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[[File:Terra Mystica - detail.jpg|thumb|Detailed view of the board during ''[[Terra Mystica]]'' gameplay]]
[[File:Terra Mystica - detail.jpg|thumb|Detailed view of the board during ''[[Terra Mystica]]'' gameplay]]


A '''Eurogame''', also called a '''German-style board game''', '''German game''', or '''Euro-style game''' (generally just referred to as board games in [[Europe]]), is a class of [[tabletop game]]s that generally features indirect player interaction, lacks player elimination, and provides multiple ways to score points.<ref>{{cite web |url= https://boardgamegeek.com/wiki/page/Eurogame |title=Eurogame|website= boardgamegeek.com |access-date= 4 May 2023 }}</ref> Eurogames are sometimes contrasted with [[American-style board game]]s, which generally involve more luck, conflict, and drama.<ref name=Economist08>{{cite news|url=http://www.economist.com/world/europe/displaystory.cfm?story_id=12009728|title=German recreation: An affinity for rules?|newspaper=[[The Economist]]|date=28 August 2008|access-date=9 December 2019}}</ref> They are usually less [[abstract strategy game|abstract]] than [[chess]] or [[go (board game)|Go]], but more abstract than [[Board wargame|wargames]].{{Citation needed|date=August 2022}} Likewise, they generally require more thought and planning than [[party game]]s such as ''[[Pictionary]]'' or ''[[Trivial Pursuit]]''.
A '''Eurogame''', also called a '''German-style board game''', '''German game''', or '''Euro-style game''' (generally just referred to as board games in [[Europe]]), is a class of [[tabletop game]]s that generally feature indirect player interaction, lack player elimination, and provide multiple ways to score points.<ref>{{cite web |url= https://boardgamegeek.com/wiki/page/Eurogame |title=Eurogame|website= boardgamegeek.com |access-date= 4 May 2023 }}</ref> Eurogames are sometimes contrasted with [[American-style board game]]s, which generally involve more luck, conflict, and drama.<ref name=Economist08>{{cite news|url=http://www.economist.com/world/europe/displaystory.cfm?story_id=12009728|title=German recreation: An affinity for rules?|newspaper=[[The Economist]]|date=28 August 2008|access-date=9 December 2019}}</ref> They are usually less [[abstract strategy game|abstract]] than [[chess]] or [[go (board game)|Go]], but more focused on economic competition than [[Board wargame|wargames]]. Likewise, they generally require more thought and planning than [[party game]]s such as ''[[Pictionary]]'' or ''[[Trivial Pursuit]]''.


== History ==
== History ==
[[Image:Acquire game.JPG|thumb|The 1999 Hasbro version of ''[[Acquire]]'']]
[[Image:Acquire game.JPG|thumb|The 1999 Hasbro version of ''[[Acquire]]'']]
Due in part to postwar aversion to products which glorified conflict, the [[3M bookshelf game series|3M series]] of strategy and economic games, including ''[[Acquire]]'', became popular in Germany. They offered a style of gameplay without direct conflict or warfare and led the way for designs that focused on resource management and competitive strategy through more peaceful means.<ref name="Eurogames">{{cite book | title= Eurogames: The Design, Culture and Play of Modern European Board Games | last= Woods | first= Stewart | year= 2009 | publisher= [[McFarland & Company|McFarland]] | isbn= 978-0786467976}}</ref><ref name="It's All a Game">{{cite book | title= It's All a Game: The History of Board Games from Monopoly to Settlers of Catan | last= Donovan | first= Tristan | year= 2017 | publisher= [[Thomas Dunne Books]] | isbn= 978-1250082725}}</ref>  
 
Due in part to postwar aversion to products which [[glorified conflict]], the [[3M bookshelf game series|3M series]] of strategy and economic games, including ''[[Acquire]]'', became popular in Germany. They offered a style of gameplay without direct conflict or warfare and led the way for designs that focused on resource management and competitive strategy through more peaceful means.<ref name="Eurogames">{{cite book | title= Eurogames: The Design, Culture and Play of Modern European Board Games | last= Woods | first= Stewart | year= 2009 | publisher= [[McFarland & Company|McFarland]] | isbn= 978-0786467976}}</ref><ref name="It's All a Game">{{cite book | title= It's All a Game: The History of Board Games from Monopoly to Settlers of Catan | last= Donovan | first= Tristan | year= 2017 | publisher= [[Thomas Dunne Books]] | isbn= 978-1250082725}}</ref>  


=== German family board games ===
=== German family board games ===
The genre developed as a more concentrated design movement in the late 1970s and early 1980s in [[Germany]]. The genre has spread to other European countries such as France, the Netherlands, and Sweden.{{citation needed|date= July 2012}} During this time, board games in Europe often featured shorter play times than their American counterparts, along with rules that encouraged all players to remain engaged until the end, thereby reducing the risk of early elimination.
The genre developed as a more concentrated design movement in the late 1970s and early 1980s in [[Germany]]. The genre spread to other European countries such as France, the Netherlands, and Sweden.{{citation needed|date= July 2012}} During this time, board games in Europe often featured shorter play times than their American counterparts, along with rules that encouraged all players to remain engaged until the end, thereby reducing the risk of early elimination.


