Top 20 board games of 2024, part two.

My annual post of the top 10 games of the year is now up over at Paste. Compiling that list has gotten harder each year, because I play more new games in a calendar year than before, and because there are more games coming out each year – good and less good. I started out with 17 possible titles for the top ten, cut it down for Paste, and then decided to throw together a second post here with the next ten. I’ll just reiterate that there are also games that came out in 2024 that I didn’t play but that might make the list based on what other people have said about them, what I’ve seen, and what the response and ratings are for the games on Boardgamegeek.

11. Harmonies

This might have made my top ten if I’d ever played the physical version, but I’ve only played it on Board Game Arena, and I think I really need to see the physical components. It’s a simple game with tight, medium-complex scoring, taking the general gist of Calico and making it somehow a little more forgiving without taking away what makes Calico good. On each turn, you take all three colored tokens from one spot on the board, and then place each of them on to spots on your own little map of hex tiles, with each color representing a different terrain type with its own placement and scoring rules. You can also select a new scoring card if you have room, with a maximum of four at any time, although once you fill all the spots on any scoring card you can set it aside and draw a new one. The game continues until someone has two or fewer empty hexes remaining. I’m also not 100% sold that all of the starter scoring cards are balanced, but that aside, it’s a wonderful thinker of a game, and really easy to learn – just hard to play well.

12. Dracula vs. Van Helsing

A great asymmetrical two-player game where the players play with the same deck of four colors with cards numbered 1-8 but have different goals: Dracula wants to kill four humans in any of the board’s five districts, while Van Helsing wants to drain all of Dracula’s hit points before that happens. To set up, each player draws five cards and lays them on their side of each of the five regions in the order in which they were drawn. Each number has a specific power that activates when you discard it, so on your turn, you’ll draw one card and either replace a card in front of you (discarding and activating that one) or discard the newly drawn one (activating that). Once the discard pile has at least six cards in it, either player can choose to end the round, giving their opponent another turn, or end it immediately by discarding a value-8 card. It’s surprisingly balanced for its asymmetry, and extremely tense like a sudden-death overtime because the game can end at any time. (Full review)

13. Harvest

A reworking of a 2017 game published by the now-defunct Tasty Minstrel Games, Harvest streamlined some rules and made the boards and components much nicer while retaining the “kinder Agricola” vibe. You’ll place three workers in each of the game’s four rounds, gathering and planting seeds, collecting water and compost, tending plants, and harvesting them, while also clearing more land and building buildings for powers and points. The core of the game is in the plants, but there are multiple ways to win here; you can focus on certain plants over others, or go heavy on buildings, and so on. It’s not as punishing as Agricola, which has a huge penalty if you can’t feed all of your family members at the end of certain rounds, but you can still end up knee-deep in compost if you don’t manager your resources well. (Buy it here)

14. Gnome Hollow

Gnome Hollow was a huge hit at Gen Con with its bright, colorful components and combo of route-building and set collection. You draw and place two hexagonal tiles from the market on every turn, placing them on the map all players are building in the center of the table, and then move one of your two gnome workers to take an action – claiming a path in progress, selling mushrooms at the market, gathering a flower, or visiting a signpost to grab some extra mushrooms. When you complete a path, you get the mushrooms shown on the path, and then you move one of your path tokens on your board, gaining a bonus if the path covers 5 to 7 tiles, and scoring more points at game-end the more ring tokens you’ve moved. The scoring is extremely simple, and there’s plenty of interaction on the map and in the competition for the best spaces at the mushroom market. It’s a very solid game across the board, pun intended. (Buy it here; full review coming in January.)

