1 00:00:00,000 --> 00:00:07,920 Welcome to Pick Up and Deliver the podcast where I pick up my audio recorder when 2 00:00:07,920 --> 00:00:10,760 I step off the train, and deliver an episode to you while I walk home. 3 00:00:10,760 --> 00:00:12,960 I'm Brendan Riley. 4 00:00:12,960 --> 00:00:24,280 Well, it's a lovely day here in suburban Chicago. 5 00:00:24,280 --> 00:00:28,120 I'm on my way home after having gone into campus for a meeting. 6 00:00:28,120 --> 00:00:32,920 The birds are chirping and I'm happy to be talking with you. 7 00:00:32,920 --> 00:00:42,320 Well, planning to talk about, I thought I would start with thinking a little bit about 8 00:00:42,320 --> 00:00:44,520 weird scoring conditions. 9 00:00:44,520 --> 00:00:46,880 What was it that made me think of this? 10 00:00:46,880 --> 00:00:53,160 Oh, so the other day I in my music shuffling, I was just listening to a variety of different 11 00:00:53,160 --> 00:00:56,160 tunes in my MP3 library. 12 00:00:56,160 --> 00:01:02,000 I happened across an old song from Moxy Fruvous, which is a Canadian mostly acapela 13 00:01:02,000 --> 00:01:07,800 band from the 90s and they had a song they performed in their live album called 14 00:01:07,800 --> 00:01:08,800 Lowest Highest Point. 15 00:01:08,800 --> 00:01:15,720 It was like a trivia quiz for the audience and they said which state has the lowest 16 00:01:15,720 --> 00:01:21,480 highest point and then they did a song, (singing) Lowest Highest Point, Lowest Highest Point, etc. 17 00:01:21,480 --> 00:01:24,360 And the idea was, it's just which state do you think it is? 18 00:01:24,360 --> 00:01:29,720 It got me thinking that it might be interesting to talk about interesting scoring conditions. 19 00:01:29,720 --> 00:01:35,640 One of my favorite things about playing a new board game is discovering that it has an 20 00:01:35,640 --> 00:01:40,200 interesting scoring condition, something counterintuitive, something weird, something that makes 21 00:01:40,200 --> 00:01:44,680 you think about the game in a different way. 22 00:01:44,680 --> 00:01:51,000 Most games have uninteresting scoring conditions - earn the most points being the most common 23 00:01:51,000 --> 00:01:55,720 one, have the most money being the second common one, which is basically earn the most points. 24 00:01:55,720 --> 00:02:02,040 I thought that it would be interesting to explore five different interesting win conditions 25 00:02:02,040 --> 00:02:07,240 and talk a little bit about why I find them interesting and go from there. 26 00:02:07,240 --> 00:02:08,440 So start with I do want to go to acknowledge: 27 00:02:08,440 --> 00:02:14,200 I did in a quick glance at the Pick Up and Deliver pages. 28 00:02:14,200 --> 00:02:19,440 I believe that I did do one previous show where I talk about an issue sort of related to 29 00:02:19,440 --> 00:02:25,040 this and that is there's an episode I did called Currency As Points where I was specifically 30 00:02:25,040 --> 00:02:30,240 talking about how I like when a game makes you think about spending your points to do things. 31 00:02:30,240 --> 00:02:36,480 Any game that uses money as the final score and you have to spend money to do stuff is already 32 00:02:36,480 --> 00:02:40,400 doing Currency As Points but there are some games where you just have to give up points in 33 00:02:40,400 --> 00:02:42,000 order to do things. 34 00:02:42,000 --> 00:02:47,520 One example that came to mind was Small World where you have to give up points in order to 35 00:02:48,160 --> 00:02:56,000 choose a different faction or a guy a project where if you want to take a bonus from one of your 36 00:02:56,000 --> 00:03:02,320 opponents doing it doing an advancement you have to spend points to do that and there's an interesting 37 00:03:02,320 --> 00:03:08,880 trade-off to think about like getting a bet getting a benefit in the game but giving up some of your 38 00:03:08,880 --> 00:03:14,400 scoring edge to do so and you know I like that trade-off. We're not talking about that today 39 00:03:14,400 --> 00:03:18,000 necessarily but I do want to mention it. I'll put a link in the show notes if you want to go 40 00:03:18,000 --> 00:03:24,720 back and review that episode. It was a long time ago but I thought I would talk about five different 41 00:03:24,720 --> 00:03:31,120 endgame conditions or win conditions that I think are pretty cool and always make me interested 42 00:03:31,120 --> 00:03:38,000 in again. The first one is the first one I want to talk about is sort of in its strongest mode 43 00:03:38,000 --> 00:03:45,200 in