=== ''Settlers of Catan'' ===
=== ''Settlers of Catan'' ===
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}}</ref> While it was not the first Eurogame and not the first to achieve popularity outside Germany, it became more successful than any of its predecessors. Millions of copies were sold in Germany alone. The game's success brought new interest, investment, and attention to this genre of board games emphasizing planning and negotiation rather than direct conflict. Game designers like [[Reiner Knizia]] became popular globally. Knizia's notable designs include [[Amun-Re (board game)|''Amun-Re'']], ''[[Blue Moon City]]'', [[Ingenious (board game)|''Ingenious'']], ''[[Keltis]]'', [[Lord of the Rings (board game)|''Lord of the Rings'']], ''Medici'', [[Modern Art (game)|''Modern Art'']], [[Ra (board game)|''Ra'']], ''Taj Mahal'', ''[[Tigris and Euphrates]]'', and ''[[Through the Desert]]''. Many of his designs incorporate mathematical principles, such as his repeated use of auction mechanics.<ref>{{Cite web |title=Knizia auction trilogy |url=https://boardgamegeek.com/wiki/page/Knizia_auction_trilogy |access-date=2024-02-12 |website=BoardGameGeek |language=en-US}}</ref>
}}</ref> While it was not the first Eurogame and not the first to achieve popularity outside Germany, it became more successful than any of its predecessors. Millions of copies were sold in Germany alone. The game's success brought new interest, investment, and attention to this genre of board games emphasizing mechanics other than direct conflict. Game designers like [[Reiner Knizia]] became popular globally. Knizia's notable designs include [[Amun-Re (board game)|''Amun-Re'']], ''[[Blue Moon City]]'', [[Ingenious (board game)|''Ingenious'']], ''[[Keltis]]'', [[Lord of the Rings (board game)|''Lord of the Rings'']], ''Medici'', [[Modern Art (game)|''Modern Art'']], [[Ra (board game)|''Ra'']], ''Taj Mahal'', ''[[Tigris and Euphrates]]'', and ''[[Through the Desert]]''. Many of his designs incorporate mathematical principles, such as his repeated use of auction mechanics.<ref>{{Cite web |title=Knizia auction trilogy |url=https://boardgamegeek.com/wiki/page/Knizia_auction_trilogy |access-date=2024-02-12 |website=BoardGameGeek |language=en-US}}</ref>


=== Growth in the 21st century ===
=== Growth in the 21st century ===
[[File:Agricola board game.jpg|thumb|A game of ''[[Agricola (board game)|Agricola]]'' being set up ]]As the market expanded, some designers began creating deeper, more complex games often referred to as “gamer’s games” or “expert games.” Titles such as ''[[Agricola (board game)|Agricola]]'' (2007) by Uwe Rosenberg and ''[[Terra Mystica]]'' (2012) by Helge Ostertag and Jens Drögemüller introduced more detailed resource management, longer playing times, and heightened decision depth. These games often came with multiple paths to victory, ensuring [[replay value]] and a variety of strategies for enthusiasts. Residents of Germany purchased more board games per capita than any other country {{As of | 2009 | lc = on}}.<ref name="wired">{{cite web |url= http://archive.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all |title= Monopoly Killer: Perfect German Board Game Redefines Genre |last1= Curry |first1= Andrew |date= 23 March 2009 |website= archive.wired.com |access-date= 27 May 2015 |archive-url= https://web.archive.org/web/20150510075137/http://archive.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all |archive-date= 10 May 2015 |url-status= dead }}</ref> While many Eurogames are published and played in [[Anglophone]] markets such as the United States and the United Kingdom, they occupy a niche status there.<ref name="wired" /> Other games in the genre to achieve widespread popularity include ''[[Carcassonne (board game)|Carcassonne]]'', ''[[Puerto Rico (board game)|Puerto Rico]]'', [[TransAmerica (board game)|''TransAmerica'']], ''[[Ticket to Ride (board game)|Ticket to Ride]]'', ''[[Alhambra (board game)|Alhambra]]'', ''[[Brass (board game)|Brass]],'' and [[Terraforming Mars (board game)|''Terraforming Mars'']]. Today, Eurogames remain an important segment of the board gaming industry, appreciated for their emphasis on strategy, thoughtful interaction, and lack of player elimination that allows all participants to remain engaged. While Germany still leads in per capita board game purchases, the popularity of Eurogames has spread worldwide, and many titles now receive international distribution and acclaim. Conventions such as ''[[Spiel|Essen Spiel]]'' in Germany gather thousands of fans annually.
[[File:Agricola board game.jpg|thumb|A game of ''[[Agricola (board game)|Agricola]]'' being set up ]]As the market expanded, some designers began creating deeper, more complex games often referred to as “gamer’s games” or “expert games.” Titles such as ''[[Agricola (board game)|Agricola]]'' (2007) by Uwe Rosenberg and ''[[Terra Mystica]]'' (2012) by Helge Ostertag and Jens Drögemüller introduced more detailed resource management, longer playing times, and heightened decision depth. These games often came with multiple paths to victory, ensuring [[replay value]] and a variety of strategies for enthusiasts. Residents of Germany purchased more board games per capita than any other country {{As of | 2009 | lc = on}}.<ref name="wired">{{cite web |url= http://archive.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all |title= Monopoly Killer: Perfect German Board Game Redefines Genre |last1= Curry |first1= Andrew |date= 23 March 2009 |website= archive.wired.com |access-date= 27 May 2015 |archive-url= https://web.archive.org/web/20150510075137/http://archive.wired.com/gaming/gamingreviews/magazine/17-04/mf_settlers?currentPage=all |archive-date= 10 May 2015 |url-status= dead }}</ref> While many Eurogames are published and played in [[Anglophone]] markets such as the United States and the United Kingdom, they occupy a niche status there.<ref name="wired" /> Other games in the genre to achieve widespread popularity include ''[[Carcassonne (board game)|Carcassonne]]'', ''[[Puerto Rico (board game)|Puerto Rico]]'', [[TransAmerica (board game)|''TransAmerica'']], ''[[Ticket to Ride (board game)|Ticket to Ride]]'', ''[[Alhambra (board game)|Alhambra]]'', ''[[Brass (board game)|Brass]],'' [[Terraforming Mars (board game)|''Terraforming Mars'']], Concordia and ''[[Ark Nova]]''. Today, Eurogames remain an important segment of the board gaming industry, appreciated for their emphasis on strategy, thoughtful interaction, and lack of player elimination that allows all participants to remain engaged. While Germany still leads in per capita board game purchases, the popularity of Eurogames has spread worldwide, and many titles now receive international distribution and acclaim. Conventions in Germany gather thousands of fans annually, and 204,000 attended ''[[Spiel|Essen Spiel]]'' in 2024.<ref>{{Cite web |last=Didymus-True |first=Mike|title=Spiel Essen sells out for first time as 204,000 attendees set post-Covid record |url=https://boardgamewire.com/index.php/2024/10/08/spiel-essen-sells-out-for-first-time-as-204000-attendees-set-post-covid-record/|access-date=2025-06-09 |website=BoardGameGeek|language=en-US}}</ref>