15. Castle Combo

I find it hard to separate this game entirely from Faraway, as they both came from the same US publisher/distributor (Pandasaurus) in almost exactly the same box size with similar cartoonish art. The designers aren’t the same, and the games don’t have a ton in common other than one trait – you will play cards early that will determine your card choices later on, because they only pay out if you get the right cards and place them the right way. You’re all building a 3×3 grid of cards, selecting from two rows, and on your turn you can only select one of the three cards in the row where the Messenger sits. You can pay a key to move him or to refresh the cards in the row. You pay the price in gold to buy a card and then place it wherever you want, usually getting some immediate return in gold or keys (with some other possibilities), and then earning points at game-end from that card based on what else is in its row or column or just your whole tableau. It’s just 9 turns and managing your resources while ensuring you snag the card you need keeps the game tense right to the last turn. These two designers have a very promising new game, Zenith, coming out next year from the company that published the next game on this list. (Buy it here)

16. Captain Flip

The first release from PlayPunk, the new publishing imprint from designer Antoine Bauza (7 Wonders, Tokaido) and Thomas Provoost (co-founder of the publisher Repos), Captain Flip is a light family game where players try to fill their pirate ships with different crew tiles. Your ship has five columns of varying sizes, anywhere from one to five spaces high, and the powers or rewards of tiles you place often depend on what else is in that row or column. If you don’t like the crew member on the tile you drew, you can flip it to the other side, but then you have to play that one, even if it might hurt you to do so. One character, the Gunner, gets you 5 coins (points) when you play it, but if you have to place your third Gunner, you lose immediately. It was one of the three finalists for this year’s Spiel des Jahres, losing out to Sky Team. (Buy it here)

17. Fairy Ring

This might deserve to be a little higher but I need to get more plays in before deciding. It is a really clever family-level game that blew away my expectations in terms of its strategic depth – the rules are simple, but you can play it pretty seriously regardless of your age. Players play mushroom cards to the area (village) in front of them, stacking them by type if you wish, and then moving their fairies around the table based on the number on the card they just played, passing through all players’ villages and taking points from the card on which they land. If your fairy ends up on one of your own mushrooms, you score based on the mushroom type. If it ends up on another player’s mushroom, that player gets points, and you only score if you have at least one of the same mushroom type in your village. The game has two seasons with different decks, bringing higher numbers in the second deck. Each season has six rounds, so you get just twelve rounds in total, limiting the game time. The big strategic question here is how to set up your village to maximize your points without handing too much to your opponents, with all the information out for players to see, so everyone can follow that plan if they wish. (Buy it here)

18. Seers Catalog

Seers Catalog is a card-shedding game where you play tricks to try to get rid of most of your cards – someone objected to me calling this a “trick-taking” game because you don’t take the tricks, but you do play them, so sue me – but not all of them. If you have five or fewer cards remaining in your hand at the end of the round, you gain points equal to the face value of the lowest card in your hand. Then all players lose 1 point per card in their hands. The catch is that once you’ve got 5 cards or fewer left, you can’t pass during a trick – you have to play if at all possible, so someone else can potentially bait you into playing your last card. There are two ‘artifact’ cards with 0 value (mostly) but special powers that spice up each game as well. Seers Catalog is also quite unusual for a trick-playing game in that it works well with two players. (Full review)

19. Pixies

Designer Johannes Goupy made my top 10 with Faraway and also designed 2023’s very solid Rauha and the complex game From the Moon (which I haven’t played), and he’s here as well with this wonderful small-box game for just about all ages – maybe 7 and up, to put an actual limit on it. The whole game is a deck of cards in four colors, numbered 1 through 9, and you can only play a card face-up to its matching space in your 3×3 tableau. If you can’t or don’t want to do so, you can flip the card face-down and put it anywhere. If you place a card in its proper space on top of a face-down card, or a space that already has a card of that number in it, it’s “validated” and scores its face value. You also score the net of the various positive and negative symbols on all of your face-up cards, and score for the largest contiguous area of one color. You play four rounds, one for each season, with the area bonus increasing in each round. The card-drafting mechanic (very similar to Faraway’s) gives you some real player interaction, too. (Full review)

20. Life in Reterra

Earth is on the rebound, as some unstated disaster has led to a world where humanity has to start over. In Life in Reterra (get it? it took me way too long), players place terrain tiles with various symbols on them that allow the placement of citizens, relic tokens, or buildings, the last of which can give you additional powers or gain you extra points. The real strength of Life in Reterra is its flexibility: in every game, you choose five buildings to use, taking one of the three recommended sets or just mixing and matching as you please, as long as you match all five required building shapes. Once everyone has filled their 4×4 grid, you score. It’s got a longer runway with the various building tiles’ rules, but the game play itself is very quick. (Full review)

Honorable mentions: Courtisans (full review), River of Gold, Parks Roll & Hike (full review).

