Editorial: ‘Til the Money Runs Out

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(Unless otherwise clarified, all prices are MSRP, or manufacture standard retail price)

The subjectivity evident in any critical analysis of a book, movie, or board game is–I would hope–obvious. Value, however, feels far less subjective. 

How much someone is willing to pay for something varies greatly depending on the person, not only based on what we’re talking about, but also how much money that person has. With that out of the way, let’s talk about a sticky wicket in the hobby of board gaming: value.

It wasn’t long ago that this idea felt less nebulous, with value often coming down to the argument of collectable games vs non-collectable games. Things are a little different now. Collectable card games (CCGs), expandable games/living card games (LCGs), legacy games, campaign games, mystery games, and consumable games have gone a long way in complicating a once-simple(ish?) idea. These days, everyone has an idea of what’s a good value, and what’s not. Lots of people have axes to grind against games deemed “of poor value.” I’ll try not to fall into such a black and white box.

When I originally thought about writing about value, my main angle was simple: Magic (1993) vs an LCG, like Android: Netrunner (2012) or Lord of the Rings: The Card Game (2011). As a former fan of Magic transformed into an avid LCG fan, I bristled at the less than rosy coverage most LCGs received from the gaming community, in regards to value specifically. I knew firsthand how expensive a collectable game like Magic could cost. With a 15-card Magic booster pack costing $3.99, and a booster box of 36 booster packs coming in usually around $100, it gets expensive quickly. Individual cards can be bought online for anywhere from 10¢ to $50+, this is a deep hole that is hungry and ready to eat you alive.

For anyone who has not played a collectable game, it is set apart from LCGs by randomness. A collectable game is purchased in packs of randomized cards, so oftentimes you will purchase a pack and get nothing you want or need. This happens far more than you would believe. LCGs/expandable card games are unique because they are available in fixed, non-randomized sets, whether that be small expansion packs of larger deluxe expansions. The rub is that these will cost more. For example, the typical small expansion pack for an LCG is typically $14.99, but you know exactly what you receive in that expansion, and additionally you’ll receive multiple copies of each card–something that never happens in collectable packs.

This distinction alone is worth a deeper dive, but we’ll only gloss over it briefly. Head to head LCGs or expandable games (like the now OP Android: Netrunner, Legend of the Five Rings (2017), Doomtown: Reloaded (2014), or Game of Thrones: The Card Game (2015)) offer a large pool of cards with a fixed distribution. You would conceivably be able to buy the core set for one of these ($40), plus perhaps four small expansions ($60 total), which puts you in at $100. For $100, you could buy a booster box of Magic cards and maybe build two strong decks, if you’re looking to have a satisfying experience. The randomness will throw a wrench in here, because you could theoretically get enough good cards for more than two solid decks; you could also get mostly junk.

Reviewers often balk at the LCG model, because while it appears to solve the money-pit aspect of CCGs, they are still not cheap. That being said, for people who are merely interested in the game–but not deck construction, LCG core sets offer plenty of introductory level gaming to help you discern whether you actually like a game or not. If you do, and you know what you like about the game (eg factions or mechanics), the set expansion packs allow you to build up where you want. Why buy an expansion pack for a faction you don’t like or don’t play? You don’t have to!

The cooperative LCGs are a different story. They, too, have the $15 expansion packs, but in addition to cards you’ll add to your pool for deck construction, you’ll also get quests to play against, essentially a typical “expansion” that brings in additional content beyond merely deck construction.

Whether it be cooperative or head-to-head, LCGs are expensive, but unlike CCGs, LCGs have simultaneously removed both the excitement of the blind buy as well as the frustration of the bad buy. Granted, in the small box expansions, you’ll still be getting cards you don’t need or don’t want, but at the very least, you will be getting at least a few cards you know you want (if not, uh… why did you buy it? Do your homework!).

As a player of both Lord of the Rings: The Card Game and Arkham Horror: The Card Game (2016), I would argue that the best value for me in LCGs probably lies in the cooperative line. By giving players both quests to pursue as well as player cards tailored to those specific quests, these small packs never feel incomplete. And, I would argue, getting a core box of Arkham Horror or Lord of the Rings is a great value as an introduction to satisfying, well-supported systems.

Beyond card games, the water actually gets far muddier when you expand what you’re talking about. Legacy games and escape room games (which is a term I’ll use to encompass both consumable games and “mystery” games that, once solved, can’t really be replayed satisfactorily) have managed to blur the lines in terms of value considerably. Let’s start with legacy games.

