Understanding the Term 'Point Salad'
To understand the 'fewest point salad,' it is essential to first define the broader term it riffs on. A 'point salad' game is a design philosophy prevalent in many modern Euro-style games where players can score points in a wide variety of ways, often for seemingly disconnected actions. The name comes from the analogy of a salad bar, where you can add many different ingredients to your plate. In a game, this translates to scoring points for fulfilling contracts, collecting sets of resources, building structures, advancing on tracks, and so on. Many popular games by designer Stefan Feld, such as Trajan and Castles of Burgundy, are often cited as prime examples of this style. While it can provide a rewarding feeling of progress, detractors sometimes argue that it can obscure the optimal path to victory or feel like points are being given out for everything you do.
The Opposite: Identifying the Fewest Point Salad
A 'fewest point salad' is the direct opposite: a board game that features a very limited, streamlined, and highly focused set of scoring conditions. This design philosophy prizes clarity and tactical depth over a breadth of options. Instead of dozens of small-point opportunities, the game will present only a handful of key objectives that players must pursue to win. This often results in a more direct, competitive experience where a player's strategic path is more apparent. Players are forced to commit to a few strategies rather than dabbling in many different ones. Games that fall into this category include classics like Tigris & Euphrates and Power Grid, where scoring is tied directly to a single major mechanic or goal.
Board Games with Minimalist Scoring
These games exemplify the 'fewest point salad' philosophy with their focused design:
- Tigris & Euphrates: Players score points in four distinct categories. At the end of the game, only a player's lowest score across these four categories is counted. This forces players to focus on a balanced approach rather than racking up points in multiple, disconnected areas.
- Power Grid: The primary scoring mechanic is simply the number of cities you can power by the end of the game. All other actions—buying resources, building power plants—are simply means to that singular end goal.
- Through the Desert: This is a lighter example, but players score points for surrounding oases and placing their camels. The scoring is direct, and the path to victory is clear and tactical.
- Dominion: In the base game, victory points come almost exclusively from purchasing Province cards and other green-striped victory point cards. The entire deck-building engine is in service of this single goal, contrasting sharply with point salad games.
The Game Point Salad and Its 'Fewest' Scoring
The term 'fewest point salad' also has a literal connection to the card game Point Salad, a game about collecting vegetables and scoring cards. Within this game, some scoring cards award points for having the fewest of a particular vegetable. Game designers have clarified rules around this, stating that having zero of a vegetable does indeed count as having the 'fewest'. This cleverly meta-referenced term adds another layer of meaning to the topic, combining the literal and figurative senses of 'point salad.'
Fewest Point Salad vs. Typical Point Salad
| Feature | Fewest Point Salad | Typical Point Salad | 
|---|---|---|
| Scoring Methods | Few, clear, and highly connected to a central goal. | Many, varied, and sometimes disconnected from a central theme. | 
| Player Strategy | Focus on a few core tactical decisions; risk/reward is more transparent. | Requires balancing many different avenues; identifying the optimal path can be challenging. | 
| Interactivity | Often high, as players compete for limited scoring opportunities. | Can be lower, as players focus on their own point-scoring engine. | 
| Learning Curve | Often more opaque for new players, as the path to victory may not be immediately obvious. | Easier to feel successful early on, as small rewards are frequent. | 
| Feel of Play | Tense and focused; mistakes can be very costly. | Rewarding and forgiving; a 'come from behind' win is less likely to feel random. | 
Conclusion: Finding the Right Scoring Style
Ultimately, whether a player prefers a classic 'point salad' or a 'fewest point salad' comes down to personal taste and gaming preferences. The sheer variety of scoring in a typical point salad game offers a constant stream of rewards and a sense of accomplishment, even if victory is not guaranteed. For those who prefer a more streamlined, tense, and focused strategic experience, the minimalist approach of a fewest point salad is far more appealing. The core difference lies in whether you enjoy an abundance of options or a concentrated, clear strategic path. Both design philosophies produce excellent games and contribute to the rich tapestry of modern board gaming. For a deeper dive into the broader topic, check out the definitive resource on BoardGameGeek.