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Zoomies.

Zoomies is a new Kingdomino-like game of tile-laying with a cutesy puppies theme that underscores this game’s main appeal to kids. It’s very light and you only have eight turns in the entire game, but there isn’t a whole lot of opportunity for strategy within it, making it a bit of a chore for the adults to play.

In Zoomies, players will place domino-like tiles that have two squares on them showing any of five different dog types, with some squares also bearing special symbols for bones or for dogs with zoomies. (If you’re unfamiliar with this phenomenon, it’s when a dog gets so excited by something they run around like crazy for a minute or two to get the energy out. My dog does this pretty much any time someone comes home from an absence of more than an hour.) You must place a tile so that at least one square on it matches an adjacent tile already on the shared tableau, after which you get to place one of your eight scoring tokens on the tile.

There are four varieties of scoring tokens, which are two-sided, so you don’t have to use all four kinds over the course of a single game. The Leader token lets you claim a “pack” of contiguous squares of the same dog type (and background color), scoring one point for every dog within the pack at the end of the game. The Bones token gives you two points for every dog within that pack (which may have a Leader token on it, even from another player) with the bones symbol on it. The Frens token points to an adjacent dog type, and scores you two points for every dog of that other breed that touches the pack where the Frens token sits. The Zoomies token scores you an escalating number of points based on how many adjacent dogs of any breed have the zoomies icon on it, up to 15 for a group of 5 such squares.

You must place a tile and a token on every turn, so the game only lasts eight rounds, by which point the tableau takes up a lot of the table, anyway. Because the tokens are two-sided – Leader/Zoomies and Bones/Frens – you do have an added decision to make when choosing a token to place, since it eliminates the chance of using the other side in the future. The opportunities for any kind of planning are very limited, however, and you usually don’t have many options on your turn that make any sense. My stepdaughters liked the theme, but the older one seemed to lose interest in the game as it went along, and my wife and I both agreed the gameplay was thin. Depending on who’s playing, I think I’d rather play Kingdomino or the excellent kids’ version, Dragomino.

The Gang.

I admit I was pretty skeptical when I heard about The Gang, a new small-box game that was described to me as “cooperative poker.” It is that, but it works far better than I expected it to.

The Gang is based specifically on Texas Hold ‘Em, where players begin with two cards in their hand (pocket cards) that other players can’t see, and then five cards are revealed in three stages, first three (the flop), then one more (the turn), and then the last one (the river). In actual poker, players bet after each of these stages, but nothing is resolved until after all five cards are out and the betting has concluded. In the Gang, the players try to determine the ranking of all players’ best hands, best to worst, after the river card is flipped, but must not communicate at all about what’s in their hands. The only communication comes by taking the ranking tokens after each step – so, for example, if after the flop, your best hand is nine-high (which is terrible), you would probably grab the one-star token for that round, which is the lowest one. Someone else might try to take it as well, so you have to decide whether to let them have it or whether to swipe it from them as a way of signalling that, hey, your hand really sucks. You can never have more than one of those ranking tokens in front of you, and you can’t put a token in front of someone else – only in front of yourself or back to the middle of the table.

There are four sets of those tokens, one set for each stage, but you only ‘score’ the set for after the river. If all players have the correct ranking tokens based on their best possible hand, your team has completed the challenge and gets to flip a heist card; if any player is out of ranking order, you have triggered the alarm and flip one of those cards instead. You all play a best-of-five, so if you get three heist cards before you trigger three alarms, you win the game.

