Tabletop games are also great for helping people overcome social anxieties, which are common among smart people. The "flow" state is deeply anxiolytic. Games are good for getting people, who don't know each other, together to do something that isn't drinking.
This is why I thought Google+ should have focused on putting German-style board games (using Hangouts, then an enormous technical advantage) instead of Zynga dreck in its Games product. The original G+ vision was that Hangouts would actually be something people "hang out" in, coming and going like it was a dorm room in college. That was a long-shot, an attempt to centrally direct culture, but games provided the perfect context for getting that motion going.
Totally agree. I used to play D&D with friends and it really helped with my anxiety. I could contribute to the conversation if I wanted, be quiet and just listen if I wanted, or read something else. I was an excuse to socialize, but also something productive to do if you want to socialize.
I remember being part of a D&D group (all preexisting friends). When the social atmosphere would get going well and everyone would be laughing and enjoying themselves... there'd always be someone to say "hey, everyone, quit trying to have a good time and pay attention to the game instead!"
I actually wonder if this is going to slowly lead into a revolution in the pen and paper space as well. It has definitely been increasing on the indie side in recent years, with places like Drive Thru RPG doing a decent business, but its still mostly dominated by a few huge folks such as D&D, or the World of Darkness games. Part of that may be the time commitment that's necessary though. Board games really need only about an hour of your day. You can show up at a random meetup, sit down, play a game, and then hit the road if you want. The buy-in for committing to an RPG is significantly more deep in terms of time, the people, and your personal effort.
By far my favorite use of Hangouts is the crossword puzzle app. It's much better than having 5 people try to collaboratively solve a crossword in person.
I have no idea why I haven't seen more games like this in Hangouts...
My family with two teenagers has recently discovered that board games (specifically Dominion) are the most effective and enjoyable means of communication. We have spent over $250 on expansions and accoutrements. It is worth every penny and more.
If anyone is struggling to connect with your teenagers in a meaningful way, you should really try board games. It sounds funny to say, but board games have improved our relationship within our family more than any other experience we have tried. I would be devastated with family game nights now.
I'm thankful that I stumbled on Will Wheaton's TableTop series on YouTube (http://geekandsundry.com/shows/tabletop/). If you need tips on good games, this is a great place to start.
Try heading to a game night in your community in order to explore different games that are out there.
Some games that go over well with teenagers at the monthly community board game nights that I co-host in my community have included:
Pandemic - A cooperative game where all the players play different riles within the CDC as they try to work together against the game to defeat global disease outbreaks.
Forbidden Desert - Another cooperative game where the players are a crew of adventurers who have crash landed in an ancient city that is being buried by a sandstorm. They have to work together against the game to recover and assemble the necessary parts needed to repair a flying machine and affect their escape before they are buried alive or die of thirst.
The Resistance - A social deduction game where players are members of the Resistance fighting to bring down a common enemy. The only problem is that a few of them are spies sent to sabotage their mission. They spies know who each other are and can more easily work together. It is up to the Resistance to ferret them out before it is too late.
Summoner Wars - A two player strategic card game in which two wizards summon forces to do battle with each other across a map. There is a great mix of factions and the simple ruleset combined with the asymmetric faction powers leads to a lot of interesting emergent properties in the play of the game.
Zombicide - Basically, it is Dead Rising the cooperative board game.
Rampage - A dextexerity board game that is largely influenced by the classic video game. You flick discs to move your Kaiju monster. You drop your large wooden monster on buildings to destroy them. You blow on buildings to shoot people out of each floor of skyscrapers or a football stadium. You flick wooden cars off the heads of your monster's pawn to simulate throwing them at buildings or other monsters for even more destruction.
Escape From The Aliens In Outer Space - A hidden movement game where haklf of you are scientists and the other half are mutants on a derelict space station. The scientists have to try to sneak to one of a number of airlocks that may or may not be functioning before being caught and eaten by the mutants. The trick is that you don't know which players are scientists or which are aliens and all your movement is secretly plotted on your own blueprint of the space station. Some spaces are safe zones. Others require drawing event cards. If you are lucky, no sound is detected. If you're slightly less lucky, a sound is heard somewhere else in the space station and you get to announce it; maybe your there and maybe your not (hopefully it throws off the mutants in pursuit). If your really unlucky, you make a sound at your coordinates, but hopefully you can bluff it so that the aliens think you aren't actually there. Teenagers LOVE this game and you can play with up to eight players at once. Its fun to watch a large group of teenagers play this together as you can watch it change their concept of what a board game is before your eyes.
