The 1999 Hasbro version of AcquireContemporary Eurogames, such as, appeared in the 1960s. The of which Acquire formed a part became popular in Germany, and became a template for a new form of game, one in which direct conflict or warfare did not play a role, due in part to aversion in postwar Germany to products which glorified conflict.
The genre developed as a more concentrated design movement in the late 1970s and early 1980s in Germany, and as of 2009 Germany purchased more board games per capita than any other country. The phenomenon has spread to other European countries such as France, the Netherlands, and Sweden.
While many games are published and played in other markets such as the United States and the United Kingdom, they occupy a niche status there., first published in 1995, paved the way for the genre outside Europe.Though neither the first eurogame nor the first such game to find an audience outside Germany, it became much more popular than any of its predecessors. It quickly sold millions of copies in Germany, and in the process brought money and attention to the genre as a whole. Other games in the genre to achieve widespread popularity include, and.Characteristics. A game of is being set up.Eurogames tend to be focused on economics and the acquisition of resources rather than direct conflict, and have a limited amount of luck.Eurogames also differ from abstract strategy games like chess by using themes tied to specific locales, and emphasize individual development and comparative achievement rather than direct conflict. Eurogames also emphasize the mechanical challenges of their systems over having the systems match the theme of the game. They are generally simpler than the that flourished in the 1970s and 1980s from publishers such as and, but nonetheless often have a considerable depth of play.One consequence of the increasing popularity of this genre has been an expansion upwards in complexity. Games such as Puerto Rico that were considered quite complex when Eurogames proliferated in the U.S.
After the turn of the millennium are now the norm, with newer high-end titles like and being significantly more difficult to master. Incentive for social play. A four-player game of near the end of the gameWhile many titles (especially the strategically heavier ones) are enthusiastically played by gamers as a hobby, Eurogames are, for the most part, well suited to social play. In keeping with this social function, various characteristics of the games tend to support that aspect well, and these have become quite common across the genre.
In contrast to games such as or Monopoly, in which a close game can extend indefinitely, Eurogames usually have a mechanism to stop the game within its stated playing time. Common mechanisms include a pre-determined winning score, a set number of game turns, or depletion of limited game resources. Playing time varies from a half-hour to a few hours, with one to two hours being typical. And Carcassonne have limited tiles to exhaust. Generally Eurogames do not have a fixed number of players like chess or bridge; though there is a sizeable body of German-style games that are designed for exactly two players, most games can accommodate anywhere from two to six players (with varying degrees of suitability). Six-player games are somewhat rare, or require expansions, as with The Settlers of Catan or Carcassonne.
Players play for themselves individually, rather than in a partnership or team.No player elimination. Detailed view at the board during gameplayAnother prominent characteristic of these games is the lack of player elimination. Eliminating players before the end of the game is seen as contrary to the social aspect of such games. Most of these games are designed to keep all players in the game as long as possible, so it is rare to be certain of victory or defeat until relatively late in the game. Related to no-player-elimination, Eurogame scoring systems are often designed so that hidden scoring or end-of-game bonuses can catapult a player who appears to be in a lagging position at end of play into the lead. A second-order consequence is that Eurogames tend to have multiple paths to victory (dependent on aiming at different end-of-game bonuses) and it is often not obvious to other players which strategic path a player is pursuing. Balancing mechanisms are often integrated into the rules, giving slight advantages to lagging players and slight hindrances to the leaders.
This helps to keep the game competitive to the very end.International audience. A game of in progressThese games are designed for international audiences, so they are not and usually do not contain much text outside of the rules. Game components often use symbols and icons instead of words, reducing the amount of text to be translated between localized editions. Gameplay also tends to de-emphasize or entirely exclude as a game element, with many games being fully playable if all players know the rules, even if they do not speak a common language.Some publishers design games that contain instructions and game elements in more than one language, e.g. The game comes with rules and cards in both German and English; features instructions in French, English, and German, and a Swiss game, provides rules. However, this is usually not the case if the rights to sell the game outside its country of origin are sold to another publisher.English editions are often available, either published in the US or co-published by a German company cooperating with a US company, or the reverse (example: ).Game mechanics A wide variety of often innovative mechanisms or mechanics are used, and familiar mechanics like rolling dice and moving, capture, or trick taking are avoided.
If a game has a board, the board is usually irregular rather than uniform or symmetric (like Risk rather than chess or ); the board is often random (like The Settlers of Catan) or has random elements (like ). Some boards are merely mnemonic or organizational and contribute only to ease of play, like a board; examples of this include Puerto Rico. Random elements are often present, but do not usually dominate the game. While rules are light to moderate, they allow depth of play, usually requiring thought, planning, and a shift of tactics through the game and often with a chess- or backgammon-like,. Board and game pieces ofEurogames tend to have a low emphasis on the theme; less than and more than. Game mechanics and game pieces are not restricted to the theme. Also; unlike a simulation game, the theme of a Eurogame is often mnemonic.
It is somewhat common for a game to be designed with one theme and published with another, or for the same game to be given a significantly different theme for a later republication, or for two games on wildly different themes to have similar mechanics and game pieces. Most of them use cubes and meeples as game pieces.
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with information on German-style games (has not been updated in some time). – board game database with over 15,000 English and German reviewed games. – internet database of over 100,000 tabletop games, with online fan community. – internet database of board, card and electronic games.