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Kris Hall: The Pace of Ghosts

Pace.

I was about wondering the attraction of Ghost Stories, the new cooperative game from designer Antoine Bauza.  It took me a few minutes thought to actually pin down what the appeal of the game actually was. 

It’s not deep strategy.  The game does offer some meaningful decisions, but often they boil down to: how many life points (called Qi in the game) should I sacrifice on the Sorcerer tile to nuke the dangerous ghosts that threaten the village?  The Sorcerer can dispel even the most threatening ghost in one quick turn at the cost of a life point, but there are always more ghosts that need dispelling than life points available.  When to sacrifice them is a key decision in the game.

But a few meaningful decisions can’t explain the game’s charm.

I decided that it is the relentless assault at the heart of the game that gives Ghost Stories its flavor and tension.  Every turn at least one new enemy ghost card is placed on the board, and some of these ghosts summon others to arrive on the same turn.  It is not unusual for players who have cleared the board of supernatural enemies to suddenly find themselves facing three new ghosts, ghouls or vampires the very next turn.

In other words, it’s the pace of the game that’s key.

This is not an unusual discovery for me to make.  Some games that might otherwise seem marginally appealing pull me in with a speedy pace.  Ticket to Ride is hardly the kind of deep strategy game that I favor, but the quick turns keep the game moving along.  One day I’d like to play Lightning Ticket to Ride with a group of smart gamers determined to play as fast as possible and see how quickly we can speed though a game.  Could it be done in fifteen minutes?

Dominion is another game that benefits from a fast pace.  Dominion may be very popular, but pure card games are not my thing, and I was not enthralled the first time I played it.  But Ted Cheatham brought Dominion to the table again last week, and I was impressed with how fast it plays.  Any game is more fun when you know that your next turn is only seconds away.

By now you might have realized that my description of the relentlessness of the ghost attack in Ghost Stories is not exactly the same thing as the short turns that I am describing with Ticket to Ride and Dominion.  I seem to be using the word pace to describe two different things.  After all, Ghost Stories could have the ghost attack mechanism I described, and still be a slow game if player turns took forever.

Happily, most player turns in Ghost Stories will be short as long as no dreaded AP players are haunting the table.  Players in Ghost Stories can move their piece on their turn, and then attack a ghost or use the special power of the tile where their token rests.  That’s about as complicated as player decisions get. 

Lest I seem to be over-selling Ghost Stories, let me be honest: Ghost Stories is the boardgame equivalent of Whack-A-Mole.  Players must whack ghosts as fast as they can to keep from being overrun.  Any other description is mere detail.

This simplicity may mean that Ghost Stories may soon wear out its welcome.  Unless enough expansions appear so that players can tailor their village or special abilities the way they can tailor the difficulty of the game.

But even after the novelty of the game wears off, I’ll probably be willing to play it with any fan of the game.  The pace appeals.

© 2008 Kris Hall


Posted by Kris Hall on Dec 19, 2008 at 01:00 AM in ColumnistsKris Hall / 1127

Comments:

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I think you’re right that the “pace” has something to do with the appeal of Ghost Stories.  I’ve played it 10 times now thought and the appeal hasn’t worn off yet.  I can see what you’re saying about the novelty/appeal eventually wearing off, but I think that can probably be said for any cooperative game since you’re fighting the system rather than human opponents, and game systems can’t possibly be as variable as human opponents.  In addition to the relentless pace of Ghost Stories, I think the tension and the challenge are appealing.  There’s tension because there’s a real feeling of being surrounded on all sides fending off the ghosts that attack from every which way.  And there’s certainly challenge since most people I know including myself lose their first few games miserably and only win after a few tries (and that’s at Initiation Level, the easiest out of 4 difficulty levels).  The game is also appealing because I think it has more opportunity for clever play than most other cooperative games, even ones that I like (e.g., Pandemic, Red November).  There’s more interesting decision-making to try to use the various elements of the game in concert well (i.e., the village tiles, the yin-yang, the players’ special abilities).  It may not have as long a shelf-life as some other games, as you point out, but I’m certainly enjoying it while it lasts!

Posted by Tom Rosen on Dec 19, 2008 at 10:33 AM | #

This description of Ghost Stories reminds me of Israeli Independence, a relatively new solitaire game from Victory Point Games.  Good fun, plays quick, and teaches a little bit about the history.

Posted by Jeffrey D Myers on Dec 19, 2008 at 11:28 AM | #

Kris,

We’ve done Ticket with a full boat in 20 minutes.

Posted by Dave Kudzma on Dec 19, 2008 at 01:42 PM | #

Whatever you do, do not ever spoil strategy in games without warning. I even had to register to even get this message through.

I do not know if you had any other meaning in your article because I stopped reading as soon as I got too much data… Perhaps the rest of the article was ok. But I didn’t want to risk reading any further.

Happy Gaming,
Patrik.

Posted by Patrik Lervik on Dec 19, 2008 at 06:50 PM | #

Relax Patrik. Kris didn’t say anything of importance that you’d not have gleaned on turn two.

Posted by Dave Kudzma on Dec 19, 2008 at 08:33 PM | #

Kris wrote: “Any game is more fun when you know that your next turn is only seconds away.”

Agreed! While I’d like to think that everything I do is awesome and people like watching me ponder my next move, I play quickly because I suspect the truth lies in another direction. The fun of a game typically lies in the interaction created by competition (or the shared challenge of a coop), and people watching other people think ≠ interaction.

Eric

Posted by W. Eric Martin on Dec 19, 2008 at 09:22 PM | #

@"Any game is more fun when you know that your next turn is only seconds away. “

I’m going to have to disagree with this. In some games you need a slow pace in order to properly understand and think about what’s going on and make good decisions. Ideally, you don’t want a Chess situation where there are long periods of nothing actually happening. So a slower pace can contribute to giving people enough time to think and then play when their turn comes around.

Posted by Matt Thrower on Dec 22, 2008 at 09:05 AM | #

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