Cockroach Poker but appears in a number of other modes as well in a slightly less dramatic way 44 00:03:45,200 --> 00:03:51,520 and this is just one loser. Now in Cockroach Poker there is no winner of the game. If you haven't 45 00:03:51,520 --> 00:03:54,960 played that game it's a memory game where you're passing it on cards and telling each other the cards 46 00:03:54,960 --> 00:03:59,680 are this or that and if somebody incorrectly challenges those cards a certain number of times they 47 00:03:59,680 --> 00:04:04,800 lose the game. When they lose the game that's the game is over one person lost everybody else wins 48 00:04:04,800 --> 00:04:10,080 and can laugh at them but there are a number of other games where when one person loses enough 49 00:04:10,080 --> 00:04:15,120 that ends the game and then the winner is the person who has the most points or most money or whatever. 50 00:04:15,760 --> 00:04:21,200 The example that I'm thinking of lately is That's Not a Hat which if you've played Cockroach Poker 51 00:04:21,200 --> 00:04:26,240 and then you go play That's Not a Hat you're like oh this is an iteration on this idea. It's a fun one 52 00:04:26,240 --> 00:04:31,360 and I actually like That's Not a Hat better than Cockroach Poker but they're very similar games 53 00:04:31,360 --> 00:04:40,240 in a lot of ways but the idea of That's Not a Hat again when somebody loses enough to get a certain 54 00:04:40,240 --> 00:04:44,560 number of negative points then the game ends and the person the people, the person are people who have 55 00:04:44,560 --> 00:04:50,800 the fewest negative points win the game. I know that there are other games out there where the game ends 56 00:04:50,800 --> 00:04:57,600 when somebody loses and then we determine the winner. I can't think of any others off the top of my 57 00:04:57,600 --> 00:05:02,400 head but I know there are others so I would say that's an interesting win condition to me is like 58 00:05:02,400 --> 00:05:08,160 the game ends when somebody loses and then we determine a winner or not. All right the second one I 59 00:05:08,160 --> 00:05:13,920 wanted to point to is: I like end game conditions where it's points but the points come from making 60 00:05:13,920 --> 00:05:20,000 your own point choices. Now on some minor games the way this will work is something like in like 61 00:05:20,000 --> 00:05:27,680 Coimbra or Shipyard there will be condition end game scoring conditions that you're aiming for 62 00:05:27,680 --> 00:05:32,720 and if you achieve those then you get points. If you're playing Shipyard with the variant rule where 63 00:05:32,720 --> 00:05:38,480 all five instead of getting an individual scoring condition which is more traditional in terms of 64 00:05:38,480 --> 00:05:45,040 scoring instead there are five on the board and you can aim for one to resolve that feels interesting 65 00:05:45,040 --> 00:05:51,040 to me you are deciding on your own win condition. A more dramatic version of this is the card game 66 00:05:51,040 --> 00:05:58,480 Arboretum. Arboretum you're building a display of trees and you score the trees where you have the 67 00:05:58,480 --> 00:06:05,760 most trees in that number I believe if you have the most trees in a line of anyone else then you get 68 00:06:05,760 --> 00:06:13,360 to score that kind of tree you also have to have in your hand the highest value card of anyone else 69 00:06:13,360 --> 00:06:18,640 of that type of tree so like if you want to score an oak tree you have to have a line the biggest 70 00:06:18,640 --> 00:06:24,800 line of oak trees in your in your park then you also have to have the highest value oak tree in order 71 00:06:24,800 --> 00:06:30,720 to score those things you need both as I recall it's possible that you just score your line of oak trees 72 00:06:30,720 --> 00:06:34,960 if you have the highest number but I think you have to have both so there's an interesting element where 73 00:06:34,960 --> 00:06:39,360 you're trying to hold on to a really high number to screw your opponent out of scoring and that's 74 00:06:39,360 --> 00:06:44,640 really fun so if you haven't if you haven't tried Arboretum it's worth a try if you remember it is a 75 00:06:44,640 --> 00:06:50,960 ridiculously mean game so make your own scoring else I said Coimbra because in Coimbra there are a number 76 00:06:50,960 --> 00:06:56,160 of scoring conditions that you can activate by going around on the board and so you kind of get 77 00:06:56,160 --> 00:07:03,040 to decide which ones you want to try to score. All right next up I wanted to