Dale Yu: My up-to-the-minute Gateway Game list
I often hear people talking about “gateway games”—the games that can be used to introduce new people to our hobby. I think it’s often interesting to see what sorts of games people feel best showcase these games of ours.
My best guess is that if you were to ask 25 games to list their Top 12 Gateway games – you would get a fair bit of consensus on a few games, but you would end up with 25 distinctly different lists. The main reason for this is that there is really no set criteria for what makes something a “gateway game” - and so people will end up choosing different games for different reasons.
I thought that this week would be a good time to re-evaluate my own personal list. I think the last time that I visited this list was back in the summer of 2008. Unsurprisingly (at least to me) – my list has changed somewhat since then. My own list of gateway games is a very mutable list given my own set of rules I use for determining what should go on there.
While there are plenty of games that I would choose from, I have arbitrarily decided to limit my choices to 12. As I have already mentioned, I don’t think that there is any agreed upon criteria – but I will go ahead and list the twelve criteria that I use when trying to choose the games that go on my list (and they are placed in order with the most important coming first):
1. Ease of learning – Ideally, I want my gateway games to be easy to learn. I’d really like no more than 5 minutes of teaching time in general to get started. As I’m introducing someone to TGOO*, I don’t want them to feel overwhelmed by any rules complexities. Additionally, I’d like the rules to be easy to read – if they end up liking the game and borrowing/buying a copy, I want it to be easy for them to refresh their memory of how to play.
2. I should own my own copy – I generally only introduce people to games that I already own. The way I see it, if I don’t like the game enough to own my own copy, why am I using it as an archetypical game? Following this rule, when I made my updated list, I pretty much just sat down in front of the game collection and scanned the shelves writing down games that I would teach.
3. It is likely a newer game. Corollary: It should be something that I’ve played recently – This rule is the main reason why my list changes so often! I’d say that each major release season (Nuremburg and Essen), my personal list usually changes as I find a new game that deserves a spot. The main reason why I prefer new games on here is that I’ll be more familiar with the rules – and I tend to play lots of new games! There are very few games that stay in heavy rotation more than 12 months around here. IMHO, if I’m trying to showcase games from my hobby, the last thing I want to have them see is me leafing through the rules to remember how to play! Again, my primary directive is to show that TGOO are easy to learn and play. There is no better way to underline this fact than by being able to open a game and start to teach it from memory.
4. It needs to be in English (or at least language independent) – while most gamers that I usually play with are no longer intimidated by pasteups or translations, I really don’t think that I want to intimidate new gamers with any type of translation issues. I also don’t want them to have to deal with pasteups as this might convince them that playing TGOO will involve all sorts of stickering/pasting. I’m perfectly fine if a game is multi-lingual – as long as English is one of the preprinted languages on the components. I can also tolerate it if the game is language independent, though this would lose any tiebreakers with an English language game because I would want the rules to be available in English (without having to resort to BGG* or other online sources). One sort of mini-exception to this rule is that I’m OK showing a newbie a German version of a game (which I own myself) if there is an equivalent English version available. The most prominent examples of this are the Queen games – the box may have a German title on it, but the English rules are included in the box and oftentimes there is an official English Version (usually by RGG) which can be obtained. I often have the German box title (fresh from Essen), and if I do, I generally won’t replace it with the English version as the components inside are identical!
5. Length of game – It’s fairly important to me that a gateway game be short in length. The reason for this is three-fold. First, I like to show new gamers that an enjoyable and thoughtful game can be played without them needing to invest an entire evening to learn and play it. Second, as I’m often not sure if the newbie will like the game, I want to make sure that they’re not stuck doing something they don’t like for too long. Finally, when I’m showing off games to newbies, I really like to try to get in multiple games (at least 3) to show off the different types of games – trying to find at least one game which hits the sweetspot for each new gamer in that group.
6. The game must be available – In the event that the newbies like the game, I want it to be something that is readily available. Depending on my level of friendship with the new gamer, I might offer to let them borrow (or even have) my copy of the game I just taught them. If I don’t know them that well, I’d make sure that they knew where they could get a copy of the game (both locally at a FLGS* as well as a few favorite online retailers). In either case, I’d want them to be able to buy their own copy or for me to be able to replace my own copy!
7. Beauty – I’m not often a gaming parakeet, but in this case, I think that the appearance of the game is quite important. As I’ve learned from my prototype experiences, first impressions are often the most important. The games that I’m showing newbies should be visually impressive to really pull them into the hobby.
8. Cost – If they like it and are eventually going to buy it, I’d like it to be something that they can reasonably afford. Who wants to be introduced to a new hobby and then have to lay out $60 for their first game? I would certainly like to show the new gamers that our hobby can be affordable (until they get the game-buying bug!)
