My Top 10 Favorite Games with Increasing Action Options

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  • เผยแพร่เมื่อ 17 ต.ค. 2024

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  • @dansioui9819
    @dansioui9819 3 ปีที่แล้ว +6

    I really like Maracaibo for this aspect. Whether you are unlocking more ports the further you go on the explorer track or adding assistants which allow you private actions at certain villages.

    • @benjaminbruhn4360
      @benjaminbruhn4360 3 ปีที่แล้ว +1

      Nice pick.
      If I recap what I like the most about that game it is exactly that mechanism.

  • @rickadam6051
    @rickadam6051 3 ปีที่แล้ว

    Great video Mr. Stegmaier!
    The big one that came to mind for me was Caverna, but you mentioned that one. I also thought of Imperial Settlers and IS: Empires of the North, Everdell (you can play cards that are worker placement spots, including some your opponents can use as well) and Dominations: Road to Civilization through a tech tree that you're building that provide various things that you can do. I think those all fit here, and I hadn't really thought too much about this mechanic but it is definitely an interesting one!
    Hope all is going well for you and yours, look forward to the next Sunday Sitdown!

  • @JohnsonJamesChin
    @JohnsonJamesChin 3 ปีที่แล้ว +3

    Le Havre also has increasing action options as more buildings are built or bought by the players & town.

  • @refreshdaemon
    @refreshdaemon 3 ปีที่แล้ว +3

    I kept thinking "where's Lords of Waterdeep?" as the count went higher and higher and then I realized that it would be #1 and rightly so. I particularly love how players have to purchase these and they confer a benefit onto both the owner of the new spaces and the player that uses it, making for some interesting decisions that need to be made at times.

    • @ClockworkWyrm
      @ClockworkWyrm 3 ปีที่แล้ว

      LoW is fantastic! The only complaint I have is that I wish there were more spots to build. Only getting out one building per round, barring using the Zoarstar and a couple of quests, is just so limiting.

  • @FacefulOfKitchen
    @FacefulOfKitchen 3 ปีที่แล้ว +1

    When I saw the theme of this list the first game I thought of was Gizmos, which revolves around building up powers so that taking one of the basic starter actions lets you trigger additional supplemental actions from the machines you’ve built

  • @BillyIndiana
    @BillyIndiana 3 ปีที่แล้ว +1

    Some of my favorite games show up in this video (Viticulture, Lords of Waterdeep, Parks, Dominion, Concordia & I've been learning & playing Euphoria a lot this week). Dale of Merchants is one I thought of where you get a river of ever changing action cards (actually multiple use cards) showing up. I like the challenge of finding ways to gain new actions that combo well & how the card you gain goes directly into your hand (rather than into the discard pile). Great video!

  • @rachelandryan
    @rachelandryan 3 ปีที่แล้ว

    Interesting list. We played Lost Ruins yesterday for the first time and had a blast. It's a fun game.
    Off the top of my head, I don't recall Raiders of the North Sea having action spaces in the upper part of the board, only randomly seeded spaces to plunder and collect resources (wood, iron, Valkyries ect).

  • @benjaminbruhn4360
    @benjaminbruhn4360 3 ปีที่แล้ว

    Hey Jamey,
    Great list and very interesting mechanism in focus. Especially because it is very often not recognized as a game mechanism because it is tied into the overall gameplay.
    One game you missed is “Robinson Crusoe”.
    The unique way of increasing your options is the thematic background:
    You invent items to get further options. You discover Island tiles to generate more opportunities and different actions.
    So you start with almost nothing at the beach and you work your way through until you have enough options to complete the scenario.
    Another one I really like is Le Havre.
    Another Rosenberg, but in this one players choose to build buildings to generate new worker placement options. Differentiator: Other players can use your building as well if they pay you. So you can extend actively and passively your options in the game. Love it 😁

  • @csabavarga2177
    @csabavarga2177 3 ปีที่แล้ว +1

    having played some of the games you designed I’m actually gobsmacked you’ve played Anachrony only once... I would have thought that that’s something right up your alley... the increasing action options are represented by the buildings you are able to build on your faction board... and I love the idea of an end game where everything is collapsing around you on the main board.... great concepts and smart mechanics in the box and I guess the only game where time travel actually makes sense and thematically works well...since I’m considering designing my own board game I’d love to hear your thoughts on anachrony after a few games one day... and thanks for your honest, detailed and enthusiastic reviews on mechanics used in games designed by others... a bit of a fresh air really :)

