Dale Yu: Games for 6 Players (Exactly)

Well, last week I looked at games for seven players or more, and it seems easiest to just keep going down the line… But before I get too involved in my discussion of six-player games, I’d like to point out that I’m a TV star now.  OK, so it was only one-and-a-half minutes… And it’s old news since Valerie already talked about it on Sunday.  But in case you missed it, or you can’t get enough of me on YouTube – here’s my segment:

Enough about me… Now on to the games!  Again, please remember that this list is in no way meant to be universal, all-inclusive or authoratiative.  It’s just a list of games that I like for this number given my personal preferences and that of my game group. 


Games I like with exactly 6 players
1. Union Pacific

Union Pacific is one of my favorite games, and from what I’ve read on the ‘Net, most people prefer it with fewer than the full complement of players.  However, I have come to enjoy the game in the six-player format as it does place an emphasis on tactical play.  It also seems to lessen the effect of the first player Union Pacific advantage.

When you play the game with six, you have to realize that you are not going to have as much control over the game as you will with fewer players.  You simply will not get a chance to see all of the stock certificates with so many turns coming between your own.  As a result, it is a lot harder to control the direction of play.  Thus, with the increased number of players, it becomes more important to really know what each opponent holds in his hand as well as what is on the board so you can maneuver yourself into scoring contention in the different lines.  Additionally, the board situation changes more between each turn, and you have to be able to change strategies quickly based on the train placements of your opponents.

The other factor in Union Pacific is the Union Pacific shares themselves.  In my group, the group-think has led us to a strategy where we all take UP stock each turn – at least in 4P and 5P games where the total number of UP shares is evenly divisible.  Admittedly, we are all losing ground in the stocks which we trade away for UP – but we do not lose any income in the larger pool given to UP.  However, this doesn’t happen in the 6P game.  Since the UP shares are not evenly divisible, there is no group-think rush to pick up UP shares, and this brings back an added complexity of strategy for me.  I realize that this factor likely won’t affect most other players (unless your group has also developed the same group-think) – but it’s huge for me.  In fact, it often brings UP to the top of the six-player list because I really enjoy the game, and lately, I’ve enjoyed it most with this number of people.

2. KK&K / I’m The Boss

This is an oldie-but-goodie for me.  I fully realize that negotiation games are not for everyone.  However, KK&K was amongst the first games in my collection, and I’ve always been enamored of it.  It’s a 45 minutes romp of negotiating, laughing and a little bit of back-stabbing.  However, unlike Diplomacy, KK&K has never engendered any long-term arguments.

I love the fact that the game is more than just negotiation – though certainly negotiation is the major mechanic in the game.  There is also a fair bit of strategy and hand management that helps you succeed in the game, and I enjoy the challenge of building up a hand which will allow me to control a few deals despite the actions of my opponents.

Sadly, the game doesn’t get played much anymore locally – partly because we have such a hard time getting six people together!  But, it’s still one of the first games that I’ll suggest when there are exactly six around the table.

3. Power Grid

Power Grid fits the bill when I’m looking for a complex meaty game for six.  I will admit that there are times that I don’t like playing Power Grid, usually when I’m with people who have memorized the power plant deck, but this problem is lessened with more players.  I love the tightness of board position when you are jockeying for space with so many other opponents.

4. Elfenland

Another game that shines with the maximum number.  The game can be a bit too easy to navigate with fewer players – oftentimes many or all of the players are able to visit all 20 cities and it comes down to the tiebreaker.  However, with 6 players, the chances of a non-ideal transportation tile being placed on a critical route is much higher.  The game tends to be a bit less predictable and certainly more fun IMHO.

5. Showmanager / Atlantic Star

I put down both names here, but I really much prefer Showmanager to Atlantic Star.  I think that the theme in Showmanager fits better, and I am actually a fan of the non-balanced card distribution found in the original version of the game.  I think that Showmanager is a great game for six with not too much downtime as each individual turn simply doesn’t take too long.  I also like the tension in the second half of the game with six players as it is really impossible to try to predict how good the shows of everyone else will be – and the decision on taking a loan (and how much to take out) really looms large when playing with 6.

6. TransAmerica

Another game that works well with six.  It’s quick and easy to teach.  It’s a nice gateway game.  I find that the strategy of playing off other players’ networks works best with 6.  The key is trying to figure out how to hook up to the rest of the players quickly without giving them much advantage – and this really is best with 6.