9. Variety of style – Each game on my gateway game list should offer different type of game. As I have already mentioned earlier, I usually try show at least 2 to 4 games when I’m showing new games assuming there’s enough time and interest. If I get this opportunity, I’d then like to be able to show a few different types of games to give everyone the best chance of finding a game that they like.
10. Box Size – The final (and least important) criteria of my list is box size. The simple reason for this is that I’d like to be able to carry around as many games as possible when I show off new games. If I get a chance to play multiple games, I’ll try to gauge the interests of the games as we’re playing, and it’s nice to have some choice as to what game to show next based on the impressions that the newbies have about the earlier games. When I’m showing games in my basement, box size is less important as all the games are already somewhere on my shelf! However, if i’m taking the games on the road, I usually use a Bankers Box style cardboard box, and I’ll just bring how ever many games fit in that box.
11. No small card games - This is a lesson that I’ve learned from years of failing with newbies. First, new gamers will often write off a game if it comes in a small Amigo-like box. I have no idea why, but it never seems to impress. Second, it’s amazing to me just how many people don’t get trick taking games - and it seems like most of my small card games are trick taking games. And I’ve found that the last thing I want to do when trying to teach someone TGOO is to have to also explain to them how a trick taking game works. The mere concept of trump seems to take a good month to sink into someone’s head, and I hate having to be the person to broach that mental wall.
12. Wildcard rule - and the final rule is - if a game happens to catch my imagination right now, there’s a good chance I’ll throw the other 11 aforementioned rules out the window and include the new shiny game. In these cases, I hope that my sheer exuberance for teaching and playing the game will carry me through!
OK, enough of the rules – let’s get on to the games (listed in alphabetical order)!
1. Blokus - Blokus has always been a favorite of mine – though it is hard to play with three players.. I like the abstract nature of it, and the pretty colored plastic pieces often catch the eye of newbies. Again, there is a big downside that this can’t be played with three well, but the fact that I can tell people it’s available at their local Target is a big plus. Additionally, since both of my kids can play it, I know that this is one that I can introduce to both adults and children.
2. Can’t Stop - This has recently jumped back on the list thanks to the new version of Can’t Stop that is now available. For me, this is the quintessential push your luck dice game. No matter the crowd, this one usually ends up being a boisterous noisy affair as the different players cheer for and against each other!
3. Cities - One of the newer additions to the list as I just discovered this at Essen 2008. I find this tile laying game to be a great gateway game. It has actually supplanted Carcassone as the tile-laying game of choice for me. I usually use the first 2 levels of scoring when teaching this one, though I have known to only use the very first level with non-sophisticated gamers. This one is certainly not cheap (and can pretty much be had only online) – but right now, it stays on the list instead of Carcassone because I’m playing it so much more right now.
4. Diamant/Incan Gold - Well, I only have the German version of the game (Diamant) – but there is a perfectly good English version available. Even though this is another push-your-luck game (like Can’t Stop) – people seem to respond differently to this game because it doesn’t involve dice.
5. Dominion - OK, this isn’t necessarily a typical gateway game for some, but I think that this is a good example of a more complex game that I would show off to a newbie. It also has the benefit of having my name on the box, and showing people a game that I have worked on is always a good way to have people pay attention to it. (Some of the other games that I have worked on are perhaps not the best for newbies: Age of Steam, Agricola, Agricola X-deck, etc). But even if I hadn’t worked on it, I think that this is a more complex game that is still accessible to just about anyone.
6. Einfach Genial/Ingenious - This Knizia release is amongst the most elegant designs out there. While the endgame scoring is perhaps a bit more convoluted than I’d like, explaining the rest of the game is easy to do. This game has the additional benefit of playing very well as a partnership game so that if there is one player that needs a bit of extra help, I can make sure that I’m paired up with that player to even things out.
7. Europa Tour/10 Days in the USA - This game, which I have always felt is an advanced derivative of Rack-O, a classic American game which many people are familiar with, is another good one to start. This familiarity can often make it easier to teach the game as people will feel a bit more comfortable with it having a frame of reference for the new game. I have found that many kids and teenagers are attracted by the geography angle. I have this game listed under Europa Tour as I currently don’t have a copy of 10 Days in the USA – I gave that away the last time that I introduced someone to it, and I haven’t been able to replace it yet!
8. Giganten der Lufte/Airships - This recent release is another dice game – but much different than Can’t Stop. I like the tactical nature of the game, and it gives the players a lot of choices for a short and simple game. I also like the fact that the speed of the game is often determined by how risky (or risk averse) the players are – and this allows me to change my style of play to suit the players in the game or the time available.