Pitchcar / Roadzters - Wooden (or plastic, respectively) track dexterity racing games where your car is represented by a wooden disc (or plastic ball, respectively) that you flick around the course. The first to finish a prescribed number of laps wins. These games a lots of fun and always draw a crowd of spectators.
Small World - A "dudes on a map" light war game like Risk, but way more fun. Each faction is a random pairing of a trait like "seafaring" or "flying" with a race like "giants" or "skeletons". You do your best to control as much of the board as you can for as long as possible. When you can no longer hold out, you put your current faction in decline where ispt still earns points, but not as much and pick a new pairing that you think will help you hold the most ground.
Telestations - Combine Pictionary with Telephone and you get this game that's really,more of a gaming activity. Each player gets a random clue tha...
You've gotten massively downvoted (why?) but before the eurogame invasion around the turn of the century, sales were not as good.
There's a pretty good documentary called "Going Cardboard" focused around the early years of the eurogame invasion, mid to late 00s products, tells the story fairly well in an hour or so.
When I was younger, if you wanted to play a board game and actually have fun across multiple ages and skill levels, you had to read the GAMES Magazine's "GAMES 100" issue, pick out a few candidates, go to one of these places called "shopping malls" that were popular in the 80s, enter the specialty game store, and shell out a decent amount of cash for your choice. The resident geekployee was probably busy setting up a table for the Warhammer 4k miniatures game that they hosted in the store on alternate Nerdsdays, so if you asked him about the game you were buying, you might get a lukewarm positive response. He was really more into "Axis and Allies"-scale games, anyway.
Nowadays, you can find a game you might like on boardgamegeek any day of the year, order it off the Internet, and play it a few days later. You can pile up a bunch on your public wishlists, and lo, they are priced just right for birthdays and holiday giving.
Best of all, the intense competition tends to weed out or downvote games that are not at least good in their niche. So the games you buy are by gamers for gamers and the people gamers want to socialize with, not by Hasbro marketing executives for bored kids, or by detail-obsessed simulation engineers for detail-obsessed consumers.
I think the "Eurogame" phenomenon was more about Internet commerce and niche social networks than the games themselves. You could still find non-mainstream games before then, but it was harder to get them into widespread distribution. You couldn't ever get them into a department store, and only the geeks and nerds even went into the specialty games shops. But when Amazon shows up, these games are on the virtual shelves right alongside the horrid and overrated Monopoly.
As Kickstarter et al lower the startup cost barriers, you will see all kinds of new entrants ramping up the competition. And while more bad games will fail, I think the market will probably expand to accommodate more good ones rather than squeeze out the ones at the margin.
I believe there's also a narrowcasting / local maxima / monopoly (in the .biz sense) effect, where Hasbro and friends hyperoptimized for American 6 year olds, leaving a gigantic empty unserved market which the eurogame folks never abandoned, so someone translates from German to English, the games hop the Atlantic with the help of internet publicity and online stores, and take the country by storm.
To help the HN readership, WRT board games, Germany is more or less the Silicon Valley of board games.
And to extend that analogy, Klaus Teuber, Reiner Knizia, and Wolfgang Kramer are like the Larry Page and Sergey Brin, Bill Gates, and Steve Jobs and Steve Wozniak of board games.
Board games can connect people in ways video games cannot. There is a level of rapid interaction, brought about by being at a shared table, which cannot be mimicked digitally.
If you like Settles of Catan, and you are looking for something more advanced, I'd highly suggest Eclipse, Twilight Imperium, and Puerto Rico. These are challenging games that require careful resource management, political negotiations, and long term strategic thinking. In many ways these games mirror the challenges of building a company.
Agreed, and I think a lot of it has to do with the physical presence of the board, pieces, cards, etc. as well.
