Roll and Move: Difference between revisions

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Roll (or spin) and Move board games have a bad reputation, for a some good reasons. The main one is that they usually amount to [[Ameritrash]]: The player has no control, and as such, needs not put any thought into moving.
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Remember Sid Meier's definition of a good game as a series of interesting decisions[1]. Most roll-and-move games are designed to prevent decisions.
'''Roll (or spin) and Move''' is a semi-descriptive term describing board games where you start your turn by rolling a die, to determine how many spaces you can move. Board games whose main mechanic is RaM have a bad reputation, for some very good reasons. The main one is that they usually fall into the most unpopular trope of [[Ameritrash]]: The player has no control, and as such, needs not put any thought into moving.
 
Remember Sid Meier's definition of a good game as a series of interesting decisions<ref>Even rhythm games offer interesting choices: how you play, how you learn, how much and what kind of effort you put into mastering a given song or level, etc.</ref>. Most roll-and-move games are designed to prevent decisions.


Some interesting cases of Roll And Move games:
Some interesting cases of Roll And Move games:


* [[Talisman]]: Partly gets away with RaM by, at minimum, giving you at least one choice per non-endgame turn (do I go left or right?) and giving you choices.
* [[Talisman]]: Partly gets away with RaM by, at minimum, giving you at least one choice per non-endgame turn (do I go left or right?) and giving you occasional interesting choices once you land on a square (Especially 4th edition, which introduced a fate point mechanic that offered a great deal of opportunity for interesting choices).
* [[Backgammon]]: Gets away with RaM by making the game about ''which pieces'' you move once you rolled, and having the players meaningfully conflict once a move is complete.
* [[Backgammon]]: Gets away with RaM by making the game about ''which pieces'' you move once you rolled, and having the players meaningfully conflict once a move is complete.
* [[Trivial Pursuit]]: Not a good game, but a good example of RaM being used for legitimate purposes: Since the game is '''really''' only about answering the questions, the board is only a way of keeping score and providing some structure to the game.
* [[Trivial Pursuit]]: Not a good game, but a good example of RaM being used for legitimate purposes: Since the game is '''really''' only about answering the questions, the board is only a way of keeping score and providing some structure to the game.
** Other games with the same property include [[Clue]]
** Other games with the same property include [[Clue]]
* [[Snakes and Ladders]]: Other than possibly [[Monopoly]], the platonic ideal of a shitty RaM game. The only defense is that it was intended as [https://www.youtube.com/watch?v=PzLYKY1nPsY religious propaganda] rather than being any actual fun.
* [[Snakes and Ladders]]: Other than possibly [[Monopoly]], the platonic ideal of a shitty RaM game. The only defense is that it was intended as [https://www.youtube.com/watch?v=PzLYKY1nPsY religious metaphor/propaganda] rather than being any actual fun.
 


Footnote 1: Yes, even rhythm games offer interesting choices: how you play, how you learn, how much and what kind of effort you put into mastering a given song or level, etc.
[[Category:Board Games]]

Latest revision as of 10:43, 22 June 2023

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This article is about something that is considered by the overpowering majority of /tg/ to be fail.
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Roll (or spin) and Move is a semi-descriptive term describing board games where you start your turn by rolling a die, to determine how many spaces you can move. Board games whose main mechanic is RaM have a bad reputation, for some very good reasons. The main one is that they usually fall into the most unpopular trope of Ameritrash: The player has no control, and as such, needs not put any thought into moving.

Remember Sid Meier's definition of a good game as a series of interesting decisions[1]. Most roll-and-move games are designed to prevent decisions.

Some interesting cases of Roll And Move games:

  • Talisman: Partly gets away with RaM by, at minimum, giving you at least one choice per non-endgame turn (do I go left or right?) and giving you occasional interesting choices once you land on a square (Especially 4th edition, which introduced a fate point mechanic that offered a great deal of opportunity for interesting choices).
  • Backgammon: Gets away with RaM by making the game about which pieces you move once you rolled, and having the players meaningfully conflict once a move is complete.
  • Trivial Pursuit: Not a good game, but a good example of RaM being used for legitimate purposes: Since the game is really only about answering the questions, the board is only a way of keeping score and providing some structure to the game.
    • Other games with the same property include Clue
  • Snakes and Ladders: Other than possibly Monopoly, the platonic ideal of a shitty RaM game. The only defense is that it was intended as religious metaphor/propaganda rather than being any actual fun.
  1. Even rhythm games offer interesting choices: how you play, how you learn, how much and what kind of effort you put into mastering a given song or level, etc.