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว +1

      Definitely, here's my video on Anachrony: th-cam.com/video/-aEJGSeXGpE/w-d-xo.html

  • @Ruiballer
    @Ruiballer 3 ปีที่แล้ว +1

    Sidreal Confluence!!!
    The way you talked about cubes and the economy makes me think of Sidereal Confluence and how you can research new tech that gives you new 'machines' in order to convert resources into ships/planets/more tech as the game plays out.
    It definitely fits the context of "Increasing Action Options"

    • @mystic839
      @mystic839 3 ปีที่แล้ว

      This was my thought as well. Especially that the first player to research the tech gets to use it that round, while everyone else gets it next round.

  • @ericfersten4492
    @ericfersten4492 3 ปีที่แล้ว

    Great list, Jamey. Thanks for sharing. Another fun game for this mechanic is Oath of the Brotherhood. Similar to this mechanic is a game like Nemesis or Vindication where players discover or explore an area throughout the game revealing additional areas that players can utilize.

  • @mattkiser5160
    @mattkiser5160 3 ปีที่แล้ว +1

    *Chimera Station, in case anyone goes looking into this one. It's a really good worker placement game where players are all constructing a central space station, adding more and more action spaces. As the station grows, combos emerge between the new available actions. No two games are the same as different combos/engines appear depending on tile availability (the action spaces). Added bonus mechanism: your workers can be genetically modified to have special abilities, like bumping other workers or scoring VP when placed.

    • @Narstrand6
      @Narstrand6 3 ปีที่แล้ว +1

      It's a fantastic game indeed!

  • @MjrLeegInfidel
    @MjrLeegInfidel 3 ปีที่แล้ว

    Great list! Have not played LoW but Concordia does this so seamlessly as you mentioned and entertained multiple.mechisms to the cards like actions and scoring. It's just impressively beautiful. I'd love to see this reimagined in a stonemaier game

  • @kimoro9643
    @kimoro9643 3 ปีที่แล้ว

    Nusfjord does this really nicely with the Elders that you can hire to your company :) and I like how it’s so optional, you don’t have to hire elders. love that game. Obsession does this as well with how you purchase new buildings that give you new options for activities. great list!

  • @stefangestwicki6695
    @stefangestwicki6695 3 ปีที่แล้ว +1

    Cool list. Endangered does this really well, too. I think it's an outstanding co-op game.

  • @zivkovicjeff
    @zivkovicjeff 3 ปีที่แล้ว

    Terraforming Mars includes a very clear example of this mechanism. And gaining new private actions has an interesting strategic advantage because you can use them to steal your turn and make your opponents take certain moves first.

  • @stephenhanbury
    @stephenhanbury 3 ปีที่แล้ว +2

    Have you seen the upcoming Kickstarter from AEG “Meeples and Monsters”? (Rahdo did a run-through yesterday). Drawing a lot of comparisons to Lords of Waterdeep and personally looks much more up my alley theme-wise. Great list Jamey!

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว +1

      I haven't, but I'm going to look into it right away!

  • @molfaras
    @molfaras 3 ปีที่แล้ว +2

    From what I’ve played, Imperial Settlers seems like a good fit for this list.

  • @5L04d3s
    @5L04d3s 3 ปีที่แล้ว

    Great list, and some games I totally agree with, but such a shame that Anachrony was a mere honourable mention, and that you've only played it once. For me, it's an exemplar of this mechanism, along with Waterdeep, Arnak and Concordia.

  • @jcdc9437
    @jcdc9437 3 ปีที่แล้ว

    As a dice game fan, Under falling skies have a mecanism to dig in your city to have access to different increasing powerful options. Very impress by this 30$ game.

