I've recorded 68 games of Ivanhoe since I started reguarly recording my games played @BGG back in 2007. This filler from 2005 reminds me that I've owned the game for some 7 years now, so that even just 1 game/month in the forgotten years would add about 50 more games to the total. Ivanhoe thus merits its place in the 2nd division of my most played games ever: games which I've played some 100 or more times (that's games #6 to #10 below BTW).
|My 'most played' and 'must play' lists, courtesy of BGG|
(Badger and the lads might want to note the Hot 10 which accompanies this Top 10: I'm hoping they'll be seeing these games across the tabletop in the immediate weeks to come!)
Accounting for taste then: to be 'everfresh', a game will display some subset of a finite list of attributes around the positive merits of which can form a durable consenus. Ease of learning, speed of teaching and playability are all obvious metrics for these attributes, but it must be remembered that these are all modulated through their interrelationship with games' expression of their themes, according to the desired degree of resolution (AKA level of abstraction). That is to say: those abiding attributes are less the 3 obvious metrics themselves than they are the systemic features of games' architecture whose forms underly those metrics, thematic expression, and any other appropriate categories.
Anyone who knows Ivanhoe can vouch for its scoring high in the learning/teaching/playability metrics. Regular readers probably won't be won't be surprised that the game's cardplay is the core of what makes an everfresh game out of numerically high LTP metrics as against an equivalently low score in thematic expression. But even the oldest of old hands might be wondering how this statement of the bleeding obvious in any way justifies my high-faluting wordage.
What I'm on about here is cardplay as:
- Games' architecture that delivers players neatly and vividly into a particular viewpoint (I have already discussed this in relation to Up Front- here; and Memoir'44- here and then here).
- A specific gaming skillset.
- A precisely focussed card-driven viewpoint: 1 person.
- A non-lethal theme that implicitly connects all the games after the fashion of rpg's.
- An abstract representation of space, time and movement which drives that implicit connection towards explicitness because its abstractness foregrounds the temporal.
- A cardplay skillset whose crucial subskills - eg. deck knowledge and hand building - neatly reflect the learning curves of the game's viewpoint protagonists (cf. the M44 posts above, the 2nd especially).
What went down
Badger and I played 6 games. Unlike a long ago session, any ownage was all on Badger's side: a single game fortunately. The other 5 games went to the wire IIRC. In the end, Badger proved that he's a much better Ivanhoe player than he was those 4 years ago. All that practice at M44 and CC has stood him in good stead it seems.
Seasoned squire 4
Creaking chevalier 2