The game also comes with various cards to increase the difficulty or change some of the rules, like giving each player a specific power or requiring you to win in four rather than five. I understand why these exist, since otherwise the entire game is a regular deck of playing cards and the 16 tokens, but I don’t think it needs them. It just overcomplicates things without making the game any more interesting. I might feel better if I played this a few dozen times and maybe got tired of it, but there are just so many possible combinations from a deck of 52 cards that I think it’s got a lot of legs.

The one caveat I would offer is one the tutorial app acknowledges – the game plays 3 to 6, but with only 3 players, it’s just not that challenging. There are only six possible configurations of tokens/rankings with three players, so you could accidentally get it right now and then, and that takes a good bit of the fun away. I played with 4 and 5 and it was appropriately difficult, winnable but not easily so, and that meant that when we nailed it, everyone got that positive feeling from a job well done. We had one people where we had three people whose hands were separated by just four cards – something like queen high, jack high, nine high – and we got it right. That was incredibly satisfying. The group had a 12-year-old and an 8-year-old, and both were able to grasp the concept and the scoring with the help of the reference cards (which just shows the hierarchy of the values of possible hands), although the 8-year-old struggled a little bit with the nuance of being, say, second-highest – if he saw he had a good hand, he wanted the top token. I imagine that will smooth out with more plays.

Orbital.

Samantha Harvey’s Orbital was a surprise winner of the Booker Prize in 2024, beating the favored Percival Everett’s James (which won the National Book Award a week later), and coming in as the second-shortest book to ever win the Booker, just a few pages longer than Penelope Lively’s Offshore. I can confirm that the book is, indeed, short. I am a bit flummoxed at what the judges saw here, though.

Orbital takes place on the International Space Station and follows six astronauts, all from different countries, as they make many trips around the planet while living on the apparatus. The characters have first names and national origins, but very little else to distinguish them, just a breadcrumb of backstory here or there and some broad brush strokes like one being religious and another secular. The book lacks a single narrative throughline, instead rolling along with the station and tracking smaller movements – a bit of dialogue, a look at space, a memory from Earth – in language that can be lyrical but also insubstantial.

There is nothing to grab hold of in Orbital, neither plot nor character. I could not tell you a single character’s name from the book. I could barely tell you anything interesting details about any character, even without needing to attach them to specific people. There are passages that feel more tangible, like one character’s grieving over her mother’s death while she’s on the station, and another’s memory of a visit to a fishing village that is threatened by a typhoon as they fly uselessly overhead, but they sit on top of the rest of the book; there is nothing to integrate them, such as using them to inform the characters, with anything else that transpires.

The relative paucity of details around the characters creates a sense that they are less individuals than parts of a collective one, which could be a metaphor for humanity as a whole, and the way that these astronauts cooperate in space would then be a contrast to the way their home countries fall into conflict on terra firma. (After some diplomatic brouhaha, some astronauts aren’t supposed to use the bathrooms in rival nations’ parts of the station.) That’s a tricky thing to do if you put any sort of national properties into the characters, but the downside of Harvey’s approach is that she combines six entities painted with faint colors and the resulting whole just looks grey.

There was one moment in Orbital that did stick with me, as it provoked the only real emotional reaction I had to the novel. The Russian cosmonaut likes to play with a ham radio and talk to random people as the station orbits, which also means the conversations can’t last very long. The scene is whimsical and wistful, a symbol of the connections we can make with anybody, the endless curiosity of people everywhere, and the fleeting nature of those connections and our very existence. I wish Harvey had made all of Orbital out of that.

Next up: I’m about 2/3 of the way through Vajra Chandrasekera’s The Saint of Bright Doors, winner of this year’s Nebula Award for Best Novel.

A Real Pain.

Jesse Eisenberg has come into plenty of acclaim as an actor, but A Real Pain, his second turn as a director and writer might herald an even brighter future on that side of the camera. He co-stars in this taut, funny, thoughtful film with Kieran Culkin, who gets the better character here and plays the absolute hell out of it, relegating Eisenberg to straight-man status for large stretches of the story, as Culkin seizes the film by the throat and refuses to let go.