Something video games can't offer players is that tangible appeal, where you have to feel the weight of a card or game piece lifted from the table or board and then slamming it back down.
The innate psychology of being able to feel even the tiniest of texture and weight of an object is something we may never get from digital technology. Which gives board games and paper books at least one rare advantage.
a shared table, which cannot be mimicked digitally
Not to dispute your point (I like tactility too), but I am very interested to see where the next wave of 'coffee tble computers' go, eg Panasonic's 4k toughpad (http://www.panasonic.com/business/toughpad/us/windows-4k-tab...) when they reach commodity rather than vanity pricing (they're $5-6k now, aimed at medical/media professionals).
I think board games on table touchscreens would already be common if there were an open platform/framework to program them on, and they took advantage of additional phones/tablets over IP. The manufacturing cost on big touchscreens is already pretty low.
The term you need to google for is "vassal engine"
Note the engine might be open but there's all kinds of schemes WRT the data files ranging from "we don't care" to DMCA takedowns to the max.
Also some people are simply tactile and really want meeples and feelies in their games, so an ipad is going to be a very rough sell to them simply because they very explicitly don't want a screen experience.
Also the resolution of a tablet is incredibly low. Maybe some kind of google glass thing can be implemented, walking around in a backyard? I've occasionally considered this problem and I feel cramped at a mere 5-ft round table and 5 feet at 300 dpi is something like eighteen thousand pixels, assuming you can "invest" in a 5 foot round screen and the best COTS available now is only about a tenth of that resolution at that size...
Most interesting, thanks! I don't expect board games on touch screens to take over and your points about allowing games to spread out is well made. But it will be interesting to see how they continue to evolve in parallel.
Thanks for this! I'd started creating a spreadsheet to hold state for Twilight Struggle so my wife and I could enjoy a game over a week without our toddler destroying the board. This looks much better.
4K pixels is pretty low res compared to board games. At 400 DPI thats only about 10 inches of a board game, which is pretty small.
Something like Agricola expands to encompass all space. That's actually a pretty serious issue if you get into "huge" games like steel wolves.
Only slightly off topic, card driven games (not strictly board games, because there is no board) like Dominion and the Pathfinder card game also expand to encompass all space.
One big problem is TVs / computers / monitors are value engineered to only last 2-3 years before replacement, whereas my Carcassone sets from 15 years ago are all fully playable. I'm not saying its an impossible problem, I'm just saying if you try to push tech into board games you're going to get pushback from people who have a copy of Axis and Allies from 1991 which they still play and they're not going to be happy if you try to sell them a $1000 monitor that only lasts two years.
This - even back in 2010, I remember many fun days of playing Multi-pong (which has changed it's name more times than I could count) and Wurdle - both were really fun 3-4 player games that a 10" made sharable.
Something a bit larger would be great for simpler board games and maybe 4-6 players. Combined with an ability to sense external pieces/cards, the computer could handle the rule processing and drudgery while the humans could interact closely.
As a frequent player of Twilight Imperium I want to add a caveat to your comment: _DO_ play Twilight Imperium, but please be aware that you need a place to set it up where it can remain for a week or so in order to finish the game in multiple sittings.
Many players prematurely give up on this game when they notice that it takes about 8-12 hours to play through.
If you are prepared to play a game of TI in 2-3 sittings, you'll notice that it is rich, deep, non-repetitive and highly addictive.
My son (9 next month) loves playing Munchkins, Risk, Monopoly, Settlers of Catan. We've also played Puerto Rico, but it's not very fun with only two players.
I discovered early on to buy only games that are either suitable for my two young kids (like Carcassonne, King of Tokyo, Blokus and Labyrinth) or are suitable for two players (my wife and me; Dominion, Pandemic and Ticket to Ride Europe).
We seldom get to play the games that require four or more adults.
Incidentally, my favorite board games on iOS are Dominion, Blokus, Neuroshima Hex, Hive and Chess.com's app. However, I'd recommend against getting games on your phone that you also play with your family, because you'll either become too good at them or you'll get bored of them before your family does.