  • @janniskoberstein3310
    @janniskoberstein3310 3 ปีที่แล้ว

    Hey Jamey,
    I have a question related to game design and testing during the pandemic: while working on bigger games I recently designed a smaller card game, which I would like people to play and give me feedback on. Now in the current situation it's not really possible to play the game with other players do too lock down and contact restriction (I hope that this is the english term). Is there a “smooth” way to implement a game on a website like board game arena or tabletopia to make it accessible for people to test? Or is there some kind of software that functions as a “board game editor”, which would suit this purpose?
    Also: Inspired by your video on the social deduction game: Is there a social deduction game, which is “action card play”-driven (Maybe the one you talked about is). Something more strategic and more meaningful, than games like human punishment or coup. This is something I've been loosely working on, but I haven't found an Idol-game to learn from yet.
    PS: Yesterday I played Trismegistus (a T-Game) by Daniele Tascini and Frederico Pierlorenzi for the first time and aside from all the elegant interconnected mechanisms the game created a very interesting feel: it's kind of an engine building game in which you get stronger over the course of the game, but at the same time the requirements of the experiments you have to perform increase at the same rate. So usually in an engine building game you feel like you are kind of overpowered at the end, but in this game it kinda stays on the same power level relative to the things you have to do, while the puzzles you have to solve get more complex. It feels quite similar to spirit island, in the sense that the “sense of pressure” is quite constant over the course of the game.
    Kind regards! 😉

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว +1

      Thanks Jannis! I think Tabletopia and TTS are great platforms for playtesting if you're not able to mask up and meet with people in your bubble. I love Board Game Arena too, but I'm not sure what it takes to get a game on there for playtesting purposes.

  • @JonoNZBoardGamer
    @JonoNZBoardGamer 3 ปีที่แล้ว

    Lords of Waterdeep is one of those games I don't own and I don't think I ever will, however I will always be down to play it! It is a great game, mechanically. For me D&D theme does nothing, but it doesn't get in the way of a great game :)

  • @mikaelhansson9260
    @mikaelhansson9260 3 ปีที่แล้ว

    Thanks Jamey! I really like this mechanism.
    Caylus would have made my top 5, and I wouldn't have paired Agricola and Caverna, I would have made it a triple and include Caverna Cave vs Cave as well, a great 2 player game!

  • @MystiaBird
    @MystiaBird 3 ปีที่แล้ว

    Great list, it's a mechanic that doesn't get highlighted often, but one I quite like in games, especially ones with a theme of building or expansion, like Anachrony or Caverna.
    One game I'm very excited about is the upcoming Perseverance, by the same people who made Anachrony. It features 2 very distinct ways of play, one of which involves exploring a jungle and building outposts to increase available actions. It also has a lot of other very clever mechanisms, actions are very tight like in Waterdeep, and the way the whole thing interacts with their worker draft results in a very interesting puzzle.
    Two other games that might tangentially fit this list that I love, are Sentinels of the Multiverse, and Too Many Bones. In Sentinels players build up their available powers by playing permanent cards to their board, and in Too Many Bones it's more like a traditional RPG with skill trees unlocking new options, and lots of possible paths to take. While your list focused mostly on games with a central board of actions that expands for all players, I feel like players increasing their own options in interesting ways is also a very exciting thing to do, especially for coop. You get to develop your own unique action pool compared to other players, and it creates lots of exciting "wait you can do WHAT?" moments, giving every player their own chance to shine.

    • @StevenStJohn-kj9eb
      @StevenStJohn-kj9eb 3 ปีที่แล้ว

      I think the upcoming Darwin's Journey will apply here too. Seems like a lot of Jamey's list are recent games (Arnak, Beyond the Sun, Flotilla) - maybe this mechanism is resurging.

  • @danthelewis
    @danthelewis 3 ปีที่แล้ว +1

    Discoveries: The Journals of Lewis and Clark does this well.
    Dice are workers in this game and they do different jobs depending on the face, in teamwork with other dice. At the beginning of the game, every player has the same action spaces. and they can only be used once per turn.
    One of the actions is to contact some of the native tribes Lewis and Clark did, and each tribe grants some new private advantage (in addition to end of game alliance points). Often these are new action spaces that are more powerful or more efficient than the public ones.

    • @benjaminbruhn4360
      @benjaminbruhn4360 3 ปีที่แล้ว +1

      Great pick.
      I love the game for that very reason!
      The big Lewis and Clark does it in a similar way and also very great!

  • @blanetalk
    @blanetalk 3 ปีที่แล้ว

    Asking For Trobils could be on this list for the way you can male choices that enhance certain action spots to give you more rewards. So you might make it so that every time you visit the "collect a crystal" spot, that you collect TWO Crystal's, and then you add that you also get a SMALL TRAP. And suddenly other players might be very interested in using that space because they know you are going to bump them! Game changer!

  • @landonkryger
    @landonkryger 3 ปีที่แล้ว +1

    I think the game that stands out in my mind is Steam Works. Through out the game you're building these little machines with action spaces on them that trade one resource for another. You're always trying to upgrade your own machines to run better to entice others to play on them, and you're constantly fighting to use that one machine that someone else has built perfectly.