The two men play cousins, David (Eisenberg) and Benji (Culkin), who meet up at an airport at the start of the film as they embark on a weeklong tour of Poland that is focused on the history of Polish Jews, including a visit to a concentration camp, after which the two will peel off on their own and visit the house where their recently deceased grandmother grew up. Both were close to her, but Benji was especially so, and he has struggled to cope with her death. The two form a classic odd couple, as David is successful, straitlaced, anxious, and extremely worried about Benjy; while Benjy is outspoken, charming, unbounded, and seems to lack a purpose in life.

The two are joined on a tour by the recently divorced Marsha (Jennifer Grey), a man who fled the Rwandan genocide as a boy and later converted to Judaism (Kurt Egyiawan), and a somewhat older Jewish couple with an ancestor from Poland who came to the U.S. well before World War II (Daniel Oreskes & Liza Sadovy). The tour guide, James (Will Sharpe), isn’t Jewish, for which he seems to apologize in every other sentence, and he takes his job as guide extremely seriously.

Benjy is the smoke bomb thrown in the middle of the group, as he swears constantly, asks uncomfortable questions, and generally speaks his mind even in situations where decorum might call for him to say less. He’s the conscience of the story, though, saying what needs to be said, even if his delivery could use some work. David, of course, is appalled by much of his cousin’s behavior – including Benjy smuggling cannabis into Poland – but also envies Benjy’s apparently carefree attitude and the way that other people gravitate so much more strongly to his cousin, something that’s especially apparent as the two men say goodbye to the tour group to go to their grandmother’s hometown.

The visit to the Majdanek concentration camp, which fleeing Nazi forces failed to destroy as Soviet troops approached, also provides Eisenberg with one of his strongest scenes as director. The imagery is so potent that it requires very little dialogue, and you would expect these people to be nearly silent in their discomfort, horror, grief, and so on. The shots of the tourists walking by the gas chamber are brief, but so strong, and when it’s followed by James’s explanation that the blue stains on the walls are the residues of the hydrogen cyanide gas used to murder Jews and other inmates at the camp, it ties back somberly to something Benjy said earlier to the group that at the time might have seemed histrionic. The script ends up validating Benjy many times over, without exactly excusing some of his more boorish actions.

Culkin is on another level here, way beyond the solid performances he gave on Succession; Benjy is far more interesting and nuanced than Roman, who was an entitled and often gross little prat, and didn’t have a lot of redeeming qualities or even a good reason for why he was the way he was. Benjy is such a rich, intelligently written character, and Culkin plays him perfectly, making it clear why he is the life of the party while also showing that that’s something of a façade. He’s much better than Eisenberg, who plays that character he nearly always plays, the nebbish, fast-talking guy who doesn’t seem to have feelings; there is one scene, at a restaurant, where Eisenberg gets the floor, and we finally see inside David, and the film could probably have used a little more of that. Sharpe, who was so good in Giri/Haji and very good in The White Lotus, is excellent in a smaller role, nailing his interactions with Benjy so that you feel his discomfort and understand the evolution of his reactions over the course of the tour.

The only film I’ve seen in this cycle that was better than this is Anora, and that’s largely because that film is more ambitious; A Real Pain is tight and trim at 90 minutes and wastes none of it, doing what it set out to do and dropping you back at the airport before you know what hit you. Culkin seems like a lock to get a nomination for Best Supporting Actor, and I really hope this ends up with a Best Picture nod or, at worst, a Best Original Screenplay nomination for Eisenberg. It’s better than Conclave and so much better than Emilia Pérez, just to name two movies that have better current odds for a Best Picture nod. I can not imagine I’ll see ten better films from 2024 than this.

Music update, November 2024.

November was a big month for new music, including three albums that should show up on a lot of best-of-2024 lists and several singles I didn’t anticipate from artists I love. As always, if you can’t see the widget below you can access the Spotify playlist here.

