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19

Gentle prodding is probably the best suggestion, but if that doesn't do the trick sit them down after the game and let them know what they're doing. A player that over analyzes every move generally isn't much fun to play with, and telling them that (nicely) can help. If that doesn't work, try practicing with some simple games (for example poker). Once they ...


18

3-4 hours is good. 8 is way too long! Without seeing you play it's hard to say with precision where your time is being spent inefficiently, I do have a couple suggestions though. Setup efficiently Setup can be done in 5-10 minutes but can easily drag on for half an hour. Setting up is a job for several people. The most experienced person should be ...


12

2-4 hours is definitely the standard length for a game. That said, sometimes games run for 6+ hours just due to luck of the draw. The "Big 4" locations in the base set are the Woods, the Unvisited Isle, the Witch House, and Independence Square. Each of these locations has 10 cards in the Mythos deck which open a gate in their location. Concievably, you could ...


12

We've tended to favor games that have either cooperative decision making or simultaneous decision making, instead of sequential decision making where your turn will rely heavily on what the previous players did. Race for the Galaxy is good because, while not cooperative, everyone plays simultaneously. You need to start each turn together, which means you ...


8

Well I can tell you my personal experience - I bought it because I knew lots of friends and acquaintances in my past were fairly obsessive about it, and organized an 8-player game one evening with a bunch of beginners. Four or five hours later, we were maybe halfway through the game? One or two of the group had gotten pretty into their characters and ...


7

It depends on whether you use the official rules or house rules. In appendix B of the MTG official tournament rules (not the same thing as the comprehensive rules) it gives recommended time limits for sanctioned tournaments: Each pick has an associated time limit, which starts at 40 seconds and drops by 5 seconds roughly every two cards. The total time ...


7

Most of Small World's expansions (Grand Dames, Be Not Afraid, Cursed) just add additional races and powers. Those won't lengthen the game. Realms adds a modular board and scenarios. Those will presumably add to the setup time a little, and some of the scenarios might also take longer than an ordinary game. Tales & Legends adds events, which will take a ...


7

In our group we have the same problem. Usually we urge everybody to think ahead. So when it's your turn you don't have to think of everything at that time. That usually works pretty well. Of course things can change during the other person's turn, but in most games, thinking ahead and keeping everyone's attention on the game definitely will speed things up. ...


6

Not a solution for everybody, but Andy Looney (of Looney Labs fame, inventor of Fluxx and Icehouse pyramids) solves his frustration with waiting for other people's turn by playing Andy Vs. Everybody. He plays multiple games against dozens of opponents at once. Everyone else sits in a ring of tables around him, and raises a flag when it's his turn. He in turn ...


6

I think once people get experienced with a game, they get better at the game and take less time. If people understand the rules, they're going to be much better at decided what to do. Be polite about nagging them to move. If you badger someone to much, they're not going to want to play again. Some games, like chess are naturally going to be slow. If the ...


6

With a fair degree of precision, you can control the length. Of course there are always going to be outliers, but on average you can dial it in pretty good. There are a lot of components in Arkham Horror. The better a system you have for organizing them the better. If you have things ready to go, the game can begin pretty quickly (within 10 minutes). If ...


5

I've only played once (there were four of us) and it took about 4 hours. I would agree with thesunneversets that you'll likely have a much better experience if you slowly bring in new players. In this game, I was the only n00b and one of the guys had played a ton of times. This is important because Arkham is a pretty complicated game. Combat with monsters, ...


5

Although this doesn't offer a magic solution to your problem, I'd like to share a coping strategy: I got "bushwhacked" by a few AP players at games I played at BGG Con in November. I was too tired to politely handle the situation by attempting to change the AP players' behavior, so I did what I could to make it easier for myself: I carefully analyzed the ...


5

I think part of the answer is that you have to play the same games with different styles of game play (see below, speed games). We all succumb, at one time or another, to the min-max problem. Said another way, in many games, there actually is an optimal solution that can be calculated decisively at certain points (especially near the end). But calculating it ...


4

The rules say this (for the long version. I don't play the short version and don't know anyone who does). Players Minutes(Rules) My estimates 1 60 Depends on YOU (30-300) 2 120 90 3 180 135 4 200 180 5 210 225 I've played about 20 ...


