Column Description: In this column, we will explore the benefits of gaming in the library and how it can be an asset to both staff and patrons. We will explore the various types of games that are out there, as well as some ideas to adapt them for people who aren't familiar with the world of hobby board gaming. Other topics that will be covered will include how to build a board game collection for your patrons and creating gaming-related activities to help boost staff morale.
In this article, my focus turns to cooperative games, a genre where individual players do not emerge as winners or losers. Ideal for families, these games instill the value of teamwork toward a shared goal. Typically, players engage in actions on their turns to collaboratively solve challenges presented by the game. Take, for instance, the Pandemic, where players strive to diminish the threat of a spreading virus and ultimately develop a cure. The game, however, introduces mental obstacles, continually escalating the difficulty as players draw cards that propagate the virus on the map. Cooperative games, while fostering teamwork, are not without challenges, notably the presence of "alpha" gamers who dictate strategies to others, potentially undermining individual decision-making. In essence, while winning is gratifying, the paramount objective remains the enjoyment of the gaming experience.
A less common variant is the semi-cooperative game, where players contend against the game system, with potential traitors seeking to sabotage collective success. Shadows over Camelot serves as a notable example, where players aim to complete quests by playing hands of cards poker-style. Each quest demands a specific card-play strategy, contributing to the acquisition of swords at the round table. The collective accumulation of swords leads to victory. However, the game introduces difficulty via a black deck of cards, impacting winning conditions. The semi-cooperative element arises from the presence of traitors, identified through loyalty cards dealt at the game's outset. Accusing a player of treachery is possible, but the penalty for a mistaken accusation introduces a layer of paranoia among players, intensifying the strategic depth of the game.