I played three pnp (print n' play) games in total for research of my own board game that I will be making. When I was researching the games with a classmate, we focused on choosing games that were not too long or complex but instead, were in the realm of what our own board games will need to be. At the same time, they needed to be fun and engaging and this means having a good level of strategy, being somewhat intuitive, having replay-ability, etc.
1. Swords and Sails - https://boardgamegeek.com/boardgame/16196/sword-and-sail
The first game we played was Swords and Sails. This came with an easy to read and understand, Two page rulebook. There was also several pages of materials to print that contained the board, small tile pieces and cards. I played this with one other person and the game was simple to construct, set up and understand.
One thing that really helped us both get right into playing was the fact that it was similar to Risk, a game that both of us had played in the past. The general concept was familiar because of this, but the rules were different enough to keep it from feeling like some sort of "knock-off" of Risk.
The players command units that are placed throughout a map that is divided into regions. The objective is for the player to gain control of an entire region, however drawn cards tell the player where pieces can be placed. Each player has a certain number of "actions" that can take each turn. Placing units, Moving units, upgrading units and even drawing new cards all count as actions. Thinking of the best set of actions to take was where the challenge came from.
One thing I especially enjoyed with this game, was the fact that you can upgrade your units. They start out as foot soldiers printed on small tiles, that could only move about land areas printed on the board. However, with the right card and an "action", you could upgrade that unit from a soldier to a naval ship. The ship could move around on both land and water. The moment That we started to upgrade our units, the entire game seemed to change and it become a lot more challenging and interesting.
In the end, this was the best game we played. It was so easy to understand and get right into playing but the game could play out in so many ways that it holds your attention and keeps you interested the whole time.
2. Triles - https://boardgamegeek.com/boardgame/34306/triles
The second game we played was Triles. Triles was like a traditional puzzle mixed with a strategy game. It came with two pages of rules and several pages of fairly large, triangle shaped tiles. The presentation was very impressive, cause the illustration printed on each individual tile fit together with other tiles, creating many different possible variations of black and white tube like squiggles.
Each player gets half of the tiles and chooses a color (black or white). The objective is to place the tiles together and keep the color of "pipes" corresponding with your own color in connected paths. Forming circular shapes with the "pipes", creating dots (by connecting the ends of 2 pipes) and inserting "wedge" pieces onto the board, rewarded you in different ways.
The concept of the game seemed very interesting to us and the general objective of the game was easy to understand, however, the rules were not clear on some of the more specific aspects involved with the game play (like how the pipes can or can't be connected). We were never really able to settle on how these unclear rules should go and as a result, gave up on the game.
3. Light Speed - https://boardgamegeek.com/boardgame/5534/light-speed
The final game we played was with another person (3 total) and it was a card game that involved a unique aspect where the surface you play on becomes the board. The game came with several sheets of cards that were easy to print and cutout. We forgot to print the "hit tokens" that the game uses to tally points, so we made some out of paper that worked just fine.
In terms of gameplay, this was the fastest game so it really lived up to it title. It starts with the placement of asteroid cards which will determine how your board will play out. Then, as fast as you can, each player paces ships cards from a deck they have throughout the table. Each ship is different, firing lasers in different directions, having different amounts of health/shields and having numbers that indicate how quickly they take their turn. After all the cards are placed, each player determines which enemies they hit with their lasers/ which players hit them, how much damage is done and ultimately which ships are destroyed and which survived. On top of all this, hitting one of the asteroid cards gave you a point as well and since many of the ships fire lasers in multiple directions, strategically playing the card to hit both an enemy player and the asteroid could be to your advantage. The person that has the most points by the end wins.
One thing I really enjoyed about this game, was the many possible ways a game could play out. I think you would have to play many thousands of games to ever have any two that played out the same way. This kept it so interesting and that fact, paired with the fact that it was such a brisk game, made it very engaging.
The only shortcoming of the game, was the amount of time it took to tally up the points of each player. Determining all of the lasers missed or hit, how much heath each ship has, etc. was one thing that was actually pretty time consuming. While not as well thought out as Swords and Sail is, I do think Light Speed is a far more unique pnp experience and it was very refreshing.