4

Play more aggressively -- beginners at Titan often underestimate the attackers advantage with a summoned Angel and don't attack when they should. On your first split (not counting the initial pre-game split), you should be setting up one of the two split legions as an attacker, which strives to maximize immediate combat power rather than longer term ...


4

I'm a slow player myself, and I often used to play games with a person who is a very quick decision maker. It would driver her completely bonkers, which wound me up, etc. Eventually we settled on a solution where she would read a book while I was thinking. Of course it's not ideal; I wouldn't recommend it to everyone and it won't work for groups of more than ...


4

A simple solution not so far mentioned: Allow takebacks. It doesn't always help completely, but it often helps a lot, and is the approach written into the official rules of Mage Knight. Simply allow players to retract their moves so long as no information point has passed and encourage them to play out their action rather than engage in an extended ...


4

As I see it there are two independent questions being asked here. One is how to play a short game and the other is how to deal with having fewer than seven players. I'll discuss them separately. First what to do when time is scarce. There are two ways I know of to deal with this. One is to play an abridged version, the other is to ensure play proceeds at a ...


4

You probably need an odd number of players, say five, to make the game flow with a majority vs. a minority dynamic. Second, you need to choose two countries to eliminate. Italy is the obvious first choice, least fun to play. Germany is the recommended second choice by the game designers. But that has the disadvantage of separating the board into ...


3

Arkham Horror is one of the more difficult games to predict a length on, since it can accept up to 8 players and the way in which it is played makes such a big difference. I've played with groups who approached the game as a min-max problem (basically how they approach Pandemic) and we were able to rip through a game in a couple hours, without too much ...


2

It may sound silly, but in these cases (especially with so many players) the "we came here for kicking monster asses, not for pleasure" attitude should help immediately. Focus is a key word. Make sure those aren't playing at the moment are planning for the next round, it could help the focus effort. In addition, I'd try to hint or even say straight up that ...


2

Basically, any card that denies opponents their resources (i.e. cards in hand) or pollutes their decks (e.g. curses) makes for a longer game because it is more difficult to buy victory point cards for lack of money or just forces an interaction that requires a decision in your opponent (i.e. this increases the time, not necessarily number of hands). ...


2

It's 30-60 minutes for player, very much like Agricola. This is in the Wikipedia article, but I think it says it on the box too. The rules (zipped pdf from the publisher) have a time/rounds per player table with the conservative estimate (60 minutes per player) for the full game, along with a ~30 minutes per player estimate for the shortened version (20, 45, ...


1

Alex in Paris is correct that cursing/attacking kingdom sets do tend to lead to long games. Another variety that tends to lead to long games is kingdom sets that include good "engine" combos, particularly non-terminal ways to draw more cards. Cards like Laboratory, Menagerie, Crossroads, Caravan, Stables, and Hunting Party can easily lead to everyone ...


1

A&A Pacific takes significantly less time to play than standard. While I havent played Europe, BGG says that estimated time is 210 minutes as opposed to 120 for Pacific, so pacific should be shorter. Its about 2-3 hours, depends how willing to concede defeat the players are and. Additionally, it works excellently with 2 players. I would give that a ...


1

May I introduce you to Quo Vadis by Reiner Knizia? You play a family that tries to reach the senate in the ancient Rome. The only way to go up from a politic chamber to another, up to the senate, it's to negociate with others. You must have the votes of at least half the chamber to go up. This game is made for 5 players and really works like Diplomacy. I ...


1

Allow the unnecesary praise: What a nice question.. gotta love this site. Anyways, I will add my bit to the list of answers already. After reading this question I realized that I suffer from this as well specifically when there is a speculation determining the cost of oportunity of doing (or not doing something). Just being aware of it already had a ...


1

So a good solution for this has been known for a while. The "Chess clock". For any old board game do this: Determine the length of the game you'd like to play. Divide by the # of players. Double the time. Each player gets that much time for the game. If the time is exceeded, that player loses the game. If the game would be 'ruined' by him leaving in ...


1

In my circle of friends, our Settlers of Catan games started sprawling uncontrollably, so we started playing with a clock that gave, I believe, one minute per turn and saved our spare time to use in future turns. (It also handled the switchback start for initial placement. We're all software engineers so writing our own wasn't especially difficult.) After ...



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