It's dirt cheap and many people create their own custom themed version. I have a super mario love letter clone deck that was printed via an online service and it's great. Your young kids should be able to pick it up and it's playable with 2 but good with 4.
I bought Love Letter based on your recommendation, and both kids—and both adults—love it. We have played it twice a day since we got it. My five-year-old daughter doesn't really understand it, but she enjoys being on a team with someone else.
I found the user guide painfully confusing, especially considering how simple the game is. The mechanics of the game are shoehorned into a game theme that barely makes sense. In the end, all four of us watched the following video, stopping once we had got the idea: https://www.youtube.com/watch?v=hX-Du4P_FME
One advantage of Carcassonne is that my five-year-old can play on her own, because the game is "open"—it doesn't depend on players hiding their cards from other players. So whenever it's her turn, we can help her to decide where to place her piece.
Please let me know if you have any other recommendations for family games.
> I discovered early on to buy only games that are either suitable for my two young kids (like Carcassonne, King of Tokyo, Blokus and Labyrinth)
How old are your kids? I would love to add more board games, but my kids are pretty young.
I have a five year old daughter with whom I started playing Forbidden Island about a year ago. She loves the game, though she has her own way of playing, she just loves collecting the "treasures", I usually have to feed her cards so she can do this ;) Adds a bit of a challenge for me to get her the cards before the island sinks!
My son is three, we haven't really added him into the fun yet.
With a five year old, you can try playing Carcassonne without farmers, or pick up Catan Junior. Cockroach Poker is a fun and simple bluffing game -- and kids love bluffing. Other card games, like Coloretto, may also work. Takenoko is more complex, but it's colorful, and comes with a lovely panda.
Excellent! Thanks for that list! I have Carcassonne and have been thinking about seeing if she'd be into it. You're right, take farmers out, I'm not even good a farmer strategy myself :p
Board games are great because they are one of the last refuges of shared attention.
I'm personally a big fan of Axis & Allies, Puerto Rico, Castles of Burgundy etc. There's something really nice about people coming together and focusing on the same thing.
When I was younger (14-21), we had LAN parties. The older we got (starting at around 18), the rarer they became, what happened instead were board games: Descent, Axis & Allies, Twilight Imperium (or pretty much anything in the 6-12h range or sometimes more).
My friends from school and me moved all to different places, but we still meet up once in a while to spend a day and night playing, all of us getting close to being 30 :)
I would posit that Meetup.com and other public social networking sites are also a significant factor in the recent board game boom. Finding and playing games with 3 to 6 adults is much easier when you can quickly find multiple free events each week in any major U.S. metro area.
That is insightful and correct, also advise hitting google to keep track of "fellow travelers" like the paper/dice RPG crowd and of course local cons. Most cons have a boardgamer presence even if they're supposedly for RPG folks or card gamers. Somebody who plays Pathfinder Society probably is up for a board (or card) game, and unless you're truly in the hinterland there's probably a PFS group "nearby".
From observation, it seems most cons, not just gaming cons, have some kind of board / card / rp gamer meetup.
Boardgames are quietly one of the most lucrative categories on Kickstarter. Multiple miniature-based boardgames have out earned Oculus Rift and up until the end of 2013 5 of the top 20 projects were board games. There are a couple companies that are approaching $10MM in revenue by running multiple campaigns. There are also lone artists who have raised millions.
It's fascinating on a number of levels, from the individual creator stories (Frustrated designer quits job, raises $2MM) to the way small businesses are evolving the platform (some co's have turned stretch goals into a marketing artform). I've written about a few of these companies in the past if you'd like more details:
I did a little business startup competition over the weekend (aside: won too), and one of the main discussions in the marketing panels provided was on the use of Kickstarter not purely for the money influx, but more as a way of price and feature discrimination. By cleverly arranging your stretch goals, or making them fluid, and then by providing price determined plateaus for models or entry points, Kickstarter actually provides a lot of information that you might have to do some pretty painful market research, survey's, ect... to get.