== Characteristics ==
== Characteristics ==


Eurogames tend to be focused on presenting a complex challenge to players. They feature economics and the acquisition of resources rather than direct conflict,<ref name="Your Move">{{cite book | title=Your Move | last=Moriarty | first=Joan | year=2019 | publisher=Sutherland House | isbn=9781999439545}}</ref> and have a limited amount of luck.<ref name="The Civilized Guide to Tabletop Gaming">{{cite book | title=The Civilized Guide to Tabletop Gaming | last=Litorco | first=Teri | year=2016 | publisher=[[Adams Media]] | isbn=978-1440597961}}</ref> They also differ from abstract strategy games like chess by using themes tied to specific locales, and emphasize individual development and comparative achievement rather than direct conflict.<ref name="Eurogames"/> Eurogames also emphasize the mechanical challenges of their systems over having the systems match the theme of the game. They are generally simpler than the [[wargaming|wargames]] that flourished in the 1970s and 1980s from publishers such as [[Simulations Publications|SPI]] and [[Avalon Hill]], but still often have a considerable depth of play.
Eurogames tend to be focused on presenting a complex challenge to players. They feature individual economic competition and resource management rather than direct conflict,<ref name="Your Move">{{cite book | title=Your Move | last=Moriarty | first=Joan | year=2019 | publisher=Sutherland House | isbn=9781999439545}}</ref> and have a limited amount of luck.<ref name="The Civilized Guide to Tabletop Gaming">{{cite book | title=The Civilized Guide to Tabletop Gaming | last=Litorco | first=Teri | year=2016 | publisher=[[Adams Media]] | isbn=978-1440597961}}</ref> They also differ from abstract strategy games like chess by using themes tied to specific locales.<ref name="Eurogames"/> Eurogames also emphasize the mechanical challenges of their systems over having the systems match the theme of the game. They are generally simpler than the [[wargaming|wargames]] that flourished in the 1970s and 1980s from publishers such as [[Simulations Publications|SPI]] and [[Avalon Hill]], but still often have a considerable depth of play.


One consequence of the increasing popularity of this genre has been an expansion upwards in complexity. Games such as ''[[Puerto Rico (board game)|Puerto Rico]]'' that were considered quite complex when Eurogames proliferated in the U.S. after the turn of the millennium are now the norm, with newer high-end titles like ''[[Terra Mystica]]'' and ''[[Tzolkin (board game)|Tzolkin]]'' being significantly more difficult to master.{{citation needed|date=December 2016}}
One consequence of the increasing popularity of this genre has been an upwards in complexity. Games such as ''[[Puerto Rico (board game)|Puerto Rico]]'' that were considered quite complex when Eurogames proliferated in the U.S. after the turn of the millennium are now the norm, with newer high-end titles like ''[[Terra Mystica]]'' and ''[[Tzolkin (board game)|Tzolkin]]'' being significantly more complex.{{citation needed|date=December 2016}}


