One of these two apps is the best gateway drug for European-style board games I've seen: Ticket To Ride.... It's simple enough for casual play and deep enough for someone who’s really into the robber-baron era being depicted.
• Wil Wheaton now starring as Jesus? I know TableTop has been hugely influential in terms of sales and exposure, but Wheaton's got a long way to go before he can be declared the game industry's messiah.
• Quintin Smith at video game site Kotaku explains "Why Your Board Game Collection Needs Some German-Style Games". After referencing "the interstellar douchebaggery of Battlestar Galactica" and the "immediacy of entertainment" that comes from Ameritrash games, Smith moves on to praise (in a roundabout way) The Castles of Burgundy:
This makes no sense. You've flown spaceships and commanded armies. Why are little sheep tiles bringing you out in a cold sweat? Look at you all now—heads down, threading together fragile economies, loosing unthinkable trade combos, narrowly avoiding mistakes that would halt your progress like a bicycle going into a concrete wall. Being tested – really tested – for the first time in your gory board game careers.
And you'll see the truth. Eurogames aren't boring, despite their themes ("developing a postal service", "trading with 15th century Latin America", "who can farm the best beans"). They're simply free. Free from the need to immediately appeal, to lurch out from the shelves like Nyquil hallucinations, and to keep everybody entertained in an unstable tornado of cards and dice. Eurogame designers are free to make nothing more, or less, than a great game, a rich game, that'll get better every time you play it.
• Magic: The Gathering head designer Mark Rosewater usually provides interesting insights into that game in his weekly "Making Magic" column, but his columns often tend to be applicable to game design in general – or at least they are if you look at them the right way. Some columns, though, rise above the others, and I think his Feb. 25. 2013 column on how to incorporate synergy in game design is astonishingly good and useful. His examples of how synergy is worked into a design are still Magic-specific, as you might expect, but the principles are applicable no matter what you're designing. Excerpts:
Another of synergy's benefits is that it makes players feel good about themselves because the act of discovering synergy is itself emotionally rewarding. Remember that good game design allows your players to take claim for their own advancement. (And blame luck for their failure.)