Michael Kiwanuka – Small Changes. Kiwanuka’s self-titled 2019 album was my #2 album of that year and won the Mercury Prize the following September; his follow-up, Small Changes, came out in November and represents a big stylistic shift away from the previous record’s rock/soul hybrid with a lot of guitar towards a much slower, folk-influenced, bass-heavy sound. I prefer the previous album, but Kiwanuka is such a great songwriter that I still enjoyed Small Changes even though I almost always go for more uptempo stuff.

Jorja Smith – Don’t Let Me Go/Loving You. Smith wrote these two songs over a decade ago, but just recorded and released them, with guest vocals from Maverick Sabre on the second track.

Kendrick Lamar – reincarnated. Kendrick’s new album GNX omitted his biggest hit of the year, “Not Like Us,” instead delivering a motley collection of songs that vary widely in style, tone, and tempo; it’s a mixed bag, led by this track (which Pitchfork’s review called “unlistenable”) with a fascinating call-and-response bit towards the end, “Gloria” (with SZA), and “squabble up.”

Tunde Adebimpe – Magnetic. Adebimpe is the lead singer of TV on the Radio, and will release his first solo LP at some point in 2025; this single has a lot of the energy of TVotR’s best tracks like “Wolf Like Me” and “Mercy.”

Doves – Renegade. I didn’t expect to hear anything further from Doves after a middling response to their comeback album The Universal Want and lead singer/bassist Jimi Goodwin’s mental health struggles, which led the band to cancel the end of their 2021 tour and will have him sit out their upcoming UK tour this winter. Goodwin is on this single and their upcoming album, Constellations for the Lonely, due out on Valentine’s Day.

Sam Fender – People Watching. This title track from Fender’s third album, due out on February 21st, sounds like a great new song from the Killers, and I mean that as a compliment. I’m flummoxed at the lack of attention or popularity Fender has here in the U.S.

The Lathums – Stellar Cast. The Lathums have always earned comparisons to the Arctic Monkeys, but this might be the most overt reference to their main influence yet; singer Alex Moore sounds more like Alex Turner than ever before, and the whole enterprise could have come off Favourite Worst Nightmare. Their third album, Matter Does Not Define, comes out on March 7th.

The Rills – I Don’t Wanna Be. Another band heavily influenced by the Arctic Monkeys, the Rills tend a little more towards the punk-pop side – and I can pretty easily see them getting lumped in with the ‘landfill indie’ subgenre of the late aughts and early teens. The Rills’ debut album Don’t Be a Stranger came out on November 1st; I found it a little flat overall, with this by far the best track.

Elbow – Adriana Again. I’m becoming an Elbow fan, very late in the game, as I really enjoyed their album Audio Vertigo from earlier this year, and this new single – ahead of an EP to come out in early 2025 – is a pulsing, driving banger with a tremendous hook in the chorus.

WOOZE – Good Old Fashioned Fun. WOOZE’s self-titled debut album comes out on February 14th, although it follows a slew of singles and EPs; their sound is over-the-top dance-pop with plenty of guitars underpinning it, and they’ve got a great ear for a good hook.

Courting – Pause at You. Courting’s second album New Last Name came out in January and will be on my ranking of the top albums of the year, but they’re back already with another single ahead of the release of their third album, Lust for Life, Or: How To Thread The Needle And Come Out The Other Side To Tell The Story, due out on March 14th. I love their just off-center take on indie pop, sometimes called “hyperpop,” and I find their best songs really infectiously happy.

King Gizzard & the Lizard Wizard – Phantom Island. King Gizzard only put out one album this year, August’s Flight b741, which is a light year for them. This track was recorded in the same sessions but didn’t make the cut; I can’t even tell you if it should have made the album because they put out so much music that I find I often don’t remember their albums or individual songs beyond maybe recalling the style they went after on a particular record.

Nice Biscuit – Desolation. This Australian psych-rock band released their sophomore album, SOS, on October 4th, with “The Rain” the best track by far and this one probably my second favorite.

Inhaler – Your House. The new album from this Irish pop/rock band, OpenWide, comes out on February 7th; I feel obligated to mention that lead singer/guitarist Elijah Hewson is Bono’s son, if only because otherwise someone would say, “hey, that guy sounds a ton like Bono.” He does, though.

