Question: Examples of #boardgames that don't herd players towards optimal play?
Most games have a basic idea baked into the design, whether through victory conditions or something akin to "most points wins, here is probably the best way to get points, fight over who does it best." Once in a while, I run across a game that doesn't have that nudge (or it's so subtle that you don't notice it for a bunch of iterations). These often fall out as "sandbox" games.
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