7. die Palastgeflüster

The newest member of the group, this 2007 Essen release has really filled a nice niche.  It’s a small game (made by Adlung), so it always fits in the box of games I’m carrying.  It takes less than 30 minutes and there is a lot of strategy hidden in this single deck of cards.  The only possible downside is that the game can often end in a tie, though the variant mentioned in the rules of keeping track of cards played during the entire game works well.  It causes players to try to play more cards each round which increases their chances of being the big loser.
But since it only works for 5, I’m striking it here and will add it next week

Honorable Mention
1. Garibaldi

This one is really growing on me – and soon may make the top 7 list.  I’ve talked about the game a lot in the past, it’s similar to Scotland Yard, but it adds in Action Cards which change up the game.  The game could still be somewhat prone to a dominant personality directing the action of all the Austrians, but the action cards seem to mitigate this.

2. Medici

This oldie-but-goodie doesn’t come out nearly as much as it used to, but it’s still one of my favorite auction games.  It can suffer sometimes from less seasoned players who can change the bidding dynamics, but then again, that’s part of what you need to deal with when playing an auction game. 

3. Medieval Merchant

Another game going way back in the collection.  I think this game has always been under-appreciated.  Medieval Merchant is a fascinating networking game that never seemed to get that much play.  Perhaps it was the early confusion over the branch concept scared some people away from it.  This one still comes out about once a year, and I always enjoy it

4. Der Weg Nach Drakonia

A little known game from Fanpro – Der Weg Nach Drakonia earns its spot here as it is one of the few six-player partnership games that I’ve found that works.  It’s a nice hand management game where you try to play cards to move your own characters forward while hindering the progress of your opponents.

5. Schrille Stille

This game never fails to bring out chuckles or outright laughter when reading out the names of the bands.  And, for anyone who has never played it before, seeing the wooden widget work really increases the cool factor of the game.  Admittedly, the game plays much better online as the book-keeping is much easier when automated, but

6. Stimmt So!

Can I have enough Dirk Henn games on this list?  Maybe not – I find that his designs really do well with multiple players.  I much prefer the original version of this game to Alhambra.  I find that I don’t really care for the added complexity of buying tiles that fit my existing palace structure.  Just give me the shares to collect, and I’m a happy gamer. 

7. Metro

Heck, why not one more from Dirk?  This game can get a bit chaotic with six as each individual player loses some control over the direction of their own track, but it still works really well with 6.



Age of Steam variant: Eastern US and Canada

For exactly six, the Eastern US and Canada expansion is likely my favorite.  I like the original “Rust Belt” map, but it’s just too crowded with 6.  When you add on this expansion, as well as the new track building rules and the Marketing action, it allows you to better explore the Rust Belt map.  The game may actually run out of basic track given how much you’re able to build early on, but it’s just another one of the challenges that this expansion gives you.


Games I Avoid with Six Players

1. Dune

I’ve just had too many bad experiences with this game to play it ever again.  Those experiences could fill a column or two (and may do so in the future).  I just don’t like this game.

2. Acquire

A great game for three or four.  Not so much with six.  Too much downtime and not enough control over the mergers makes this a potentially awful experience.  Friends won’t let friends play Acquire with six.

3. Scotland Yard

Playing this game with six players is really playing this game with Mr. X, the most vocal or bossy detective and four onlookers.  Either that, or the game is complete chaos as the five detectives each do whatever they think is best without central direction.  IMHO, this game should really only be viewed as a two player game.

4. Settlers with the 5-6 Player Expansion

Far too much downtime with 6 players and given the nature of the game, very little interaction with players whose initial settlements aren’t close to yours.  This takes a great game (for 3 or 4) and makes it too long and not enough fun

5. Mare Nostrum

This game is not good for 6 because someone will end up in the middle (I think it’s Greece) and has to fend off attackers from all sides while the other players only deal with players on a few sides.  I’d really rather not start playing a game where the possibilities of success are so imbalanced.

6. Tichu

Tichu is amongst my favorite games for four.  But with six, it’s awful.  It’s really not much more than President/Asshole/Great Dalmuti.  But I guess it did give reason for printing the second deck of cards (without the four specials) so that the game would fit into the larger box and be sold for a higher price.