=== Incentive for social play ===
=== Incentive for social play ===
[[File:Ticket to Ride Rails & Sails.jpg|thumb|A four-player game of ''[[Ticket to Ride (board game)|Ticket to Ride]]'' near the end of the game]]
[[File:Ticket to Ride Rails & Sails.jpg|thumb|A four-player game of ''[[Ticket to Ride (board game)|Ticket to Ride]]'' near the end of the game]]
While many titles (especially the strategically heavier ones) are enthusiastically played by gamers as a hobby, most Eurogames are well-suited to social play. In keeping with this social function, various characteristics of the games tend to support that aspect well, and these have become quite common across the genre. In contrast to games such as ''[[Risk (game)|Risk]]'' or ''Monopoly'', in which a close game can extend indefinitely, Eurogames usually have a mechanism to stop the game within its stated playing time. Common mechanisms include a predetermined winning score, a set number of game turns, or depletion of limited game resources. Playing time varies from a half-hour to a few hours, with one to two hours being typical. Generally, Eurogames do not have a fixed number of players like chess or bridge. Although there is a sizeable body of Eurogames that are designed for exactly two players, most games can accommodate between two to six players (with varying degrees of suitability). Six-player games are somewhat rare; examples include ''[[Power Grid]]'' and ''[[Caverna (board game)|Caverna]]'' (the latter supporting seven-player games). Some require expansions, such as ''The Settlers of Catan'' or ''Carcassonne''. Players usually play for themselves, rather than in a partnership or team.
Eurogames tend to be well-suited to social play. In contrast to games such as ''[[Risk (game)|Risk]]'' or ''Monopoly'', in which a close game can extend indefinitely, Eurogames usually have mechanics to limit the playing time. Common mechanisms include a predetermined winning score, a set number of game turns, or depletion of limited game resources. Playing time varies from a half-hour to a few hours, with one to two hours being typical. Generally, Eurogames do not have a fixed number of players like chess or bridge. Although there is a sizeable body of Eurogames that are designed for exactly two players, most games can accommodate between two to six players (with varying degrees of suitability). Six-player games are somewhat rare; examples include ''[[Power Grid]]'' and ''[[Caverna (board game)|Caverna]]'' (the latter supporting seven-player games). Some require expansions, such as ''The Settlers of Catan'' or ''Carcassonne''. Players usually play for themselves, rather than in a partnership or team.


A growing number of Eurogames support solo play with modified rulesets.<ref>{{cite web|last=C.|first=Jess|date=5 July 2021|title=The rise of solo play games|url=https://play.nobleknight.com/the-rise-of-solo-games/|access-date=4 May 2022}}</ref> To win, the player either has to achieve specific [[Single-player video game|single-player]] campaign goals or beat the score of a simulated opponent that takes actions according to special rules outlined in the scenario. Recent Eurogames suitable for solo play include ''[[Wingspan (board game)|Wingspan]]'',<ref>{{Cite web |last=Zimmerman |first=Aaron |date=2019-03-16 |title=Wingspan review: A gorgeous birding board game takes flight |url=https://arstechnica.com/gaming/2019/03/wingspan-review-a-gorgeous-birding-board-game-takes-flight/ |access-date=2022-08-15 |website=Ars Technica |language=en-us}}</ref> ''[[Terraforming_Mars_(board_game)|Terraforming Mars]]'', and ''[[Spirit Island (board game)|Spirit Island]]''.{{Citation needed|date=August 2022}}
A growing number of Eurogames support solo play with modified rulesets.<ref>{{cite web|last=C.|first=Jess|date=5 July 2021|title=The rise of solo play games|url=https://play.nobleknight.com/the-rise-of-solo-games/|access-date=4 May 2022}}</ref> To win, the player either has to achieve specific [[Single-player video game|single-player]] campaign goals or beat the score of a simulated opponent that takes actions according to special rules outlined in the scenario. Recent Eurogames suitable for solo play include ''[[Wingspan (board game)|Wingspan]]'',<ref>{{Cite web |last=Zimmerman |first=Aaron |date=2019-03-16 |title=Wingspan review: A gorgeous birding board game takes flight |url=https://arstechnica.com/gaming/2019/03/wingspan-review-a-gorgeous-birding-board-game-takes-flight/ |access-date=2022-08-15 |website=Ars Technica |language=en-us}}</ref> ''[[Terraforming_Mars_(board_game)|Terraforming Mars]]'', and ''[[Spirit Island (board game)|Spirit Island]]''.{{Citation needed|date=August 2022}}
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=== Game mechanics ===
=== Game mechanics ===
[[File:Samurai board game.jpg|thumb|''[[Samurai (board game)|Samurai]]'' is a game of tile placement, set collection, and area control.]]
[[File:Samurai board game.jpg|thumb|''[[Samurai (board game)|Samurai]]'' is a game of tile placement, set collection, and area control.]]
A wide variety of often innovative mechanisms or [[game mechanics|mechanics]] are used, and familiar mechanics such as rolling dice and moving, capture, or [[Trick-taking game|trick-taking]] are avoided. If a game has a board, the board is usually irregular rather than uniform or symmetric (such as ''Risk'' rather than chess or ''[[Scrabble]]''). The board is often random (as in ''The Settlers of Catan'') or has random elements (such as [[Tikal (board game)|''Tikal'']]). Some boards are merely mnemonic or organizational and contribute only to ease of play, such as a [[cribbage]] board; examples of this include ''Puerto Rico'' and ''[[Princes of Florence]]''. Random elements are often present but do not usually dominate the game. While rules are light to moderate, they allow depth of play, usually requiring thought, planning, and a shift of tactics through the game and featuring a chess- or backgammon-like [[chess opening|opening game]], [[middle game]], and [[Chess endgame|end game]].{{citation needed|date=December 2016}}
A wide variety of often innovative [[game mechanics|mechanics]] are used, and familiar mechanics such as rolling dice and moving, capture, or [[Trick-taking game|trick-taking]] are avoided. If a game has a board, the board is usually irregular rather than uniform or symmetric (such as ''Risk'' rather than chess or ''[[Scrabble]]''). The board is often random (as in ''The Settlers of Catan'') or has random elements (such as [[Tikal (board game)|''Tikal'']]). Some boards are merely mnemonic or organizational and contribute only to ease of play, such as a [[cribbage]] board; examples of this include ''Puerto Rico'' and ''[[Princes of Florence]]''. Random elements are often present but do not usually dominate the game. While rules are light to moderate, they allow depth of play, usually requiring thought, planning, and a shift of tactics through the game.