    • @JonoNZBoardGamer
      @JonoNZBoardGamer 3 ปีที่แล้ว

      I recently got this as a gift and I agree, that is very fun. Every game could be different based on how a machine is built. There might be one money maker that just makes everyone super rich in one game but then the next game money is a struggle. I like it quite a bit :)

  • @synnarc
    @synnarc 3 ปีที่แล้ว +1

    Hi Jamey. Will we ever get a list of Megan's top 10 games? It would be interesting to hear what her favorites are, even if she passed the list through you.

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว +2

      I bring it up with Megan from time to time. When she's ready, we'll make one! :)

  • @Jermexmachina
    @Jermexmachina 3 ปีที่แล้ว

    Thanks for the vids Jamie!

  • @dankelly
    @dankelly 3 ปีที่แล้ว

    Lots of great games on this list! One game I didn't hear mentioned that I enjoy is Le Havre.

    • @MadSlantedPowers
      @MadSlantedPowers 3 ปีที่แล้ว +1

      I was expecting that to be on the list. I’ve only played a couple times on the app, and once solo with the actual game. It’s almost overwhelming as the game goes on with all the options that become available.

  • @saintsalieri
    @saintsalieri 3 ปีที่แล้ว

    Based upon Magic's inclusion almost any tableau builder with action cards would qualify -- Terraforming Mars, Last Will, Underwater Cities, Aquatica. Also any card where you draw additional action cards into your hand (Inis?). I do think there is something distinct about the Lords of Waterdeep and Arnak way of creating public spots. I haven't played Keyflower yet but doesn't it do this as well?

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว

      Indeed, any tableau builder with action cards would qualify.

  • @thek-man5829
    @thek-man5829 3 ปีที่แล้ว

    Manhattan Project: Energy empire is the first game that comes to mind. Over the course of the game you will acquire structures which will open up more options for you. Another one is Marco Polo 2. Both really good games!

    • @benjaminbruhn4360
      @benjaminbruhn4360 3 ปีที่แล้ว +1

      To be fair: Marco Polo 2 introduced nothing in that regard which was not introduced by Marco Polo 1 beforehand.
      Still great pick. I love the game and to strategize where to travel to in order to increase my options. Marco Polo is one of my most favorite games of all times (played it 100+ times and still love it)

    • @thek-man5829
      @thek-man5829 3 ปีที่แล้ว

      @@benjaminbruhn4360 yes, probably so, but I haven't played the first one.

    • @benjaminbruhn4360
      @benjaminbruhn4360 3 ปีที่แล้ว +1

      @@thek-man5829
      Oh than you missed a great one.
      If you have the chance try it out.
      There is a great free online version available at yucata.de

    • @thek-man5829
      @thek-man5829 3 ปีที่แล้ว

      @@benjaminbruhn4360 Thanks! 👍

  • @yarondavidson6434
    @yarondavidson6434 3 ปีที่แล้ว

    I'm not sure about this mechanism with Dominion or Concordia type of games. Technically true, if playing an Action Card is performing an action, and you get new action cards during the game, you get more action options.
    But, that sort of would include almost any and all games with purchasable/obtainable action cards, which dilutes this mechanism to almost meaningless. Getting a card you don't already have in a deck-builder seems to me like a drastically different thing compared to the way this works in almost anything else on the list.
    Maybe it fits something like Quest for El Dorado, with the occasional ability to control which of the potential cards will actually make their way to the market...
    I the difference hangs on what does increasing "Action Options" means.
    In something like Lord of Waterdeep your Action is placing a worker, and adding new buildings gives different options for what to do with this Action. When there are building added, you still do the exact same action of playing one of your worker meeple to an action space, but you have more action spaces to choose from.
    But in something like Dominion your Action is to play card from you hand for whatever is written on the card. New cards you get will do different things because they have different stuff written on them, but your choice of action is still "which card from my hand will I play for what is written on it?", rather than a "where I place one of my worker meeple, what will I do with it?".
    There's of course a lot of overlap there, it's mostly semantic, but it doesn't feel (to me) like the same thing.
    Other than that, generally good list with good examples, and something interesting to explicitly talk about. Thanks.

  • @knolchi
    @knolchi 3 ปีที่แล้ว +1

    I think Century Spice Road would also fit in this list, linked to Concordia and Dominion in that regard.

