called Sarajevo and the theme was about snipers climbing to the top of a building to get in position to shoot their enemies,
I suppose theme can be a big turn off (someone gave me a Dr Who game that I will never open for example), but I can't imagine it being something that takes a mediocre game and makes it good. A great game with a bad theme is still a great game. It is amazing how many of those I have.
1. Interesting new mechanic / an old mechanic with a new twist. I already have a couple of set collection games. In order for me to buy a new one, it must do something unique. For example, Century Spice Road is a great game, but I have other games with the same mechanic, so I won't buy it.
So I think I would very much enjoy the atmosphere of Azul, for example, because the art/components are nice and it's a Portuguese azulejo theme which suits me as a resident of Portugal, even if the game is basically abstract. If it was another theme that was less pleasing to me, and the tiles were cardboard chits etc, then I wouldn't like it as much, even though the gameplay itself would be identical. I still like to think about and describe games in terms of what you do, within the theme, in the game - not what mechanisms it contains - so the theme is still the first thing that grabs my attention or puts me off even if I know nothing else about the game.
Game weight/complexity and player count: The first will give me an idea right of the bat how likely this is going to get to the table. Sadly the more complex the less likely I can get others to join in. My sweet spot, according to the BGG standard, is anything under 3.5/5.
If the themes were flipped Jungleboy, would you still get Spice Road even though it wouldn't work with future games?
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