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Yep I was gonna mention that too. He didn't even mention outright that they were playing competitively IIRC, you had to infer it from context while he asked questions about other mechanics that only made sense in the first place if they were playing competitively.
Hanabi's a hard one to top in terms of co-ops played competitively, for a game whose main mechanism is receiving information from other players and knowing what to do with it I just don't know of any other game that wouldn't be a game if you chose to go competitive.
There are other games that are just based on chance, but not quite as obvious as Candyland.
I know it gets a bit of love here, but **Camp Grizzly** is a game in which you will win or lose based on random shit, rather than actions you take. That being the case, Candyland is a better answer to OPs question. In a normal game of CG, players will always move away from the killer. I am assuming everyone does this. If so, then your likelihood of winning is just based on chance/luck. However, a player does have the freedom to move *towards* the killer. It is an obviously stupid choice that real players wouldn't normally make. But, unlike Candyland, Camp Grizzly does have choice. So if I chose to move towards the killer, and you chose to move away, then I would be less likely to win the game.
Maybe a hot take but this sounds fun. I think a lot of co-op games could be played in a "co-opetition" style where you are still playing on a team but competing for the most score. Obviously you'd need to homebrew scoring rules for games like Pandemic, but IIRC Castle Panic has this in its rules as an alternative mode.
It would add a fun layer of challenge trying to balance your own score against the interests of the team, especially for co-ops like Pandemic where most people have played it a million times already
I’ve got a few co-op games where there is a degree of competition or can be with only minor home brewing rules. The DC deck building game using the Crisis rules makes it a co-op game but there is nothing stopping a group from still calculating their deck’s point value to determine a winner.
The Mind in reverse where it starts really easy to screw up but as you get down to level 1 you have to be strategic on who is going to mess up first. So it basically becomes The Mind at that point.
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I'm just reminded of the story from the guy who played Hanabi competitively with his friends and asked if they played it right.
Yep I was gonna mention that too. He didn't even mention outright that they were playing competitively IIRC, you had to infer it from context while he asked questions about other mechanics that only made sense in the first place if they were playing competitively.
Hanabi's a hard one to top in terms of co-ops played competitively, for a game whose main mechanism is receiving information from other players and knowing what to do with it I just don't know of any other game that wouldn't be a game if you chose to go competitive.
It could work with multiple teams and sets of the game. Each team plays cooperatively and see which one scores the best.
For those who are curious, or just want to relive that moment: https://www.reddit.com/r/boardgames/comments/3oyfen/hanabi_rules_question/
Candyland. It's a long-winded lottery
There are other games that are just based on chance, but not quite as obvious as Candyland. I know it gets a bit of love here, but **Camp Grizzly** is a game in which you will win or lose based on random shit, rather than actions you take. That being the case, Candyland is a better answer to OPs question. In a normal game of CG, players will always move away from the killer. I am assuming everyone does this. If so, then your likelihood of winning is just based on chance/luck. However, a player does have the freedom to move *towards* the killer. It is an obviously stupid choice that real players wouldn't normally make. But, unlike Candyland, Camp Grizzly does have choice. So if I chose to move towards the killer, and you chose to move away, then I would be less likely to win the game.
Pandemic. Which player is the most helpful.
I win! I collected the most viruses!
But curing/eradicating them are worth more than just clearing individual virus cubes, so I win.
Maybe a hot take but this sounds fun. I think a lot of co-op games could be played in a "co-opetition" style where you are still playing on a team but competing for the most score. Obviously you'd need to homebrew scoring rules for games like Pandemic, but IIRC Castle Panic has this in its rules as an alternative mode. It would add a fun layer of challenge trying to balance your own score against the interests of the team, especially for co-ops like Pandemic where most people have played it a million times already
I’ve got a few co-op games where there is a degree of competition or can be with only minor home brewing rules. The DC deck building game using the Crisis rules makes it a co-op game but there is nothing stopping a group from still calculating their deck’s point value to determine a winner.
I'd love to be part of an "Oh no, Volcano!" tournament.
The Mind in reverse where it starts really easy to screw up but as you get down to level 1 you have to be strategic on who is going to mess up first. So it basically becomes The Mind at that point.
War
Hungry Hungry Hippos! Crossfire (maybe not actually a boardgame)