    • @StevenStJohn-kj9eb
      @StevenStJohn-kj9eb 3 ปีที่แล้ว

      Yes, and probably all the Century games for that matter.

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว

      I do have it on an upcoming list about increasing values. Do your action options grow over the course of the game? Or do you just get more mission/order cards to complete?

    • @StevenStJohn-kj9eb
      @StevenStJohn-kj9eb 3 ปีที่แล้ว

      @@jameystegmaier In Spice road, you either buy cards to add to your hand that give you resources (spices) when you play them or that let you do upgrades (conversions). So I think it definitely qualifies that as the game goes on you have more types of "gain" and "exchange" actions than what you start with.

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว

      @@StevenStJohn-kj9eb Great point!

  • @NathienSK
    @NathienSK 3 ปีที่แล้ว +1

    It is go great that Lords of Waterdeep still holds such high place.

  • @lesleyclixby7420
    @lesleyclixby7420 3 ปีที่แล้ว +2

    I love lords of waterdeep

  • @andycarter9845
    @andycarter9845 3 ปีที่แล้ว

    Akrotiri is an older one but still great for exploration too.

  • @Gidaio
    @Gidaio 3 ปีที่แล้ว

    Gonna throw out my homie Not Alone again. Increasing actions is, in some ways, the core of the game. The survivors need to get more action cards so they can spread out and be harder to catch, but the Creature really tries to keep them hemmed in by preventing them from gaining new actions. Also fun is that getting a new action is done by taking a "Rover" action.

  • @StevenStJohn-kj9eb
    @StevenStJohn-kj9eb 3 ปีที่แล้ว

    I was going to burn my computer down if Waterdeep wasn't on the list. :) You're right IMO, it's the archetype of this idea, even if not the first.
    Some I would add: Terraforming Mars (the blue action cards), Paladins of the West Kingdom (the King's Favor cards, one revealed each round in rounds 3-7, the only public worker placement spaces in the game), One Deck Dungeon (as you add "skills" to your character, you have new options for how to use your dice), The Voyages of Marco Polo (and MP II - the cities you place trading huts in give you a new place to activate your dice).
    I am not as familiar with these games, but don't Machi Koro and Space Base have a similar thing where you gain cards to be activated by dice rolls? I feel like you mentally walled off dice games that might apply (MP, One Deck Dungeon, these).
    Raiders of the North Sea's Hall of Heroes expansion even extends this mechanism. After a raid, the space is filled with a randomly drawn "quest" card which represents a new competitive reason to "visit" the space. (It's more like filling a contract, which is maybe a different mechanism, but really the raids themselves have a contract filling like feel.)

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว +1

      Great call! I also forgot Russian Railroads, in which you can increase your private action options.

    • @StevenStJohn-kj9eb
      @StevenStJohn-kj9eb 3 ปีที่แล้ว

      @@jameystegmaier Ah yes, the Engineers. That whole engineer system (how they go from unavailable, to publicly available for 2 rounds, to privately available if bought) is a pretty neat mechanism (even unique?).

  • @zmollon
    @zmollon 3 ปีที่แล้ว

    I'm trying to listen, but all I can do is wonder about what map it is on his back wall :D

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว

      It's a map of Wales I picked up on a trip to Stonehenge 15 years ago.

    • @zmollon
      @zmollon 3 ปีที่แล้ว

      @@jameystegmaier :) Thanks for sating my curiosity. I did think it looked vaguely English.
      Stonehenge was a weird experience for me since it felt so relatively close to actual civilization. We passed on the headphones to listen to an audio tour and only found out later they were free. Oops.

  • @2bearnest
    @2bearnest 3 ปีที่แล้ว

    Is there anyone better than Jamey at explaining mechanisms and gameplay concepts? because I haven't found them

    • @jameystegmaier
      @jameystegmaier  3 ปีที่แล้ว +1

      There are! Quite a few. :) One that I enjoy is a fellow game designer, Adam in Wales: th-cam.com/video/ob5KswRrah4/w-d-xo.html

    • @2bearnest
      @2bearnest 3 ปีที่แล้ว

      @@jameystegmaier Enjoy all of your games and truly appreciate your candor. Thanks again for the recommendation :)

  • @katarzynakubok1534
    @katarzynakubok1534 3 ปีที่แล้ว

    #Yedo