9. Qwirkle - Another game that benefits from newbies being familiar with a similar game, Scrabble in this case. Qwirkle also has the benefit of being less intimidating as word knowledge isn’t a necessity as many people believe it is for Scrabble. This one is also found in a lot of Teacher supply stores, so it’s also readily available locally.
10. Say Anything - This is my party game of choice right now, so it holds down that slot in this list. Say Anything can be played on a number of different levels, and I will admit that you’ll have to make sure that this game doesn’t devolve into something off-color if you’re playing with kids or prudes.
11. Terra Nova - I really like this Immortal Eyes release for a good introductory area control game. The rules are quite easy to grasp, and there is a lot of strategy in this otherwise simple game. This game recently replaced Web of Power as one of the “heavier” games in this list.
12. Ticket To Ride - The last game on the list is my favorite Alan Moon game. It, along with Dominion, is on the “heavier” end of the games that I would use to introduce people to TGOO, but it seems to usually be a hit. I have made sure that my set is pre-counted so that newbies don’t get caught up in having to count their trains to make sure they have the right number. I’ve found that most of my friends are familiar enough with the geography so that they can concentrate on the game.
Close but no cigar – the games that just missed the list (or used to be on the list and are no longer there)
Aquadukt – if it only had an English version and was readily available
Settlers of Catan – this chestnut used to be the mainstay and first choice of my gateway game list. However, it’s really a bit too long and complicated for an introductory game. I’ve definitely had enough bad experiences with this one as a gateway game to not want to use it in that role anymore
Gemblo – In my opinion, this is a far superior game to Blokus. It also has the advantage that it can handle up to 6 players without a problem. However, it’s not easily found. The fact that
Blokus is available in every town at the local Target trumps all these other advantages however.
For Sale – This is another classic game that I used to have on my gateway game list, but I’ve found that many new players are really thrown for a loop with the auction mechanism. They get really nervous that they don’t have a good way to value an auction, and it really reduces their enjoyment of the game.
Gipsy King – I think this is a wonderful area control game with simple rules. However, it’s not easy to find, and it loses out to Terra Nova on that front
Peeper – one of my recent acquisitions that I love. I know that it’s a good intro game as my kids were able to pick it up in 5 minutes. However, as far as I know, there is no way to get this in the US currently, so it can’t make it on the list.
Pick Two – my favorite word game right now, and one that doesn’t require the word knowledge that Scrabble does. However, I’ve found that new gamers are often turned off by word games as they perceive them to be too “thinky”.
Project X (Pictureka) – This game has recently come available at Target and other major toy stores, and it used to be on the list as a party game. I really do think that this game is more of an activity than a game though, and for that reason, it doesn’t stay on the list.
Sushiwock im Gackelwock – I find that this worm/dice game is much better than Heckmeck – but it isn’t easily found right now. Also, there are already a few other dice games on the list, so it doesn’t keep a spot.
Tsuro – This simple tile laying game looks great and is easy to teach. It also is good as it can play up to 8 players. However, the game is too simplistic for me to play most times, and I don’t want to use a game that I’m not enthusiastic about as the entry point for new gamers.
Via Romana – I really do enjoy this Gold Sieber game that I picked up at the most recent Essen. It is a nice meeple placement game with multiple scoring methods and tactical play. But, you can’t buy it easily and there aren’t any rules in English.
Web of Power – This game used to be on the list, but was recently supplanted by Terra Nova. While it’s an easy game to teach to gamers, I’ve definitely found that non-gamers don’t pick it up as easily, especially being confused with the Ambassadors.
Wurfel Bingo – This Ravensburger game was a hit from a few years back. This simple dce rolling game (similar to Take it Easy) is usually a hit. But it’s not easy to find.
Take It Easy – while this is more available than Wurfel Bingo, I just don’t really like playing Take It Easy. So, like Tsuro, I don’t like to use it as an introductory game.
Carcassone – This game is felt by many to be a perfect gateway game. And if you look at my criteria, it pretty much fits in with all 10 rules. So why isn’t it on the list? Mostly because I’m so enamored with Cities right now. So, even though Cities is way more expensive than Carcassone, Cities is on my list for now because it’s what I want to play.