mention bottom 78 00:07:03,040 --> 00:07:09,840 loser/top loser and these are games that usually have some sort of win condition that's determined by 79 00:07:09,840 --> 00:07:17,360 points and so there's not anything really special about that except that you usually also have 80 00:07:17,360 --> 00:07:24,320 a secondary rule where if you are the bottom loser or the top winner then you don't win because 81 00:07:24,320 --> 00:07:29,040 you are the bottom loser or the top winner and there are a couple different games I can think of 82 00:07:29,040 --> 00:07:36,640 like that in High Society if you have spent the most money you lose the game even if you 83 00:07:36,640 --> 00:07:42,000 even if you have the most points so there's an element of you want to get the most points but you 84 00:07:42,000 --> 00:07:47,040 don't want to spend the most money because then you're poor and the whole thing of High Society is 85 00:07:47,040 --> 00:07:55,040 you're not supposed to be poor. Similarly in QE if you spend the most money in that game you also lose 86 00:07:55,040 --> 00:08:02,080 and then you win if you have the most points after the person who spent the most money is eliminated. 87 00:08:02,080 --> 00:08:06,400 So both of those games turn on the idea of their auction game so you're trying to decide how much 88 00:08:06,400 --> 00:08:11,040 to spend but if you spend too much then you lose the game even if you got the most points. 89 00:08:11,040 --> 00:08:16,480 And then there are games where there's a bottom loser as well sometimes it'll be the person with 90 00:08:16,480 --> 00:08:24,960 the fewest the lowest score in some secondary track is out the best example of this or my favorite 91 00:08:24,960 --> 00:08:33,280 example of this is taught in A Study in Emerald. A Study in Emerald is an excellent Martin Wallace 92 00:08:33,280 --> 00:08:38,800 area control game where players are in one of two teams and you don't know who's on your team 93 00:08:38,800 --> 00:08:43,760 or not except by their actions and maybe what they say and at the end of the game everyone reveals 94 00:08:43,760 --> 00:08:50,080 their team and then you look at the scoreboard and whichever player on the board has the lowest score 95 00:08:50,080 --> 00:08:56,160 everyone on their team is out of the game and then the winner is the person with the highest score 96 00:08:56,160 --> 00:09:00,560 who wasn't on the team with the person who had the lowest score it's a great and wild 97 00:09:00,560 --> 00:09:11,440 result that I just I really enjoy so that's bottom loser/top loser as in the side it also strikes me 98 00:09:11,440 --> 00:09:16,800 one one that I didn't mention that I do find a lot of fun our individual scoring 99 00:09:16,800 --> 00:09:22,080 individual win conditions where each player has their own thing they're trying to do and the game 100 00:09:22,080 --> 00:09:27,520 ends if one of them accomplishes it the best example I can think of for that is Nanty-Narking but of 101 00:09:27,520 --> 00:09:35,520 course ROOT also has that element now in ROOT you know what everybody's win condition is. In Nanty Narking 102 00:09:35,520 --> 00:09:40,240 you know what all the possible win conditions are but it's secret who has which one so a part of the 103 00:09:40,240 --> 00:09:44,560 game is trying to figure out who's going for what and not let anybody achieve any of the win 104 00:09:44,560 --> 00:09:49,840 conditions because they might be going for that one I'll call that an honorable mention no it's not 105 00:09:49,840 --> 00:09:54,800 one of my five all right so the last one is gonna go back to a mystery I started at the being the 106 00:09:54,800 --> 00:10:00,640 episode. Pay attention friends that's what's you that's what you call a narrative cohesion. it's going 107 00:10:00,640 --> 00:10:05,600 back to the idea of the lowest highest point, Now there are two games I want to point to that have 108 00:10:05,600 --> 00:10:11,440 interesting lowest highest point mechanisms the first is gonna be Tigris and Euphrates although 109 00:10:11,440 --> 00:10:17,280 this stands in for many Reiner Knizia games that do this and many other games that do the same thing 110 00:10:17,280 --> 00:10:22,640 which is there are a variety of scoring conditions or ways that you can score different things 111 00:10:22,640 --> 00:10:27,680 and at the end of the game you look at those categories in whichever category you've scored lowest in 112 00:10:27,680 --> 00:10:33,120 that's the category that is actually your score so in tigers and your friddies you want to have 