Stewart Woods' ''Eurogames'' cites six examples of mechanics common to eurogames:<ref name="Eurogames"/>
Stewart Woods' ''Eurogames'' cites six examples of mechanics common to eurogames:<ref name="Eurogames"/>
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[[File:Cartagena Jeu.jpg|thumb|[[Cartagena (board game)|''Cartagena'']]'s theme is the real 1672 [[Piracy|pirate]]-led [[jailbreak]] from the fortress of [[Cartagena, Colombia|Cartagena]].]]
[[File:Cartagena Jeu.jpg|thumb|[[Cartagena (board game)|''Cartagena'']]'s theme is the real 1672 [[Piracy|pirate]]-led [[jailbreak]] from the fortress of [[Cartagena, Colombia|Cartagena]].]]
Examples of themes are:
Examples of themes are:
* ''Carcassonne'' – build a medieval landscape complete with walled cities, monasteries, roads, and fields.
* ''[[Carcassonne (board game)|Carcassonne]]'' – build a medieval landscape complete with walled cities, monasteries, roads, and fields.
* ''Puerto Rico'' – develop plantations on the island of [[Puerto Rico]], set in the 18th century.
* ''[[Puerto Rico (board game)|Puerto Rico]]'' – develop plantations on the island of [[Puerto Rico]], set in the 18th century.
* ''[[Power Grid]]'' – expand a power company's network and buy better plants.
* ''[[Power Grid]]'' – expand a power company's network and buy better plants.
* ''[[Imperial (board game)|Imperial]]'' – as an international investor, influence the politics of pre-[[World War I]] European empires.
* ''[[Imperial (board game)|Imperial]]'' – as an international investor, influence the politics of pre-[[World War I]] European empires.
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* [[Friedemann Friese]], a German designer, creator of ''Power Grid''<ref name="the Atlantic">{{cite web|url=https://www.theatlantic.com/business/archive/2018/01/german-board-games-catan/550826/ |title=The Invasion of the German Board Games|last1=Kay |first1=Jonathan |date=21 January 2018 |access-date=19 December 2019|website=[[The Atlantic]]}}</ref> and others.
* [[Friedemann Friese]], a German designer, creator of ''Power Grid''<ref name="the Atlantic">{{cite web|url=https://www.theatlantic.com/business/archive/2018/01/german-board-games-catan/550826/ |title=The Invasion of the German Board Games|last1=Kay |first1=Jonathan |date=21 January 2018 |access-date=19 December 2019|website=[[The Atlantic]]}}</ref> and others.
* [[Mac Gerdts]], a German designer of games such as ''Antike'', ''[[Imperial (board game)|Imperial]]'', ''Navegador'', and ''Concordia''.<ref>{{cite web|date=19 January 2018|title=Concordia, de retour, distribué par Atalia!|url=https://www.trictrac.net/actus/concordia-retour-distribue-par-atalia|url-status=|access-date=25 September 2019|website=TricTrac}}{{deadlink|date=September 2023}}</ref>
* [[Mac Gerdts]], a German designer of games such as ''Antike'', ''[[Imperial (board game)|Imperial]]'', ''Navegador'', and ''Concordia''.<ref>{{cite web|date=19 January 2018|title=Concordia, de retour, distribué par Atalia!|url=https://www.trictrac.net/actus/concordia-retour-distribue-par-atalia|url-status=|access-date=25 September 2019|website=TricTrac}}{{deadlink|date=September 2023}}</ref>
* [[Reiner Knizia]],<ref>{{cite web|author=Law|first=Keith|author-link=Keith Law (baseball writer)|date=28 September 2018|title=Reiner Knizia's Blue Lagoon Is a Great Addition to Your Board Game Collection|url=https://www.pastemagazine.com/articles/2018/09/reiner-knizias-blue-lagoon-is-a-great-addition-to.html|url-status=dead|access-date=23 November 2018|website=[[Paste Magazine]]|archive-date=24 November 2018|archive-url=https://web.archive.org/web/20181124055123/https://www.pastemagazine.com/articles/2018/09/reiner-knizias-blue-lagoon-is-a-great-addition-to.html}}</ref> a German designer who designed over 600 published games. Recurring mechanisms in his games include auctions (''[[Ra (board game)|Ra]]'' and ''[[Modern Art (game)|Modern Art]]''), tile placement (''[[Tigris and Euphrates]]''<ref>{{cite web|last=Law|first=Keith|author-link=Keith Law (baseball writer)|date=24 June 2015|title=Tigris and Euphrates Boardgame Review|url=https://www.pastemagazine.com/articles/2015/06/tigris-and-euphrates-boardgame-review.html|access-date=11 December 2019|website=[[Paste Magazine]]}}</ref> and ''[[Ingenious (board game)|Ingenious]]''), and intricate scoring rules (''[[Samurai (board game)|Samurai]]''). He also designed card games such as ''[[Lost Cities]]'',<ref>{{cite web|author=Zimmerman|first1=Aaron|last2=Anderson|first2=Nate|date=16 April 2016|title=Table for two: Our favorite two-player board games|url=https://arstechnica.com/gaming/2016/04/table-for-two-our-favorite-two-player-board-games-2/|access-date=30 December 2019|website=[[Ars Technica]]}}</ref> ''[[Schotten-Totten]]'', and ''[[Blue Moon (game)|Blue Moon]]'', and the [[cooperative board game]] ''[[Lord of the Rings (board game)|The Lord of the Rings]]''.
* [[Reiner Knizia]],<ref>{{cite web|author=Law|first=Keith|author-link=Keith Law (baseball writer)|date=28 September 2018|title=Reiner Knizia's Blue Lagoon Is a Great Addition to Your Board Game Collection|url=https://www.pastemagazine.com/articles/2018/09/reiner-knizias-blue-lagoon-is-a-great-addition-to.html|url-status=dead|access-date=23 November 2018|website=[[Paste Magazine]]|archive-date=24 November 2018|archive-url=https://web.archive.org/web/20181124055123/https://www.pastemagazine.com/articles/2018/09/reiner-knizias-blue-lagoon-is-a-great-addition-to.html}}</ref> a German designer who has designed over 600 published games. Recurring mechanisms in his games include auctions (''[[Ra (board game)|Ra]]'' and ''[[Modern Art (game)|Modern Art]]''), tile placement (''[[Tigris and Euphrates]]''<ref>{{cite web|last=Law|first=Keith|author-link=Keith Law (baseball writer)|date=24 June 2015|title=Tigris and Euphrates Boardgame Review|url=https://www.pastemagazine.com/articles/2015/06/tigris-and-euphrates-boardgame-review.html|access-date=11 December 2019|website=[[Paste Magazine]]}}</ref> and ''[[Ingenious (board game)|Ingenious]]''), and intricate scoring rules (''[[Samurai (board game)|Samurai]]''). He also designed card games such as ''[[Lost Cities]]'',<ref>{{cite web|author=Zimmerman|first1=Aaron|last2=Anderson|first2=Nate|date=16 April 2016|title=Table for two: Our favorite two-player board games|url=https://arstechnica.com/gaming/2016/04/table-for-two-our-favorite-two-player-board-games-2/|access-date=30 December 2019|website=[[Ars Technica]]}}</ref> ''[[Schotten-Totten]]'', and ''[[Blue Moon (game)|Blue Moon]]'', and the [[cooperative board game]] ''[[Lord of the Rings (board game)|The Lord of the Rings]]''.
* [[Wolfgang Kramer]], who often works with other game designers. His titles include ''[[El Grande]]'', ''[[Tikal (board game)|Tikal]]'', ''[[Princes of Florence]]'', and ''[[Torres (board game)|Torres]]''. His games often include an action point system and a geometric element.
* [[Wolfgang Kramer]], who often works with other game designers. His titles include ''[[El Grande]]'', ''[[Tikal (board game)|Tikal]]'', ''[[Princes of Florence]]'', and ''[[Torres (board game)|Torres]]''. His games often include an action point system and a geometric element.
* [[Alan R. Moon]], a British-born designer whose games often have a railway theme, including the Spiel des Jahres-winning ''[[Ticket to Ride (board game)|Ticket to Ride]]''<ref>{{cite web|author=Duffy|first=Owen|date=27 October 2014|title=All aboard – how Ticket To Ride helped save table-top gaming|url=https://www.theguardian.com/technology/blog/2014/oct/27/all-aboard-how-ticket-to-ride-helped-save-table-top-gaming|access-date=2 October 2019|website=[[The Guardian]]}}</ref> and ''[[Elfenland]]''.
* [[Alan R. Moon]], a British-born designer whose games often have a railway theme, including the Spiel des Jahres-winning ''[[Ticket to Ride (board game)|Ticket to Ride]]''<ref>{{cite web|author=Duffy|first=Owen|date=27 October 2014|title=All aboard – how Ticket To Ride helped save table-top gaming|url=https://www.theguardian.com/technology/blog/2014/oct/27/all-aboard-how-ticket-to-ride-helped-save-table-top-gaming|access-date=2 October 2019|website=[[The Guardian]]}}</ref> and ''[[Elfenland]]''.

