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Tactile/Dexterity/Component Quest


One of my favorite things about boardgaming is the innate tactility of the hobby. It’s much the same reason I prefer bound books to digital copies — I love the weight of pushing a threatening piece across a board, the rattle of dice at a critical moment, the delightful textures of cardboard and plastic. I even love those crappy cards every successful Kickstarter project seems to be using these days, the cheap ones that feel like they’re flaking at a molecular level and make your hands feel weird until you wash them. And I love the way designers come up with clever ways of making this hobby even more touchable, from hiding bonus cards beneath your battle cards in Kemet to the information-concealing shields of BSG Express and Archipelago to real-space games like Master Plan.

And if I’m nerding out about those mechanics, you know I’m having a straight-up aneurism over the sheer sensory overload of dexterity games. Because, hey, if there’s one genre that gets the importance of “feel” in boardgames, it’s games like Catacombs, Ascending Empires, and Cube Quest.

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