I still want to talk more about coops game.
The crew is pretty deep: it's a trick tacking game so you have all the strategy of those games.
It's a cooperative game where a specific player need to win the '4 of spades' and another one the 'jack of heart'. Each player can communicate one of their color (per example, that '3 of club' is my lowest club).
You need to:
- know what's the overall plan of everyone seem to be
- know what you should lead (which can have massive implications later on)
- know what you should play (with yellow 2, yellow 4, and yellow 8, the instinctive play after yellow 9 has been played is to discard yellow 8, but the play which give you the most options later on is yellow 4, that way you can win the second trick with yellow 8, and play yellow a third time which let most players be able to trump or to discard their card of their choice)(with yellow 2 and yellow 6 it's yellow 6 first: highest second to last)
- know what you should discard: keeping the third or forth card of a color let you lead with it and let everyone trump or discard what they want. But that give you less liberty on which color you can play. If one player need a yellow trick and you discard your yellow, that can be game losing
- know what you should comm: there is some conventions there, but myself which have much more comms available than most players still have some gray area where what I need with that comm need to be deduced from the timing of my comm or from what I lead/played/discarded earlier
- know when you should comm: more the game advance, and less comm done are valuable. They are more and more to react with what is going on, or to try to help for the last task remaining
- know/understand some exceptions: there is many cases where someone has a pretty weird thing happening, and you need to find ways to help them
I wrote a guide too on it, much longer:
https://en.doc.boardgamearena.com/Tips_thecrew
I still after some years do some strategy posts destined to the community:
https://boardgamearena.com/forum/viewtopic.php?t=44577 . The meta doesn't change, but I'm convinced that there is still a lot of improvements to be done.
What keep me hooked is the simplicity of the game, the community from years ago which was answering to my strategies posts on a group, and was discussing of the strategy in some spots.
.
And then we got Hanabi.
Hanabi is still magical for me. I would said that the complexity of Hanabi is just slightly higher than chess, but the strategy is more deep than chess, but for specifics reasons.
In Hanabi you need to play cards in order: red 1, then red 2, until red 5. But you don't know your own cards: all others players know it and need to give you hints on your cards for you to play them or discard them.
- Hanabi at baseline is give two clues to a red 3: that card is red, that card is a 3. And that card is known to be red 3. It's inneficient and bad.
- then you learn that the timing is extremely important: if someone tell you that you got a red card, and if red 2 is played, it's likely that they have done this to tell you that this card is important. It could be red 5 because it's critical (but then giving 5 remove ambiguity), or it could be red 3 and that mean it's playable. But already there is some exceptions and you could play differently than that.
- then you have all the logic part. If someone give you that red clue to a card which was just drawn, that's normal. If it's on a card you have in hand since 5 turns that's weird. If red 2 was played one turn ago, that's because your red 3 wasn't playable before. Else you should be trying to find another reason (like clue count was low and there was other priority), or you could be more careful about assuming it's red 3. The conventions though usually not take into accout that ambiguity.
- most conventions sets agree on discarding the oldest card in hand first because others players got more time to clue it if it was useful.
And then if you add conventions, so to let players agree on specific moves before the game, that open a whole new world:
- you can finesse people: by saying a person two players after you this red card is playable (and it's a red 4) while only red 3 is playable, that's weird from your next player's pov (remember they see that red 4 like you see other's player hand and not your hand): that mean that red 3 is playable somewhere, and often it's in their hand. In most conventions sets, if that player don't have a red card known or a 3 known, that mean that their newest card drawn is the red 3. And so from one clue you get 2 cards played.
- but now you can go futher: that player now play that newest card: that's not a red 3 but a playable yellow 2. They were 'bluffed'. But now the person who received the initial red clue on red 4 known that yellow 2 got played for no reason... An can deduce they got not red 3 but red 4. So you get 2 cards known from 1 clue again.
- Now, we could add more weird move to make you play your slot 2 conventionnally, or slot 3, or slot 4.
- we can add lots of logical things which require an higher level of trust (oh you discard a good green 3 and the team didn't cared? Look like you got the other copy of green 3, if that's finesse, since green 3 can't be your newest card since you draw it after you discarded green 3 you play your oldest card instead as an 'elimination finesse' ).
- what if now we clue trash cards? We then need things which not only tell them that their card is trash, but have others upsides too
- what if we clue non playable important cards much more early than we should?
- what if we do a complicated clue while a simpler clue was available?
- and so on.
And then... Another dimension appear. What if you change all of that. What if instead of discard your oldest card by default, you discard your newest card? That would change the whole dynamic: you clue someone only when their newest card is useful (else you don't clue them and they will discard their newest and useless card).
What if you add variants to the game which only give you 0.5 clue back instead of 1 clue back per discard: you then need to take massive risks to have any chance to win, and have even sharper conventions which sacrifice even more simplicity/synchronisation for more efficiency.
What if you change the meaning of clue by a mathematical one: red mean you play your first card, yellow your second card.
What if your clue will give an action to do for two others players? That action could be mathematical, or could say per example that the two players will do the same actions but decaled by one card to the left.
What if you let AI play that game? They will develop their own strategy, and that can be extremely hard to follow.
What if Hanabi was just a society. You define rules for everyone to follow. And either you got a perfect society everyone follow them, and you try to improve them. Or you got an imperfect one, and you will have some chaos added to those rules, and you need to adapt those rules to make the chaos have a lesser impact?
So yeah... Even if I play a lot less Hanabi than before, Hanabi got me hooked for how deep it is, and how much differently you can play.