Ubongo – This abstract puzzle game was another of the old stand-by’s on my previous gateway game list. It even has the advantage of coming with a built in handicapping system with the two different levels of difficulty on the puzzle cards. Unfortunately, this game suffers from a common problem with puzzle games – players that have a very small edge in solving the puzzle (say 2%) will generally win a disproportionate number of rounds (say 80%). So, if you aren’t the best at solving the spatial relationship puzzle, this can become an extremely frustrating game – and that’s not what I want for an introductory game
TransAmerica – This was another game that I used to always use as a gateway game. But, I have found over the years that a surprising number of newbies are unable to grasp the basic strategy of: 1) trying to link up to the group railway network as soon as possible and 2) avoiding being dealt Helena.
Glossary
TGOO - “these games of ours”
FLGS – friendly local game store
BGG – boardgamegeek.com
Well, that’s my list (as of this week). My guess is that it is likely that at least one game will change after I get to see the new games from Nuremburg at the Gathering of Friends next month. I can guarantee that it’ll change after Essen in October.
So, what games are on your list? If you have the time, I’d be interested to see what you would choose in the comments below!
Until your next appointment,
The Gaming Doctor
Comments:
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I don’t see much for racing games on your list, but I’ve recently had a lot of success introducing Fast Flowing Forest Fellers to some non-gaming friends. It’s super quick to teach, and they asked to play again immediately after the first game! Posted by Chad Krizan on Mar 11, 2009 at 02:37 AM | #
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I think Dominion is the perfect gateway game for the CCG crowd… it registers pretty fast and appeals to what they already like. Maybe you cannot classify other game group types as gating into board games, but I want that issue. Posted by William Baldwin on Mar 11, 2009 at 03:02 AM | #
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Staying on the very light and portable end, I enjoy No Thanks! as it plays fast, and shows off that there is more out there than what people might normally be used to… Roll Through the Ages is high on my list, particularly for those that might have some experience with PC Civilization type games… The Deluxe version of Hey, that’s my fish, has some excellent plastic penguins to play with, and if I want a truly crazy example game I’ll bring out Igloo Pop! Posted by Matt J. Carlson on Mar 11, 2009 at 05:55 AM | #
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Chad - I just can’t seem to find a racing game that I like enough to include on this list. I personally am only lukewarm on FFFF. Matt - Roll thru the Ages is one that might make the list as I play it more. Of course, it would likely have to replace one of the other dice games. Posted by Dale Yu on Mar 11, 2009 at 07:52 AM | #
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It’s great to see Terra Nova on your list. It’s a fantastic game that is very easy to teach and doesn’t seem to get near enough love on BGG. Posted by Rob Cannon on Mar 11, 2009 at 08:16 AM | #
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FWIW, Aquadukt did get an English release by Uberplay, and is available at some online retailers. That and Marco Polo are my “off-the-beaten-path” gateways. Posted by Luke Hedgren on Mar 11, 2009 at 08:36 AM | #
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Ticket to Ride is usually my standard go-to for a gateway, although it depends on the context and the mood - if a crowd might be extra geared toward something. Once I was so bold as to use the family version of Agricola as a gateway game playing with members of my wife’s extended family. They are farmers themselves, and my wife and I just kept the game running smoothly and acted as consultants to all the players, so that they could focus more on the farming fun and not be quite overwhelmed by the game’s complexity. It actually turned out to be a big hit. One that I’ve always noticed is a big hit as a gateway game is Ravensburger’s aMAZEing Labyrinth. Simple enough to be played by any age, but it can really be an exercise of planning and wits if you want to put that much thought into it. It’s an example of a game that meets players at whatever effort level they may be at. Posted by Nate Albright on Mar 11, 2009 at 09:57 AM | #
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Those seem like a great set of criteria for picking games Dale. However, I’d still stick to the tried and true trilogy based on those criteria. That is, Carcassonne, Settlers of Catan, and Ticket to Ride. Those three have served me well in the past, and I don’t see any reason to stray from them for these new-fangled games. Although I’d be willing to consider both Blokus and Ingenious to round out the top 5 if I was playing with people who I thought would prefer a game without a theme. That’s it for me, and I can’t see the list changing much, it’s certainly been steady for the past few years. As for introductory racing games, which Chad mentioned above, I’d go with Jamaica to fill that niche. I was pleasantly surprised by Jamaica and think it would be great for teaching new gamers. Lastly, some people seem perfect for a cooperative game, in which case Pandemic would be a great choice, assuming they wouldn’t have any problem with the theme. Then again, I’ll just stick with my original 3, or 5 I suppose, for most cases :) Posted by Tom Rosen on Mar 11, 2009 at 10:05 AM | #