7. Union Pacific (Atlanta partnership variant)

Though Union Pacific makes the list of favorite games to play with six, I must admit that I really do not enjoy playing the game in a partnership format.  There is a partnership variant, which is popular amongst the gamers in Atlanta, where players sit in an A-B-C-A-B-C arrangement and play as a team.  Each team collects its own stock together and the game is scored as if it were a three player game.  The partners are not allowed to discuss strategy.

I dislike this version because as it really takes away what little control you might have over the game – which is already towards the low end at 6 players.  It’s difficult to get any cohesive strategy formed unless you and your partner are able to get on the same page.


Until your next appointment,
The Gaming Doctor

© 2008 Dale Yu


Posted by Dale Yu on Jan 23, 2008 at 01:00 AM in ColumnistsDale Yu / 1887

Comments:

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"5. Mare Nostrum

This game is not good for 6 because someone will end up in the middle (I think it’s Greece) and has to fend off attackers from all sides while the other players only deal with players on a few sides.  I’d really rather not start playing a game where the possibilities of success are so imbalanced.”

Mare Nostrum in and of itself only supports five players, so you’re obviously talking about the Mythology Expansion.  Greece’s position in the expanded game is much better than in the base game, for two reasons.  One, Rome...the empire that gets cheap infantry, which is better than the strong infantry that Carthage gets...has a western front to worry about, so the Roman player has more to do than keep invading eastward.  Two, the Greek centaurs are by far the best mythological unit in the game, killing one legion before battle even starts, and then “rolling” an automatic 6 like the other myth units.  Two legions have a mere 34% chance of killing a centaur, and they’ll both die in the process whether or not they’re successful.  I’ve played quite a bit of six player Mare Nostrum with people who aren’t afraid to be aggressive, and it is well understood that Greece is not to be taken lightly.

Also, Mare Nostrum with precisely one unmanned empire is a really bad idea.  In a game with no Babylon, for example, Egypt and Greece can expand eastwards with ridiculous ease while Rome and Carthage get no such benefit.  It’s an enormous advantage that causes a bigger balance problem than the Greek location issue ever did.

No offense intended, Dale.  I often spring to Mare Nostrum’s defense on BGG, so I feel compelled to do it here, too.

Posted by Eric Clark on Jan 23, 2008 at 03:42 AM | #

For Union Pacific, do you play where people are still allowed to select a new stock to take before trading one in for a share of UP?  I can’t decide which version is better and more strategic.

Posted by Jason Cheng on Jan 23, 2008 at 09:12 AM | #

Lately, we have been enjoying Age of Empires III with six as well.

An older title that plays well with six (to 8 for that matter) is Turfmaster.

Posted by Ian Mackey on Jan 23, 2008 at 09:13 AM | #

Eric, my error on Mare Nostrum.  When I played it last, I must have played with the expansion and not known it…

So - it really should fit on my Avoid with 5 Players list! :) No need to apologize for your defense of the game - I’m glad that you like it.  It’s just not one for me.

Jason - the way our group plays UP, the active player still chooses a stock from the board like usual… And then trades one stock card (face down) from his hand for the one share of UP.  I’ll be honest with you, it’s been so long since I’ve read the rules, I don’t even know if this is the “official” way to do it or not.  One of the most frustrating things about UP to me is that each time that I play it, there is usually a 5 minutes discussion that arises as all the players have to come to some agreement as to which set of rules they are going to play by. 

Dale

Posted by Dale Yu on Jan 23, 2008 at 10:25 AM | #

My family and I played Antike with six on New Years Eve. Everyone loved it.

Posted by Tim Harrison on Jan 23, 2008 at 11:25 AM | #

Tim, Antike was another game that almost made the avoid list for me… Actually, it probably should take the place of Mare Nostrum!

I don’t like Antike with 6 as, again, someone gets stuck in the middle and IMHO they’re pretty much screwed from the start.  Also, in the few games I’ve played with 6, the VP cards become fairly static near the end - and in my games, the only way to win was for someone to make a huge attack to get a final VP point.  Of course, if they failed to do this, they would be so weak that they would be very vulnerable to being wiped out themselves.  Thus, everyone massed as much forces as they could and not much happened.

Dale

Posted by Dale Yu on Jan 23, 2008 at 11:36 AM | #

One of the things that I like about Antike is that you can approach it in many different ways. There was a minimal amount of fighting in our game and the winner surprised everyone by pulling off an amazing combination of moves/attacks that allowed him to distribute his fleet from 5 seas to 14 seas in one turn and take 2 VPs.

