Vassal: Engine for building and playing online board games and card games
vassalengine.org
vassalengine.org
EDIT: and of course actual physical copies of the games are probably the best way to go if possible.
It was designed to be flexible, though, so in theory a VASSAL module can be made for any board game.
In terms of logistics, physical copies are the worst possible way to play. They have benefits if you're playing as a bonding activity, since everyone has to be there. They have absolutely no benefits, and enormous drawbacks, if you're playing to play.
Digital games do have their advantages, but that's going a bit too far.
Is it possible for someone can't programming to create a digital game? Could they implement "house rules" on an existing game? In games that have trading, how about non-standard trading? (Eg I've played Settlers with futures) How about granting a younger player an advantage to compensate (eg, give them an extra $1000 to start)?
How immune to cheating is Vassal? If the digital copy runs on Windows, a bunch of my friends already have a copy of ollydbg installed. Is there also a feasible to detect if there's a Excel spreadsheet or Google Doc open that tallying all thes cards used and other information about the game state, and spitting out the odds that my next card is going to be the one I'm looking for?
Meanwhile, playing a game locally means playing with others humans with similarly limited memory and processing power, which means my naive gameplay, which doesn't have the odds of every possible combination of cards memorized, isn't a game of Humans vs. Cylons. (Not that I understand the attraction to online poker either.) Is there any guarantee that the person on the other end isn't grepping /usr/share/dict/words in our digital Boggle game?
Teaching people how to play ("customized live interactive tutorial") is far better with a (patient) real person rather than a recorded tutorial, especially when the game hasn't been translated.
Are you going to be able to dig up a digital copy in 30 years and play that on the latest computer?
Can you give your digital copy to a friend?
How many copies of the game do you need to buy for everyone to play? Most online games require each person to buy their own copy, but aside from Magic and other CCG, the box and some friends is all you need.
That's just off the top of my head. I'm sure you can come up with other advantages that physical copies of the game have.
Side note: interesting example of how not to manage a delayed Kickstarter: https://www.kickstarter.com/projects/559431060/twilight-stru... -- the vitriol in this thread is pretty ridiculous.
(OMFG, there's a Sekigahara module!!! Another great game I own and can't get players for )
//edit actually I confused Twilight Imperium for Twilight Struggle. Still, either would be great.
I was excited to try it but I'm afraid of what crapware I'll get if I do.
I'd be interested in picking up tabletop simulator depending on what's available.
My main point of confusion is--- it's really odd that it doesn't have rules enforcement. I know that it makes it infinitely more complex to code a module, but for some games (like A Distant Plain and Twilight Imperium) rules enforcement would be fantastic.
1) these are board games, and for many people working through the mechanics is a big part of the fun
2) it's an attempt to make it clear the tool isn't a replacement for games but a supplement (i.e. a hedge against confrontations over copyright)
Also keep in mind that modules are mostly data driven and about defining the pieces and the playing area.
[0]: http://www.vassalengine.org/forum/viewtopic.php?f=5&t=3914&s...
Can't wait until I can do the same to Flash.
I was bored this weekend cleaning up bookmarks and came across a link to MegaMek. I played it long ago but it was not quite up to the level of being fun for me. I saw it had progressed quite a few versions and went to download it to see if it had improved only to be taken to Sourceforge. And that was the end of that. Is my paranoia justified?