Allie X – Weird World. I didn’t love Girl With No Face, the latest album from this Canadian electro-pop artist, when it came out in February, and I still don’t really – a lot of it is too deliberately weird and offputting – but on revisiting it with the release last month of the deluxe edition, I do like this opening track, which is probably the most straightforward dance/new wave track on the album.

Lucius – Take a Picture. I don’t include many covers on these lists, but I’m putting two on this month because they are so interesting. This cover of the crossover hit by Filter from 1999 is amazing, because the harmonies in the vocals take the song somewhere completely different than Richard Patrick’s flat singing.

White Denim – Connection. White Denim are fairly experimental to begin with, so their cover of Elastica’s “Connection,” which was itself so derivative of Wire’s “Three Girl Rhumba” that Wire sued and won, is anything but faithful.

Manic Street Preachers – Hiding in Plain Sight. The Manics’ 15th album, Critical Thinking, comes out on January 31st, with this the second single off the record. I’ve been listening to their biggest hit, “If You Tolerate This Your Children Will Be Next,” quite a it in the last four weeks.

Griff – Last Night’s Mascara. This one-off single has existed in demo and live forms before, but Griff chose to record a proper studio version after getting a strong response from fans as she opened for Sabrina Carpenter on part of the latter’s U.S. tour in October. (I would argue Carpenter should be opening for Griff, but alas.)

The Weather Station – Window. This track comes off the Weather Station’s upcoming seventh album, Humanhood, and gives me a strong School of Seven Bells vibe, especially from their final record, SVIIB.

The Wombats – Blood on the Hospital Floor. This is a bit more like the core Wombats sound than the prior single, “Sorry I’m Late, I Didn’t Want to Come,” with more energy and wittier lyrics. Their seventh album, Oh! The Ocean, is due out February 21st. I feel like they’ve settled into a predictable groove of producing solid indie-pop tracks without really ever approaching the highs of Glitterbug.

Phantogram – Jealousy. I had no idea Phantogram had a new album coming out until Memory of a Day dropped on October 18th; it’s very much their classic sound, although by the end of the record I’d kind of lost track of individual songs. This opener is the standout, I think, although there may be some primacy bias at work here too.

Mogwai – Lion Rumpus. This isthe third single from the Scottish band’s eleventh album, The Bad Fire, due out January 24th.I’ve never really gotten Mogwai, although I concede it’s probably the kind of music that rewards repeat listening. This particular track is almost metal in its use of distortion and walls of sound.

Opeth – §6. The Last Will and Testament is Opeth’s first album in five years and their first to feature death-metal vocals since 2008, although I’d argue they’re used judiciously here, and singer Mikael Åkerfeldt has said in many interviews that he brought the growls back because they fit the lyrics. It’s a concept album about the reading of a will and the drama that ensues, and as a result highlighting individual tracks is difficult – they do blend one into another, for sure. If pressed, I’d say “§3” and “§1” are my favorites, but the whole thing is mesmerizing, and has some surprising cameos by Jethro Tull’s Ian Anderson and Europe’s Joey Tempest.

Tribulation – Poison Pages. This Swedish band went from boring death metal to more traditional heavy or gothic metal with death growls to something that’s barely even metal on their new album, Sub Rosa In Æternum, which features very little of those death-metal vocals and sounds a lot more like Sisters of Mercy than any of their forebears in Swedish metal. (I’m not the only person to notice that.)

Tungsten – Falling Apart. Tungsten is a Swedish band founded by the former drummer of HammerFall along with two of his sons; this song is heavier than HammerFall’s typical throwback metal style, although the soaring vocals are there (with some screaming too). But if they’re from Sweden, shouldn’t they be called Wolfram?

Stick to baseball, 11/30/24.

I had two columns go up at the Athletic in the last week, one on the Dodgers signing Blake Snell and one on the trade of Jonathan India and Joey Wiemer for Brady Singer.

At Paste, my review of the heavy worker-placement game Nova Roma went up just before the holiday. It’s almost certainly going to make my top ten for the year.