The Reaper miniatures Kickstarter linked above was a particularly well done form of this, which has continued to experiment with the follow-ons. They were one of the first (maybe the first?) to provide the "buy once, get them all" tier for accessing stretch goals. They also got a lot of good market data and well discussed customer feedback with every post on what types of models people liked, how they liked them made, what they were willing to pay for them, and where the breakpoints in value / model were in the consumer mind. It was a pretty amazing shift from the ways of Games Workshop and the like with $5 / figure, $10-20 / big boy, take it or go home.
Here's a good episode of The Incomprable podcast where they discuss their favourite board games, helped me discover new games to play: http://5by5.tv/incomparable/184
I love board games (own a little over 150) and enjoy them a lot more than video games.
You can extract pretty good optimization problems form many of them (especially Eurogames).
In fact I own quite a few games that I haven't really played a lot but spent quite some time thinking about AIs for those games...dunno it's a strange but fun hobby :D
Cooperative games are probably the most popular ones in my collection. Incidentally they make for excellent solo puzzles as well.
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[ 2.8 ms ] story [ 72.0 ms ] threadThis is why I thought Google+ should have focused on putting German-style board games (using Hangouts, then an enormous technical advantage) instead of Zynga dreck in its Games product. The original G+ vision was that Hangouts would actually be something people "hang out" in, coming and going like it was a dorm room in college. That was a long-shot, an attempt to centrally direct culture, but games provided the perfect context for getting that motion going.
Socializing isn't always smiled upon. :/
I admit it, that was me. Playing the game (and the fantasy that goes with it) was always more fun for me :)
I have no idea why I haven't seen more games like this in Hangouts...
If anyone is struggling to connect with your teenagers in a meaningful way, you should really try board games. It sounds funny to say, but board games have improved our relationship within our family more than any other experience we have tried. I would be devastated with family game nights now.
I'm thankful that I stumbled on Will Wheaton's TableTop series on YouTube (http://geekandsundry.com/shows/tabletop/). If you need tips on good games, this is a great place to start.
Some games that go over well with teenagers at the monthly community board game nights that I co-host in my community have included:
Pandemic - A cooperative game where all the players play different riles within the CDC as they try to work together against the game to defeat global disease outbreaks.
Forbidden Desert - Another cooperative game where the players are a crew of adventurers who have crash landed in an ancient city that is being buried by a sandstorm. They have to work together against the game to recover and assemble the necessary parts needed to repair a flying machine and affect their escape before they are buried alive or die of thirst.
The Resistance - A social deduction game where players are members of the Resistance fighting to bring down a common enemy. The only problem is that a few of them are spies sent to sabotage their mission. They spies know who each other are and can more easily work together. It is up to the Resistance to ferret them out before it is too late.
Summoner Wars - A two player strategic card game in which two wizards summon forces to do battle with each other across a map. There is a great mix of factions and the simple ruleset combined with the asymmetric faction powers leads to a lot of interesting emergent properties in the play of the game.
Zombicide - Basically, it is Dead Rising the cooperative board game.
Rampage - A dextexerity board game that is largely influenced by the classic video game. You flick discs to move your Kaiju monster. You drop your large wooden monster on buildings to destroy them. You blow on buildings to shoot people out of each floor of skyscrapers or a football stadium. You flick wooden cars off the heads of your monster's pawn to simulate throwing them at buildings or other monsters for even more destruction.
Escape From The Aliens In Outer Space - A hidden movement game where haklf of you are scientists and the other half are mutants on a derelict space station. The scientists have to try to sneak to one of a number of airlocks that may or may not be functioning before being caught and eaten by the mutants. The trick is that you don't know which players are scientists or which are aliens and all your movement is secretly plotted on your own blueprint of the space station. Some spaces are safe zones. Others require drawing event cards. If you are lucky, no sound is detected. If you're slightly less lucky, a sound is heard somewhere else in the space station and you get to announce it; maybe your there and maybe your not (hopefully it throws off the mutants in pursuit). If your really unlucky, you make a sound at your coordinates, but hopefully you can bluff it so that the aliens think you aren't actually there. Teenagers LOVE this game and you can play with up to eight players at once. Its fun to watch a large group of teenagers play this together as you can watch it change their concept of what a board game is before your eyes.