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Tom - I can’t argue with what works for you! As my 13th rule - NO COOPERATIVE GAMES! I’ve definitely found that co-op games fall into a problem where someone becomes the dominant player and then essentially bosses everyone else around. The other issue is that new players will often feel timid about playing or suggesting things as they are new to the game. I don’t think that this is a good way to get someone introduced to the hobby. I will agree that some people would like to have the hand-holding that a co-op game provides, but that’s not the kind of game that I’d want to use as someone’s first Euro… Dale Posted by Dale Yu on Mar 11, 2009 at 10:11 AM | #
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13 is unlucky, I think you need a 14th rule now… and if the 14th rule managed to bring Carcassonne back into the fold, all the better. Posted by Tom Rosen on Mar 11, 2009 at 10:14 AM | #
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Yeah Cities is alright, but I don’t think it’s nearly as intuitive as Carcassonne. People can already know how to start putting together the Carcassonne tiles from just messing around with the pieces. But the rules for Cities are a bit harder to grasp, I feel. Especially the scoring. I mean if people have issues with farmer scoring in Carcassonne, then they must really not “get” the scoring for attractions, restaurants, and parks in Cities. That being said, I enjoyed Cities and have played it a few times, and would be happy to play it again. But using it in place of Carcassonne… heresy! :) Posted by Tom Rosen on Mar 11, 2009 at 10:17 AM | #
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Tom - that’s the great thing about my list though - it changes from month to month. I doubt that Cities will permanently replace Carcassone --it just happens to be above it for now. Dale Posted by Dale Yu on Mar 11, 2009 at 10:21 AM | #
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I haven’t really found that people have trouble with the concepts in TransAmerica so it’s stayed on my gateway list for a surprisingly long time (even to this day). And I actually do like Tsuro so I’m fine with playing that, especially when I’m looking for a quick game. But otherwise my list is similar to Dale’s (except for the games I haven’t played that are on it). I’ve been known to use Gipsy King though, but mostly because sometimes I just want a different game. Posted by Joseph Cochran on Mar 11, 2009 at 12:18 PM | #
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Actually Dale, the final list you came up with isn’t bad at all. You resisted the temptation to put Settlers and Carcassonne on the Gateway list… which is good because these are not “gateway” games in my book. I additionally take into account “theme” and “artwork” when deciding on what will make a good gateway game.... and weight it much more heavily, obviously, as the criteria for which a good gateway game should be judged. I also ask: What is the widest population of people who might like this game? I like your point about variety, BTW. Having 12 gateway games decided by the same methodology of victory points, for example, makes no sense. To wit, my current top 12 gateway favorites (no particular order):
1. Ticket to Ride
Admittedly some of these are out of print and hard to find, in which case sub any one of these for RoboRally. PS Anxious to try “Name of the Rose”, however. Posted by Ryan B. on Mar 11, 2009 at 05:13 PM | #
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RoboRally: Which I just realized is also out of print. (LOL) Posted by Ryan B. on Mar 11, 2009 at 05:14 PM | #
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Ryan, The biggest problem with your list is that it doesn’t include Say Anything. Besides that, it has merit. Posted by Dominic on Mar 11, 2009 at 07:59 PM | #
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(LOL) You got me on that one Dominic. I think someone told me once that is a fine Party Game. : ) Posted by Ryan B. on Mar 11, 2009 at 11:14 PM | #
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Just for reference, here’s some of the games I’ve tried with non/casual gamers along with the results. In most cases I don’t really expect to convert them to gamers, just have fun and maybe get them to add 1 or 2 of TGOO to the list of casual games they play with others. -Ticket to Ride: Worked great multiple times. Reports of it being spread to others. -Bohnanza: Worked great multiple times. Reports of it being spread to others. -Werewolf: Worked great multiple times. -Zoolaretto: Worked well once -Settlers of Catan: Worked well once -Lost Cities: Worked well once -Citadels: Worked well once -Category 5: Worked great with card players, not so great with others. -Dominion: Luke warm response -Mississippi Queen: Chilly response -Liar’s Dice: Crash and burn. Posted by Eric Clason on Mar 12, 2009 at 10:49 AM | #
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Dale, Just as a counterpoint to Rule 13: I was addicted to Pandemic after getting it in November and wanted to play it with my family when we were on a joint vacation in January. They were wary of playing because of the puppetmaster problem that coops often suffer, so we added a house rule that no one could offer advice on the active player’s turn until that player had proposed a course of action or solicited advice. It worked surprisingly well, and we ended up playing it multiple times for several evenings in a row. I’ve since played it with other groups of non-gamers and gamers who are wary of coops using the same house rule, and it has worked well every time. It may seem a little sad that we need a rule that basically amounts to having good manners, but if it makes a great game work for lots of groups I’m all for it! Posted by David Lund on Mar 13, 2009 at 09:39 AM | #
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