Many cooperative board games run into a problem where if there are people of differing skill levels on the same team than the strongest player ends up doing most of the playing. Hanabi is the only multiplayer game I’ve tried that successfully avoids this, where every player needs to be engaged and trying their best.
I know what you mean, and it used to absolutely be an issue in our group, especially with games like Eldritch Horror or Pandemic Legacy, i.e. multi-hour games where you have full information about everything every player is doing. That said, an obvious design which circumvents this problem is co-op games where every player has some private information: then other players can’t play for you and vice versa.
Incidentally, all the non-team co-op games I suggested above have this design.
Just One is a co-op party game where the active player must guess a word and each other player independently provides a word hint. Then the hint givers compare hints and eliminate all hints that were given multiple times (hence the title, “Just One”).
Resulting game flow: If everyone tries to give an “obvious” hint (e.g. giving the hint “metal” for the word “steel”), then multiple people will likely give the same hint, and as such this hint will be unavailable to the active player. Whereas if nobody gives obvious hints, there’s a higher chance that there are no duplicate hints to eliminate, so the active player can work with a lot of hints but might get misled by all hints being non-obvious. This makes it an interesting challenge for what kinds of hints to give and how to interpret the hints one receives.
Meanwhile Letter Jam is a bit like Hanabi: Every player has one letter card facing away from themselves, so everyone but themselves knows what it is. The goal is for everyone to guess their 4-7 letter cards in as few rounds as possible. Every round one player (chosen by the group) gives a word hint to the other players based on the letters they see.
E.g. suppose there are four players. Then I would see the letter cards of the three other players, plus 1-2 letters visible to everyone, plus finally a joker which can substitute for any one letter. And suppose I see the player letters P L A, and an open letter T. Then I could make the word hint PLANT (by using the joker for the N). This hint is given silently by placing numbered poker chips next to the letters I want to use, e.g. the 1-chip in front of the player with the letter P. Here’s how these hints look like to the other players: player 1 sees ?LA*T, player 2 P?A*T, player 3 PL?*T. Based on such hints, players try to narrow down what their own letter is.
The hint I gave involved the joker and thus doesn’t provide much info on the hidden letters, whereas one great hint can directly help multiple players guess their current letter and proceed to the next one. But even if one player is much better at giving hints, they still rely on others to also provide hints, since you cannot identify your own letters when you give a hint. And even if you could give 5 perfect hints and would then need 5 perfect hints yourself, that’s still much less efficient (i.e. it requires more rounds) than if each player can contribute a perfect hint.
Many cooperative board games run into a problem where if there are people of differing skill levels on the same team than the strongest player ends up doing most of the playing. Hanabi is the only multiplayer game I’ve tried that successfully avoids this, where every player needs to be engaged and trying their best.
I know what you mean, and it used to absolutely be an issue in our group, especially with games like Eldritch Horror or Pandemic Legacy, i.e. multi-hour games where you have full information about everything every player is doing. That said, an obvious design which circumvents this problem is co-op games where every player has some private information: then other players can’t play for you and vice versa.
Incidentally, all the non-team co-op games I suggested above have this design.
Just One is a co-op party game where the active player must guess a word and each other player independently provides a word hint. Then the hint givers compare hints and eliminate all hints that were given multiple times (hence the title, “Just One”).
Resulting game flow: If everyone tries to give an “obvious” hint (e.g. giving the hint “metal” for the word “steel”), then multiple people will likely give the same hint, and as such this hint will be unavailable to the active player. Whereas if nobody gives obvious hints, there’s a higher chance that there are no duplicate hints to eliminate, so the active player can work with a lot of hints but might get misled by all hints being non-obvious. This makes it an interesting challenge for what kinds of hints to give and how to interpret the hints one receives.
Meanwhile Letter Jam is a bit like Hanabi: Every player has one letter card facing away from themselves, so everyone but themselves knows what it is. The goal is for everyone to guess their 4-7 letter cards in as few rounds as possible. Every round one player (chosen by the group) gives a word hint to the other players based on the letters they see.
E.g. suppose there are four players. Then I would see the letter cards of the three other players, plus 1-2 letters visible to everyone, plus finally a joker which can substitute for any one letter. And suppose I see the player letters P L A, and an open letter T. Then I could make the word hint PLANT (by using the joker for the N). This hint is given silently by placing numbered poker chips next to the letters I want to use, e.g. the 1-chip in front of the player with the letter P. Here’s how these hints look like to the other players: player 1 sees ?LA*T, player 2 P?A*T, player 3 PL?*T. Based on such hints, players try to narrow down what their own letter is.
The hint I gave involved the joker and thus doesn’t provide much info on the hidden letters, whereas one great hint can directly help multiple players guess their current letter and proceed to the next one. But even if one player is much better at giving hints, they still rely on others to also provide hints, since you cannot identify your own letters when you give a hint. And even if you could give 5 perfect hints and would then need 5 perfect hints yourself, that’s still much less efficient (i.e. it requires more rounds) than if each player can contribute a perfect hint.