113 00:10:33,120 --> 00:10:38,240 as many points as you can in a lot of things but as I recall the one you scored worst in is the one 114 00:10:38,240 --> 00:10:45,200 that you score similarly in the game Between Two Cities you have two cities and one of them will 115 00:10:45,200 --> 00:10:49,920 have one score and one have another whichever score is lower that is the score that you get to 116 00:10:49,920 --> 00:10:57,040 use as your score for the game so there's an interesting balance there where if your second city 117 00:10:57,040 --> 00:11:01,280 is the lower score for both you and your opponent then you have a tie and you have to see who do 118 00:11:01,280 --> 00:11:07,520 better on your better city but I really like that balance because the game forces you to try to 119 00:11:07,520 --> 00:11:13,120 keep them even, but I think the game if I'm going to point to one game that I think has the most 120 00:11:13,120 --> 00:11:20,160 interesting win conditions this is the game Lords of Xidit. Now Lords of Xidit is a weird game it is a 121 00:11:20,160 --> 00:11:27,360 programming game where you are arranging different adventurers and you're going around a map collecting 122 00:11:27,360 --> 00:11:32,880 different kinds of points and there are three different ways that you can collect points as I recall 123 00:11:32,880 --> 00:11:36,960 I don't remember the specifics of each one but there are three different ways you can collect 124 00:11:36,960 --> 00:11:42,480 points you can put points in the wizard towers you can earn points from saving cities and 125 00:11:42,480 --> 00:11:50,800 there's one other way that you can earn points and all but all three of these different point 126 00:11:50,800 --> 00:11:57,520 structures you earn different amounts of them from different things you do and you get some flexibility 127 00:11:57,520 --> 00:12:04,480 into like contributing them or whatever but your goal is to look at them in a variety of ways and the 128 00:12:04,480 --> 00:12:12,080 game lists has all three metrics in order and what makes the game really interesting is that when you 129 00:12:12,080 --> 00:12:16,480 get to the end of the game this is randomized which three is it is for second or third when you get 130 00:12:16,480 --> 00:12:23,200 to the end of the game we examine scoring condition one first whichever of the three forms and 131 00:12:23,200 --> 00:12:28,640 whomever has the worst score in that category is out of the running for winning the game 132 00:12:28,640 --> 00:12:34,080 they're out of the game then we go on to category two we look at category two whoever has the worst 133 00:12:34,080 --> 00:12:39,760 score of the remaining players in category two is out of running for winning the game then we go 134 00:12:39,760 --> 00:12:45,840 on to category three of the remaining players whoever has the best score wins the game so that one is 135 00:12:45,840 --> 00:12:51,600 really the lowest highest point what a fascinating score mechanism and boy does it bend your brain 136 00:12:51,600 --> 00:12:55,920 when you're trying to decide where to put your energy to the point that for some people it ends up 137 00:12:55,920 --> 00:13:01,280 being really hard to just figure out what you're supposed to be doing because it's so brain-vending 138 00:13:01,280 --> 00:13:08,160 but it's really fun and I sure enjoy it so loads of zidit coolest scoring mechanism that I can point 139 00:13:08,160 --> 00:13:14,400 to today so what games did I miss what games would you add what mechanisms would you add for cool 140 00:13:14,400 --> 00:13:19,920 scoring mechanisms to think about these could be games where you win not having the most points but 141 00:13:19,920 --> 00:13:25,040 I'd love to know what it is about specific sets of points that makes you think x y or z share your 142 00:13:25,040 --> 00:13:29,760 thoughts over on board game geek and guild three two six nine and or send me a message wombat929 143 00:13:29,760 --> 00:13:36,160 is my username there brendan@rattleboxgames.com is my email address I'd love to hear from you 144 00:13:36,160 --> 00:13:41,360 to know what are your thoughts on these specific elements. well thanks for joining me on my walk today 145 00:13:41,360 --> 00:13:50,560 so I hope you're next walk is as pleasant as mine was. Bye bye 146 00:13:50,560 --> 00:13:53,140 (upbeat music) 147 00:13:53,140 --> 00:13:55,720 (upbeat music) 148 00:13:55,720 --> 00:14:08,140 - Brought to you by Rattlebox Games 149 00:14:08,140 --> 00:14:10,720 (upbeat music) 150 00:14:10,720 --> 00:14:29,680 [no speakers]