Latest revision as of 16:58, 27 October 2025

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File:Terra Mystica - detail.jpg
Detailed view of the board during Terra Mystica gameplay

A Eurogame, also called a German-style board game, German game, or Euro-style game (generally just referred to as board games in Europe), is a class of tabletop games that generally feature indirect player interaction, lack player elimination, and provide multiple ways to score points.[1] Eurogames are sometimes contrasted with American-style board games, which generally involve more luck, conflict, and drama.[2] They are usually less abstract than chess or Go, but more focused on economic competition than wargames. Likewise, they generally require more thought and planning than party games such as Pictionary or Trivial Pursuit.

History

File:Acquire game.JPG
The 1999 Hasbro version of Acquire

Due in part to postwar aversion to products which glorified conflict, the 3M series of strategy and economic games, including Acquire, became popular in Germany. They offered a style of gameplay without direct conflict or warfare and led the way for designs that focused on resource management and competitive strategy through more peaceful means.[3][4]

German family board games

The genre developed as a more concentrated design movement in the late 1970s and early 1980s in Germany. The genre spread to other European countries such as France, the Netherlands, and Sweden.Script error: No such module "Unsubst". During this time, board games in Europe often featured shorter play times than their American counterparts, along with rules that encouraged all players to remain engaged until the end, thereby reducing the risk of early elimination.

