more: If you want to play sensibly, you have to develop a notion for the whole story beyond your own hand and without seeing the cards of the other participants, you need to anticipate processes such as "stinging" or throwing off. The Crew requires an unusual thinking process to make it run smoothly. It's like a logic puzzle with cards. Several times I sat at the table with people who knew Wizard or Doppelkopf, but still had no idea what The Crew was now asking of them.
I also appreciate these comments from Garfield given how they mirror my own thoughts:
"Skim the comments and reviews on [BoardGameGeek] and they are littered with people talking about imbalances after far too little time. It often seems players pick a strategy the first time they play and if something unforeseen happens the game has a problem that should have been designed around."
Garfield says that games with a large amount of gameplay variety such as 1970s classic Cosmic Encounter, often cited as one of the best board games ever made and a key influence on Magic: The Gathering, have become "dangerous to make" as a result.
"Recently I have begun to suspect that this culture may excessively narrow the sort of games that are made," he says. "Designers are encouraged by this to create games that are tightly constrained so that players get what they expect and are not surprised except perhaps in the minimal amount required to make it feel like a new game."
My library books remain unread, a stack of untouched New Yorker issues has become a household obstacle, and I can't make it through a movie, or even a 23-minute sitcom, without reaching for my phone. So why can I spend a focused hour-and-a-half bartering for camels in an Indian marketplace playing Jaipur or simulating quilt-making in Patchwork?