In the several games I’ve played, the winner has never won by attacking for the final VP. In fact, I’m pretty sure that none of the winners got *any* points from destroying a temple.

As far as the problem of getting stuck in the middle, I also think that depends on how you approach it. Middle players often have more room for uncontested expansion at the very beginning of the game when there is a lot of neutral territory up for grabs. If the middle players can diplomatically avoid conflicts, they’ve pulled out wins in my experience.

Perhaps your group sees Antike more like a war game. If that’s the case, then yes you should avoid it. If you see Antike as an “engine” game, it’s much more enjoyable imho.

Posted by Tim Harrison on Jan 23, 2008 at 11:50 AM | #

Tim, all good points about Antike… And it’s very likely that my group has developed its own group-think about how to play the game.

Unfortunately, once one player in Antike sees it as a wargame, the game IMHO escalates into a wargame for all players. 

But that’s what is so great about boardgaming in the past few years!  There are so many good choices out there that we all have many more games to discover and play.

D

Posted by Dale Yu on Jan 23, 2008 at 11:54 AM | #

SEX (by David Parlett) needs ‘exactly six’.  Takes a lot of beating.

- Derek

Posted by Derek Carver on Jan 23, 2008 at 12:50 PM | #

Derek, I’m familiar with the Parlett game…

“SEX (by David Parlett) needs ‘exactly six’.  Takes a lot of beating.”

However, I must admit it’s taking most of my self-restraint not to add an off-color pun in reply to your comment! :)

Dale

Posted by Dale Yu on Jan 23, 2008 at 12:55 PM | #

We don’t do nearly as much 6-player gaming as we used to, as we’re now much more likely to split up into two groups of 3.  But it still happens from time to time and there are games I think are great and awful with six.  Interestingly, Dale has covered most of these, but I think I’d rearrange things differently!

First, one game we really like with six that wasn’t mentioned is Pizarro & Co. (aka Magellan).  This is a nice fast-playing auction game with plenty of variety and lots of tough decisions.  It plays very well with six.

Of the others, I’d absolutely include I’m the Boss, Showmanager, Medici, and Medieval Merchant in my list of essential six-player games.  ItB is one of the first second-tier games (what you play after you get tired of Ticket to Ride) that I suggest.  Interestingly, I’ve seen far more hard feelings with this one than in Diplomacy, but it’s still a great game for many kinds of groups.  Showmanager is a great middleweight.  Medici gets played less than it used to, but the old warhorse still holds up.  And MM never gets pulled out enough, but it’s always enjoyed when it does.

In the “avoid” category, I start with Union Pacific.  This used to be our six-player staple, but the lack of control really brings down the quality of this.  The five-player game is SO much better and I like it even more with four.  If at all possible, I’ll abstain from 6P UP.

Elfenland is also verboten with six.  The downtime and duration is just too long.  This rarely makes an appearance any more, but I can’t see trying it with more than four.

Metro--same problem:  too much chaos, too little control.  Unfortunately, I’ve never played this game with fewer than six, so I have no idea if I’d like it, but I absolutely avoid it with six.

Alhambra:  terrible with six.  The downtime is horrendous.  I don’t care for Stimmt So much at all, but at one point, at least it seemed to “work” with six.  But the last time we played, it took well over 90 minutes with that number, which was pretty awful.  Rather than deal with this family of games, just grab Showmanager instead.

Acquire--Dale is absolutely right; this just doesn’t work with six.

As for Dune and Mare Nostrum, my experience is limited, but I’d lean toward the “it works” camp.  My old gaming group really loved Dune when it first came out, although I don’t think we ever got to play it with six.  I did sit in a 6er a few years ago and came to the conclusion that the game hadn’t aged well, an opinion the rest of the table hotly disagreed with.  But it does seem to work best with six and the theme shines through as well as ever.  If you can live with what I view as old fashioned mechanics, it would be a great game to play with six.

I’ve also only played the Mare Nostrum expansion with six once, but we had a great time.  I’d love to play this game more, but the opportunity rarely arises.

Finally, I keep hearing good things about die Palastgeflüster.  I’m definitely going to have to try to round up a copy of this and see for myself.

Posted by Larry Levy on Jan 23, 2008 at 01:30 PM | #

Nice article!  One of these days I’m going to have to break out Medieval Merchant…

I looked up Palastgeflüster, and it’s actually listed as 3-5 players.  Do you alter the rules to play with 6, or just play as written?