Settlers of Catan

Although German-style designs were already popular within Germany, The Settlers of Catan, first published in 1995, paved the way for the genre outside Europe.[5] While it was not the first Eurogame and not the first to achieve popularity outside Germany, it became more successful than any of its predecessors. Millions of copies were sold in Germany alone. The game's success brought new interest, investment, and attention to this genre of board games emphasizing mechanics other than direct conflict. Game designers like Reiner Knizia became popular globally. Knizia's notable designs include Amun-Re, Blue Moon City, Ingenious, Keltis, Lord of the Rings, Medici, Modern Art, Ra, Taj Mahal, Tigris and Euphrates, and Through the Desert. Many of his designs incorporate mathematical principles, such as his repeated use of auction mechanics.[6]

Growth in the 21st century

File:Agricola board game.jpg
A game of Agricola being set up

As the market expanded, some designers began creating deeper, more complex games often referred to as “gamer’s games” or “expert games.” Titles such as Agricola (2007) by Uwe Rosenberg and Terra Mystica (2012) by Helge Ostertag and Jens Drögemüller introduced more detailed resource management, longer playing times, and heightened decision depth. These games often came with multiple paths to victory, ensuring replay value and a variety of strategies for enthusiasts. Residents of Germany purchased more board games per capita than any other country Template:As of.[7] While many Eurogames are published and played in Anglophone markets such as the United States and the United Kingdom, they occupy a niche status there.[7] Other games in the genre to achieve widespread popularity include Carcassonne, Puerto Rico, TransAmerica, Ticket to Ride, Alhambra, Brass, Terraforming Mars, Concordia and Ark Nova. Today, Eurogames remain an important segment of the board gaming industry, appreciated for their emphasis on strategy, thoughtful interaction, and lack of player elimination that allows all participants to remain engaged. While Germany still leads in per capita board game purchases, the popularity of Eurogames has spread worldwide, and many titles now receive international distribution and acclaim. Conventions in Germany gather thousands of fans annually, and 204,000 attended Essen Spiel in 2024.[8]

Characteristics

Eurogames tend to be focused on presenting a complex challenge to players. They feature individual economic competition and resource management rather than direct conflict,[9] and have a limited amount of luck.[10] They also differ from abstract strategy games like chess by using themes tied to specific locales.[3] Eurogames also emphasize the mechanical challenges of their systems over having the systems match the theme of the game. They are generally simpler than the wargames that flourished in the 1970s and 1980s from publishers such as SPI and Avalon Hill, but still often have a considerable depth of play.

One consequence of the increasing popularity of this genre has been an upwards in complexity. Games such as Puerto Rico that were considered quite complex when Eurogames proliferated in the U.S. after the turn of the millennium are now the norm, with newer high-end titles like Terra Mystica and Tzolkin being significantly more complex.Script error: No such module "Unsubst".

Incentive for social play

File:Ticket to Ride Rails & Sails.jpg
A four-player game of Ticket to Ride near the end of the game

Eurogames tend to be well-suited to social play. In contrast to games such as Risk or Monopoly, in which a close game can extend indefinitely, Eurogames usually have mechanics to limit the playing time. Common mechanisms include a predetermined winning score, a set number of game turns, or depletion of limited game resources. Playing time varies from a half-hour to a few hours, with one to two hours being typical. Generally, Eurogames do not have a fixed number of players like chess or bridge. Although there is a sizeable body of Eurogames that are designed for exactly two players, most games can accommodate between two to six players (with varying degrees of suitability). Six-player games are somewhat rare; examples include Power Grid and Caverna (the latter supporting seven-player games). Some require expansions, such as The Settlers of Catan or Carcassonne. Players usually play for themselves, rather than in a partnership or team.

A growing number of Eurogames support solo play with modified rulesets.[11] To win, the player either has to achieve specific single-player campaign goals or beat the score of a simulated opponent that takes actions according to special rules outlined in the scenario. Recent Eurogames suitable for solo play include Wingspan,[12] Terraforming Mars, and Spirit Island.Script error: No such module "Unsubst".

File:Terraforming Mars vid slutet av en spelomgång.jpg
Terraforming Mars basic three-player game (shows the board, the player boards, and the players' cards at the end of a game round)

No player elimination

Another prominent characteristic of these games is the lack of player elimination.[13] Eliminating players before the end of the game is seen as contrary to the social aspect of such games. Most of these games are designed to keep all players in the game as long as possible, so it is rare to be certain of victory or defeat until relatively late in the game. Related to no-player-elimination, Eurogame scoring systems are often designed so that hidden scoring or end-of-game bonuses can catapult a player who appears to be in a lagging position at end of play into the lead. A second-order consequence is that Eurogames tend to have multiple paths to victory (dependent on aiming at different end-of-game bonuses) and it is often not obvious to other players which strategic path a player is pursuing. Balancing mechanisms are often integrated into the rules, giving slight advantages to lagging players and slight hindrances to the leaders. This helps to keep the game competitive to the very end, an example of which is Power Grid, where the turn order is determined by number of cities (and biggest power plant as the tie-breaker), such that players further ahead are handicapped in their option of plays.

