It's easy to conflate the idea of being a "serious gamer" with the
enjoyment of elaborate games with complex rules. But those two ideas
don't necessarily go hand in hand. To some extent, a "serious gamer" is
born the day a board game lover realizes that Monopoly, Risk, The Game
of Life, and the like simply aren't very good games.
The truth is, there are plenty of great games that are fairly
streamlined. Many are in the "party game" space, a genre my group of
friends explores regularly. A recent favorite we found is the
cooperative clue-giving game Just One.
Around the same time, we found a similar but far more complex game
called Trapwords. And though it's by no means a bad game, it does serve
as example that more complex isn't necessarily better.
Trapwords takes a core of clue-giving gameplay and presents it in a
fantasy dungeon crawl wrapper. Players divide into two teams, each
representing a party of adventurers trying to progress through a dungeon
to beat the boss monster inside. The real challenge is to avoid all the
traps along the way -- traps laid by your rival adventurers.
Teams take turns trying to guess a word on a clue card. (Half the words
are everyday, while the other half are all fantasy-themed, allowing you
to nominally stay inside the metaphor of the game.) Before the
one-minute timer starts on one player trying to get their teammates to
guess the word, the other team gets to see what the word is. They
set a number of "Trapwords" -- taboo words which the clue giver can't
say. And the clue giver doesn't get to know ahead of time what the
trapwords are. They have to tiptoe through their allotted time, trying
to avoid the words they think have been forbidden. Who can outthink whom?
The boss monster at the end of the dungeon (aka, the final round) is
randomly selected from a deck at the start of the game. Different
monsters have different abilities that put some additional restriction on the team trying to win the game.
The game is fun enough. It's like Taboo, except that instead of some
game designers you'll never meet trying to make it hard for you, it's
your own friends on the opposing team doing it. The thought process
works a lot like Just One, despite that game being cooperative.
Ultimately, you're trying to get into the heads of the other players.
You want to think of clues no one else will think of -- here, as clue
giver, to skirt around the Trapwords likely chosen for you.
But the game hardly needs all the window-dressing. The dungeon crawl
flavor doesn't add much. The final round rule given by the boss monster
feels like at least one complication too many. Take Decrypto
as a contrasting example. The story there is that you're a spy trying
to slip secret messages by a rival trying to intercept them. That's as
far as the story goes, and as far as it really needs to go.
I would play Trapwords again if it were suggested. But it also feels
like that suggestion isn't likely to come in my group, not with other
options around (and, in particular, the two I mentioned by name in this
very post). I'd give it a B. Perhaps it would be a bigger hit with a
group that really wants more complexity, even in their party games?
That's not really us.
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