1639: Analysis Paralysis

One thing you’ll almost inevitably have to deal with at some point if you play tabletop games is the matter of “analysis paralysis” — those moments where everything grinds to a standstill as one player takes ages over their turn, trying to determine what the best possible course of action will be.

It’s a problem most evident in Eurogames, which tend to have the largest variety of different decisions to make each turn, as compared to more theme-focused titles where the emphasis is more on the ongoing narrative created by your play session. A typical Eurogame provides you with a wealth of options every single turn — and in many cases, those options get broader and broader as the game progresses. This means that as you get closer to the end of the game, turns slow to a crawl until, in some cases, you have to abandon the game altogether because it’s getting too late — not a desirable outcome for anyone involved.

For the group I regularly play with, this is a particular issue with Uwe Rosenberg’s Agricola, a worker-placement game that I don’t like all that much, but which is enjoyed enthusiastically by two of our number and as such we break it out every so often according to our “different person picks each session” rota. For the uninitiated, Agricola is a game about building up a small medieval farm, and as the game progresses, more and more different action spaces become available to choose from, meaning the game gets increasingly complex as it progresses. This naturally leads to analysis paralysis, particularly as competition heats up for the more obviously useful spaces towards the end of the game.

So tonight we decided to try something different: timed turns, a la competitive chess. My friend Sam had acquired a funky little timer cube which had a different digital timer on each of its six faces, and we allocated ten minutes per player for the whole game, pausing the timer once a decision had been made so that players could move pieces and tokens around the board without being pressured by the clock.

It really, really worked! By the end of the game, the players most prone to analysis paralysis had nearly reached — but not exceeded — their ten-minute time limit, while the members of the group more inclined to take their turns quickly — usually by deciding what they were going to do during other players’ turns rather than ignoring what was going on around them or getting distracted by phones, tablets or pieces of cake — had a couple of minutes left on the clock by the end of the game.

We all agreed that it made the game feel markedly different. One of the most traditionally analysis paralysis-prone players noted that he felt like he wished there was a little more time, but conceded that this was probably the point of the whole exercise. We also agreed that it wasn’t necessarily desirable to play like this all the time, but that on occasions where it was necessary to get through games in a timely manner — playing on weeknights, say — it would be a good idea to implement in the future. More leisurely play sessions can still be had on those occasions where we have time for them — weekends away, holidays, that sort of thing.

I still didn’t win Agricola, but I think I enjoyed the experience a little more than usual, which is saying something. And if I hadn’t made a stupid mistake in the final turn, I would have probably done somewhat better than I ended up doing. Oh well! There’s always next time.