Game mechanics

File:Samurai board game.jpg
Samurai is a game of tile placement, set collection, and area control.

A wide variety of often innovative mechanics are used, and familiar mechanics such as rolling dice and moving, capture, or trick-taking are avoided. If a game has a board, the board is usually irregular rather than uniform or symmetric (such as Risk rather than chess or Scrabble). The board is often random (as in The Settlers of Catan) or has random elements (such as Tikal). Some boards are merely mnemonic or organizational and contribute only to ease of play, such as a cribbage board; examples of this include Puerto Rico and Princes of Florence. Random elements are often present but do not usually dominate the game. While rules are light to moderate, they allow depth of play, usually requiring thought, planning, and a shift of tactics through the game.

Stewart Woods' Eurogames cites six examples of mechanics common to eurogames:[3]

  • Tile placement – spatial placement of game components on the playing board.
  • Auctions – includes open and hidden auctions of both resources and actions from other players and the game system itself.
  • Trading/negotiation – not simply trading resources of equivalent values, but allowing players to set markets.
  • Set collection – collecting resources in specific groups that are then cashed in for points or other currency.
  • Area control – also known as area majority or influence, this involves controlling a game element or board space through allocation of resources.
  • Worker placement or role selection – players choose specific game actions in sequential order, with players disallowed from choosing a previously selected action.

Low randomness

Eurogame designs tend to de-emphasize luck and random elements.[14] Often, the only random element of the game will be resource or terrain distribution in the initial setup, or (less frequently) the random order of a set of event or objective cards. The role played by deliberately random mechanics in other styles of game is instead fulfilled by the unpredictability of the behavior of other players.

Themes

File:Cartagena Jeu.jpg
Cartagena's theme is the real 1672 pirate-led jailbreak from the fortress of Cartagena.

Examples of themes are:

  • Carcassonne – build a medieval landscape complete with walled cities, monasteries, roads, and fields.
  • Puerto Rico – develop plantations on the island of Puerto Rico, set in the 18th century.
  • Power Grid – expand a power company's network and buy better plants.
  • Imperial – as an international investor, influence the politics of pre-World War I European empires.
  • Bruxelles 1893 – take the role of an Art Nouveau architect during the late 19th century and try to become the most famous architect in Belgium.[15]

Game designer as author

Although not relevant to actual play, the name of the game's designer is often prominently mentioned on the box, or at least in the rule book. Top designers enjoy considerable following among enthusiasts of Eurogames. For this reason, the name "designer games" is often offered as a description of the genre. Recently, there has also been a wave of games designed as spin-offs of popular novels, such as the games taking their style from the German bestsellers Der Schwarm and Tintenherz.

Industry

Designers

File:Kniziabrunnhofer.jpg
Reiner Knizia and Bernd Brunnhofer at the Deutscher Spielepreis awards at Spiel 2003 in Essen, Germany

Designers of Eurogames include:

Events

File:Deskohraní 08-10-05 048.jpg
At Template:Ill 2008, players trade currencies and place tiles to build an Andalusian palace in Alhambra.

The Internationale Spieltage, also known as Essen Spiel, or the Essen Games Fair, is the largest non-digital game convention in the world,[3][30] and the place where the largest number of Eurogames are released each year. Founded in 1983 and held annually in Essen, Germany, the fair was founded with the objective of providing a venue for people to meet and play board games, and show gaming as an integral part of German culture.

A "World Boardgaming Championships" is held annually in July in the U.S. state of Pennsylvania. The event is nine days long and includes tournament tracks of over a hundred games; while traditional wargames are played there, the most popular tournaments are Eurogames and it is generally perceived as a Eurogame-centered event. Attendance is international, though players from the U.S. and Canada predominate.

Awards

The most prestigious German board game award is the Spiel des Jahres ("Game of the Year").[3][31] The award is very family-oriented, with shorter, more approachable games such as Ticket to Ride and Elfenland usually preferred by the award committee.

In 2011, the jury responsible for the Spiel des Jahres created the Kennerspiel des Jahres, or connoisseur's game of the year, for more complex games.[3]

The Deutscher Spielepreis ("German game prize") is also awarded to games that are more complex and strategic, such as Puerto Rico. A few games have had broad enough appeal to win both awards: The Settlers of Catan (published 1995), Carcassonne (published 2000), and Dominion (published 2008).

Influence

Xbox Live Arcade has included popular games from the genre, with Catan being released to strong sales[32] on May 13, 2007, Carcassonne being released on June 27, 2007.[33] Lost Cities and Ticket to Ride soon followed. Alhambra was due to follow later in 2007 until being cancelled.[34][35]

The iPhone received versions of The Settlers of Catan and Zooloretto in 2009. Carcassonne was added to the iPhone App Store in June 2010. Later, Ticket to Ride was developed for both the iPhone and the iPad, significantly boosting sales of the board game.[36]

See also

References

Template:Reflist

External links

  • Brett and Board Template:Webarchive with information on German-style games (has not been updated in some time)
  • Luding.org – board game database with over 15,000 English and German reviewed games
  • BoardGameGeek – internet database of over 100,000 tabletop games, with online fan community.
  • Gamerate.net – internet database of board, card and electronic games.

Template:Tabletop games by type

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