I know it’s cheating, but the 2-deck variants of San Juan or Hey that’s my Fish work really well.  Pitchcar does, too, and I can’t wait to try Imperial with 6!

Posted by Peter Dahlstrom on Jan 23, 2008 at 02:00 PM | #

Hey, good column. Six is our number for my weekly group, so this topic is of interest. I agree that UP works just fine for six. I wouldn’t want to play our partnership variant for 6 exclusively, but I like it for some variety. One thing to point out is the six of us have played at least 100 games of UP against each other, so there may be less “control loss” with players who know each other well. Also, there is control, but you do best by playing like a partnership and not two individuals. If you can get into a groove where one partner is collecting stock and the other is building those trains, it can be sweet.

We play Acquire a lot with six as well. Two rule changes help Acquire with five and six. We pay thirds (pays half of second) and we allow players to buy OR SELL up to 3 shares per turn. Sell-backs rarely get used, but keep players out of the “I’m broke and can’t do anything for several rounds” problem.

Elfenland is best with 5 or six, fewer players and you don’t get as many paths. For Elfenland, we deal eight cards each round, not up to eight. Players may save up to 4 cards. We also cut the game to 3 rounds. Both of these improve the game. Getting 8 more cards makes card management more important and cutting it to 3 rounds keeps the game at 90 minutes instead of 2 hours.

I agree that Power Grid works well for six, also Medici. I’ve been taking that to the Loop for the Atlanta Boardgame Meetup sessions and newer/casual players take to the game pretty well.

I don’t like Metro for six. It is best with 2 and 3, playable with 4. At six it is more an activity than a game.

Circus Flocati stretches well to six. Gemblo works well for six, better than for 5, in fact.

Downtown is an older game that doesn’t get much attention, but works well for six.

Robo Rally works very well with six, or seven or eight, for that matter.

I’m sure there are a couple of others that I’ve played a bunch and am not thinking of right now.

Posted by Ward Batty on Jan 23, 2008 at 02:24 PM | #

I agree about the UP rules problems and I think it would come out a lot more if the rules were more settled.

Which board is best for Power Grid for 6 players?

Posted by Lee Fisher on Jan 23, 2008 at 04:48 PM | #

Like Peter says, Palastgeflüster is not for 6 players.

Posted by Roberto Méndez on Jan 23, 2008 at 05:33 PM | #

Sigh… I just realized that Palastgefluster ended up on the wrong list.... You’ll see it again next week!

Posted by Dale Yu on Jan 23, 2008 at 05:36 PM | #

Dale,

I think you are running an enjoyable and thought provoking series here.  My comments:

1.  I’m the Boss:  This is my personal favorite… and one of the best boardgames out there and it embodies EVERYTHING a boardgame should be. And I think everyone now knows what I think a boardgame should be… so I won’t belabor that point.

2. Acquire:  You are right, this game is best at four or five.  Not so much so with six… but still a good amount of fun.  Downtime is mitigated because it does take some advance planning to get a general direction of where you want to go next and since everything is so fluid, you have to be paying attention with this one.

3. Scotland Yard:  Absolutely a great game with six.  The great joy of this game is getting order out of the chaos when the five detectives do whatever without agreeing on direction.  It requires great social skills to get everyone on the same page… especially if Type A personalities!  One of the ultimate social games with six people.

Speaking of which, I have a rule… if you can’t get five or six people in, the fun of boardgames always seems to be greatly diminished for the most part.  I rarely play with just 3 or 4… and it is usually going to card games if we get to that point!  There are a few games that are good at 4 people I guess.  But more than 5 is where it is at for me.

4. Power Grid:  Eh, just seems too Euro for my tastes.

Ryan B.

Posted by Ryan Bretsch on Jan 23, 2008 at 09:33 PM | #

Two vastly different games that I think are best with six players:  Die Kutschfahrt Zur Teufelsburg (Coach Ride to Devil’s Castle) and Advanced Civilization.

Posted by Eric Clark on Jan 23, 2008 at 11:13 PM | #

What about 1830?
Playing it with 6 is hardcore, as no player has enough funds at the start of the game to get a company running: 6 shares cost a minimum of 402, while you start with 400.
So it adds a little more cutthroat than usual to this gem.

Posted by Hanno Girke on Jan 27, 2008 at 08:08 AM | #

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