Limited communication in board games, restricting or removing what players can say to each other, is one of the most underused mechanics in game design and one that can make a game genuinely better rather than just harder. Done right it can create real tension, prevents a single player dominating the table and produces some of the most memorable moments around a table. Done badly it can leave you plain frustrated.
I've taken a look at four reasons I think limiting communication can make a game great, the spectrum of methods games use to limit communications and examples of games which do a great job of it. If you'd rather watch, check out the video below.
Board games are almost always social things. They're a great way to get a group of people around the table to share an experience together. For me the people around the table matter more than the game on it. Limiting communication feels like it should go against that, yet somehow it can manage to create some of the best social experiences I've had playing and designing board games.
When done well limiting communication creates real tension, prevents overbearing players, makes you feel completely in sync with the other players and forces you to think in new and interesting ways.
When you can't communicate verbally, you quickly begin trying to interpret every move the other players make. Every dice rolled, every card played, every meeple placed, becomes a way to convey something. Every move you make is being read and there's an anxious wait between making your move and other players responding to it. On the other side there's the tension of following another player's move and hoping you've understood what they'd wanted from you. The constant silent analysis of each other's moves adds an ever mounting tension.
I've seen this first hand when developing Containment Failure, my 2 player co-op. Multiple playtesters have said the tension of not being able to talk to each other made the game even better. Some players chose to play in complete silence to add to that tension.
Limiting speech doesn't mean there's no communication in the game. As I mentioned in reason 1, you have to try and interpret everything the other players do without using words. Whether it's their actions, or the things they choose to tell you within the constraints of the rules, when you get it right you can feel completely in sync with the other players without a word spoken.
If you've read my article on quarterbacking you'll have seen me go into more detail on limited communication as a solution to quarterbacking. The crux of it is, when players can't freely say anything and everything they want, one player can't dictate what another should do. It solves the quarterbacking problem at a design level rather than relying on social etiquette.
It's one reason limited communication done well can be one of the best cooperative board game mechanics.
When you're trying to interpret every move, and make sure every move you make is interpreted the way you want it to be, it forces you to think differently. You'll start thinking of new ways you can try and convey information. Every time your partner does something it becomes a new fun puzzle for you to work through. Creative solutions emerge which just wouldn't if you could communicate freely.
While all four of those are great reasons for limiting communications in a board game, it can be done in a whole spectrum of ways - limiting communications isn't a single mechanic. Whether it's the availability of communication or the things you are or aren't allowed to communicate, lots of games do it differently. Here are some games which I think do it well from different points of that spectrum.
In Codenames, your turn IS communication. What you can say however is heavily restricted, one word and one number, that's it. You have to think of the best single word to convey the words you want while trying to avoid the ones you don't. The communication constraint is the puzzle.
Communication in Containment Failure is an action you need to take on your turn and it isn't a free one. Every time you use it you'll be increasing the chance of the alien hunting you from finding you and losing the game. Once you do though you're free to tell them anything and everything you want. The extra caveat is that it's strictly one way communication so your partner can't respond.
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In Hanabi you play with your hand facing away from you so you won't know what you're playing. You can use a hint token though to point out every card of a specific number, or colour, to other players. You can't omit any information either and have to include wildcards in every colour.
Trying to work out what you can convey best and most usefully is the fun of the game.
The only one on this list I haven't played yet, but the communication section of the rulebook means I can't wait to get it to the table. It's a co-op trick taking game with the ability to communicate once per mission. You can place one card from your hand face up with a token on it to say it's the highest, lowest or only card of that colour in your hand. It's not a lot of information but in a trick taking context it could be invaluable.
Limited communication in the extreme, The Mind doesn't let you talk to any of the other players at all. You get dealt cards and have to play them in the right order, with all the other players, while some cards are missing from your hands. You won't know if the next highest card is in your hands or someone else's. The only way you can win is by really being in sync with the other players.
When it works, winning feels like a shared achievement rather than individual success.
That full spectrum of approaches can all achieve the 4 purposes for limiting communication I listed earlier, but they all do it in different and interesting ways. The one simple constraint can make a game feel completely different. It builds tension, forces you to think in new ways and can leave you feeling like you're really in sync with the other players. The silence isn't an absence of a social experience, it's just a different kind of one.
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