Pitchcar / Roadzters - Wooden (or plastic, respectively) track dexterity racing games where your car is represented by a wooden disc (or plastic ball, respectively) that you flick around the course. The first to finish a prescribed number of laps wins. These games a lots of fun and always draw a crowd of spectators.
Small World - A "dudes on a map" light war game like Risk, but way more fun. Each faction is a random pairing of a trait like "seafaring" or "flying" with a race like "giants" or "skeletons". You do your best to control as much of the board as you can for as long as possible. When you can no longer hold out, you put your current faction in decline where ispt still earns points, but not as much and pick a new pairing that you think will help you hold the most ground.
Telestations - Combine Pictionary with Telephone and you get this game that's really,more of a gaming activity. Each player gets a random clue tha...
There's a pretty good documentary called "Going Cardboard" focused around the early years of the eurogame invasion, mid to late 00s products, tells the story fairly well in an hour or so.
Nowadays, you can find a game you might like on boardgamegeek any day of the year, order it off the Internet, and play it a few days later. You can pile up a bunch on your public wishlists, and lo, they are priced just right for birthdays and holiday giving.
Best of all, the intense competition tends to weed out or downvote games that are not at least good in their niche. So the games you buy are by gamers for gamers and the people gamers want to socialize with, not by Hasbro marketing executives for bored kids, or by detail-obsessed simulation engineers for detail-obsessed consumers.
I think the "Eurogame" phenomenon was more about Internet commerce and niche social networks than the games themselves. You could still find non-mainstream games before then, but it was harder to get them into widespread distribution. You couldn't ever get them into a department store, and only the geeks and nerds even went into the specialty games shops. But when Amazon shows up, these games are on the virtual shelves right alongside the horrid and overrated Monopoly.
As Kickstarter et al lower the startup cost barriers, you will see all kinds of new entrants ramping up the competition. And while more bad games will fail, I think the market will probably expand to accommodate more good ones rather than squeeze out the ones at the margin.
To help the HN readership, WRT board games, Germany is more or less the Silicon Valley of board games.
If you like Settles of Catan, and you are looking for something more advanced, I'd highly suggest Eclipse, Twilight Imperium, and Puerto Rico. These are challenging games that require careful resource management, political negotiations, and long term strategic thinking. In many ways these games mirror the challenges of building a company.
Something video games can't offer players is that tangible appeal, where you have to feel the weight of a card or game piece lifted from the table or board and then slamming it back down.
The innate psychology of being able to feel even the tiniest of texture and weight of an object is something we may never get from digital technology. Which gives board games and paper books at least one rare advantage.
The use of actual figurines with fiducial markers to control the UI was particularly interesting.
Not to dispute your point (I like tactility too), but I am very interested to see where the next wave of 'coffee tble computers' go, eg Panasonic's 4k toughpad (http://www.panasonic.com/business/toughpad/us/windows-4k-tab...) when they reach commodity rather than vanity pricing (they're $5-6k now, aimed at medical/media professionals).
Note the engine might be open but there's all kinds of schemes WRT the data files ranging from "we don't care" to DMCA takedowns to the max.
Also some people are simply tactile and really want meeples and feelies in their games, so an ipad is going to be a very rough sell to them simply because they very explicitly don't want a screen experience.
Also the resolution of a tablet is incredibly low. Maybe some kind of google glass thing can be implemented, walking around in a backyard? I've occasionally considered this problem and I feel cramped at a mere 5-ft round table and 5 feet at 300 dpi is something like eighteen thousand pixels, assuming you can "invest" in a 5 foot round screen and the best COTS available now is only about a tenth of that resolution at that size...
Something like Agricola expands to encompass all space. That's actually a pretty serious issue if you get into "huge" games like steel wolves.
Only slightly off topic, card driven games (not strictly board games, because there is no board) like Dominion and the Pathfinder card game also expand to encompass all space.
One big problem is TVs / computers / monitors are value engineered to only last 2-3 years before replacement, whereas my Carcassone sets from 15 years ago are all fully playable. I'm not saying its an impossible problem, I'm just saying if you try to push tech into board games you're going to get pushback from people who have a copy of Axis and Allies from 1991 which they still play and they're not going to be happy if you try to sell them a $1000 monitor that only lasts two years.