A legacy game is a game that evolves the more you play it, and with the exception of Charterstone (2017), most legacy games cannot be played beyond the completion of their main narrative arch. For example, Pandemic Legacy (season one or two) leads the players through a series of games that add up to a long-form narrative. As the games unfold, the rules of Pandemic will change, as will the cards, board, and other components, making the last game wholly unique from the first. However, once completed, you can’t play it again. You may as well recycle your game. Charterstone, Stonemaier Games’ take on the legacy game, at least leaves you with what amounts to a custom-designed worker placement game that is replayable. Legacy games can be played anywhere from 10-20 times before you complete the story. That being said, because they have so many components, they are usually quite expensive: Pandemic Legacy (2015/2017), $70; Charterstone (2017), $70; Betrayal Legacy (2018), $75; Rise of Queensdale (2018), $80; and the peril-plagued SeaFall (2016), $80.

After looking at these numbers, take a minute and compare them to the LCG/CCG numbers above. Yes, they are cheaper, but they also have a limited lifespan. Is a legacy game worth $70-$80 if you can only play it 12 times? That’s about $7 per play, cheaper than (or at least comparable to) a movie ticket for a good night spent gaming. Seems like a decent deal, right?

What about consumable or “mystery” games? In this case, I’m looking at you Exit (2016), Unlock (2017), and T.I.M.E. Stories (2015). Other games will fall into this category too (further escape room games or a host of Sherlock Holmes or similar mystery-type games, like Consulting Detective (1981) or Chronicles of Crime (2018)), but these three games are hyper present in the hobby today. Both Exit and Unlock retail for $15, but they will each offer a one-time experience only. Unlock games are mystery-based, so once you’ve worked your way through, they essentially can’t be replayed because the answers will all be known. As for Exit, this is probably one of the more controversial because it is literally consumable. At the end of a game of Exit, that $15 game you bought is now destroyed. Cards are cut, the book is written on or torn up, maybe event the box is destroyed. Unlike Unlock, you can’t even trade it to someone who has not yet played it. Each set of Unlock and Exit is unique, offering lots of new games, but it’s a flat $15 each time you play. Still cheaper than a night at the movies.

Which brings us to T.I.M.E. Stories (2015). T.I.M.E Stories is essentially a board game version of Unlock: card-based and entrenched in a branching narrative with puzzles. You’ll play one set of T.I.M.E. Stories maybe three times, at most, before it’s completed and cannot be replayed. The core box ($50) sets you up with the components and one mystery. Additional mysteries are available in modular expansions for $25 each. At its heart, T.I.M.E. Stories is most analogous to a BluRay player, with each expansion being a new BluRay you pop in to watch. In the long run, it’s also the most expensive of the bunch.

So what’s the point of all this? Board games are expensive, but you know that. Your average big box board game (ie not a traditionally labeled “filler game”) runs anywhere from $30-$60 MSRP. 

Ah, but who pays MSRP these days? you’ve been muttering this whole time.

Who’s paying MSRP? Well, if you’re looking to support your brick and mortar local game stores, youshould be. Yes, this is a tough case to make, because money is money. It’s hard to rationalize spending $90 on Scythe (2016) to support your local store when you can buy it online for $52. I can try to make my best possible case for spending that extra $40, but like I said, it’s a tough sell. $40 is a whole other game. I’d like to say I only shop local, but it’s simply not true. This hobby is expensive, and while I buy local when I can, more often than not I buy online from brick and mortar places like Cool Stuff Inc or Miniature Market. It’s worth making a case for buying local, though. Do you like having a local store? If you want to keep having a local store, shop there. Support them. Give them your money when you can. It’s hard out there for brick and mortar stores. And please, don’t expect a brick and mortar store to sell at online prices. I don’t want to have to explain profit margins; in almost all cases it’s just not feasible.

In the long run, what does this all mean? I could throw my opinions at you endlessly about how I think T.I.M.E. Stories is, for Player Two and I, not worth it, or about how Exit is worth it, or legacy games don’t work for us, but that’s not what I’m here for ultimately. I guess I’d like people to ease up on LCGs, and maybe think twice about those hot hot big box legacy games, or remember to pass on their Unlock games to friends or families to get extra miles out of those small boxes. The breadth of the hobby is wide, and it is getting wider every year. Ultimately, you need to decide what you’re willing to invest, and in this case I don’t just mean you money, but also your time. Which of these games will you get your time value out of? If you buy a legacy game with shoddy mechanics, it will fail you on value across the board, because you won’t even finish it. LCGs or CCGs will offer you–theoretically–endless play, but if you don’t like the game enough, or it’s not nuanced enough to sustain those theoretical infinite plays, what’s the point?

The best advice I can give new gamers is to start small. Do your homework on small box games first. There’s a reason that in our first episode recommended gateway game was Oh My Goods! (2015). It’s a quality game that teaches new players a lot about engine building euros, it’s got decent replayability, it’s got two expansions, and it’s only $15. If you are new to the hobby, figure out what you like. Don’t run out and buy Lords of Hellas (2018), Batman: Gotham City Chronicles (2019), or Gloomhaven (2017) on a lark, because you’ll be unloading tons of money on something you may loath.

There’s nothing wrong with starting small. Trust me, in the long run, it will save you a lot of time and money.

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Episode 4: So Quiet in Here

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Episode 3: Hurts So Good