Something a bit larger would be great for simpler board games and maybe 4-6 players. Combined with an ability to sense external pieces/cards, the computer could handle the rule processing and drudgery while the humans could interact closely.
Many players prematurely give up on this game when they notice that it takes about 8-12 hours to play through.
If you are prepared to play a game of TI in 2-3 sittings, you'll notice that it is rich, deep, non-repetitive and highly addictive.
I now own about half of the games on it.
I discovered early on to buy only games that are either suitable for my two young kids (like Carcassonne, King of Tokyo, Blokus and Labyrinth) or are suitable for two players (my wife and me; Dominion, Pandemic and Ticket to Ride Europe).
We seldom get to play the games that require four or more adults.
Incidentally, my favorite board games on iOS are Dominion, Blokus, Neuroshima Hex, Hive and Chess.com's app. However, I'd recommend against getting games on your phone that you also play with your family, because you'll either become too good at them or you'll get bored of them before your family does.
http://boardgamegeek.com/boardgame/129622/love-letter
It's dirt cheap and many people create their own custom themed version. I have a super mario love letter clone deck that was printed via an online service and it's great. Your young kids should be able to pick it up and it's playable with 2 but good with 4.
I found the user guide painfully confusing, especially considering how simple the game is. The mechanics of the game are shoehorned into a game theme that barely makes sense. In the end, all four of us watched the following video, stopping once we had got the idea: https://www.youtube.com/watch?v=hX-Du4P_FME
One advantage of Carcassonne is that my five-year-old can play on her own, because the game is "open"—it doesn't depend on players hiding their cards from other players. So whenever it's her turn, we can help her to decide where to place her piece.
Please let me know if you have any other recommendations for family games.
How old are your kids? I would love to add more board games, but my kids are pretty young.
I have a five year old daughter with whom I started playing Forbidden Island about a year ago. She loves the game, though she has her own way of playing, she just loves collecting the "treasures", I usually have to feed her cards so she can do this ;) Adds a bit of a challenge for me to get her the cards before the island sinks!
My son is three, we haven't really added him into the fun yet.
I'm personally a big fan of Axis & Allies, Puerto Rico, Castles of Burgundy etc. There's something really nice about people coming together and focusing on the same thing.
My friends from school and me moved all to different places, but we still meet up once in a while to spend a day and night playing, all of us getting close to being 30 :)
I love board games.
From observation, it seems most cons, not just gaming cons, have some kind of board / card / rp gamer meetup.
It's fascinating on a number of levels, from the individual creator stories (Frustrated designer quits job, raises $2MM) to the way small businesses are evolving the platform (some co's have turned stretch goals into a marketing artform). I've written about a few of these companies in the past if you'd like more details:
http://www.wired.com/design/2012/12/kingdom-death/
http://www.wired.com/design/2012/08/reaper-miniatures-bones-...
http://www.wired.com/design/2012/06/coolminiornot-success-ki...
http://www.wired.com/design/2012/05/zombie-apocalypse-board-...
http://www.wired.com/design/2012/05/game-salute/
http://www.wired.com/design/2013/02/designers-kickstarter-an...
Ask the internet, "Would anyone like a Lovecraftian Cthulhu themed card game?"
The internet says, "Sure, here's $30K".
According to the blog, my copy is in the mail...
The Reaper miniatures Kickstarter linked above was a particularly well done form of this, which has continued to experiment with the follow-ons. They were one of the first (maybe the first?) to provide the "buy once, get them all" tier for accessing stretch goals. They also got a lot of good market data and well discussed customer feedback with every post on what types of models people liked, how they liked them made, what they were willing to pay for them, and where the breakpoints in value / model were in the consumer mind. It was a pretty amazing shift from the ways of Games Workshop and the like with $5 / figure, $10-20 / big boy, take it or go home.
In fact I own quite a few games that I haven't really played a lot but spent quite some time thinking about AIs for those games...dunno it's a strange but fun hobby :D
Cooperative games are probably the most popular ones in my collection. Incidentally they make for excellent solo puzzles as well.