If you’re looking for me on social media, you’re most likely to find me on Bluesky and Threads. I’m only posting links on Twitter at this point, but not answering questions or engaging with other content. You can also subscribe to my free email newsletter.

And now, the links…

  • An infant died of whooping cough in Australia in the Queensland state’s worst epidemic of the disease, which is preventable via vaccines, except infants are too young to get the vaccine and enough idiots out there have listened to anti-vaccine misinformation that the disease is spreading all over the west.
  • The worldwide trend of voters tossing out incumbents has had a few bright spots: an outsider to the political establishment in Botswana has ended the 58-year rule of the Botswana Democratic Party – the longest current reign of any party in a democracy in the world. The rival Umbrella for Democratic Change won an outright majority in the country’s Parliament, marking the first time in the nation’s history a party other than the BDP will rule.
  • Dorothy Bishop resigned from the Royal Society over the group’s continued affiliation with Elon Musk, who was named a Fellow of the Society in 2018. Her resignation letter is pointed, measured, and I’m sure will be summarily ignored by the group.
  • Trump’s pick to head the NIH is “as bad as it gets.” Dr. Jay Bhattacharya was a vocal opponent of measures that helped slow the COVID-19 pandemic, including lockdowns and vaccine mandates, and argued that we should let the virus spread to achieve herd immunity, which would have led to hundreds of thousands or millions of more deaths.

Top 100 board games, 2024 edition.

I’ve been ranking and reviewing board games for a long time now; I started when my daughter was still in diapers, and now she’s in college. I’ve played hundreds of board games, probably 600-700 by this point, and reviewed more than 300, and even after selling/trading/donating around 70 this year my collection is still north of 300 too. (That is too many board games for anyone to own unless they are running a board game cafe.)

The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude. Your mileage may vary and that’s fine. I may not like a game that you love. That’s part of the beauty of this big, crazy hobby.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd.

Here are the games that came off since last year: 3 Ring Circus, Thurn und Taxis, Fit to Print, Juicy Fruits, The Wolves, Next Station: London, Chronicles of Crime. As I say every year, I still like all of those games. It’s just a space issue.

Some 2024 releases I still need to play: : Tower Up (only played once), Harvest, Space Lion, Jekyll & Hyde vs. Scotland Yard, Flower Fields, Compile, Dune: War for Arrakis, Skyrise. It’s a smaller list than usual for a few reasons, but I may also see some games at PAX Unplugged that I just flat-out missed during the year. Arcs isn’t my cup of tea, and neither is Slay the Spire. This was a great year for new games, though – I could probably run 20 deep on a list of games published in 2024 that I would recommend. When I do my top ten for Paste, I’ll try to follow it up with 11-20 over here.

A few I considered that didn’t make the cut: Harmonies (I wish I’d seen this game in person; I liked it a ton on BGA), French Quarter, Nocturne, Lacrimosa.

If a game title is highlighted at the start of an entry, it probably goes to a store where I would get a commission if you make a purchase. Most affiliate links still go to Amazon, but I am waiting on some alternatives to get back to me, after which I’ll go back through this post and change them to another outlet. I’d rather not keep funding Amazon, but I’d also like to see you get the games you want in time for the holidays.

101. Faraway. Full review. I’m cheating; I just couldn’t quite get this on to the list, but since it’s a new release for 2024, I wanted to highlight it anyway. Faraway is a math puzzle hidden in a board game, as you will draft and play eight cards into your row, and then activate them in reverse order at game end. Cards in Faraway come in four colors, and can have a few symbols printed on them; some are worth points, fixed or variable, but many of those cards are only worth anything if the right symbols are visible when you activate the card. So the first card you draft in the game will be activated last, at which point all eight of your cards will be visible, , but you have no idea what cards you might get later in the game and you may have to tweak your strategy based on the cards that come up and what other players are doing. With just eight turns and one scoring, it’s quick to play. The complexity is in the strategy, not in the rules. Complexity: Medium-low.

100. Three Sisters. Full review. If I were to rank games based on how well their theme and their gameplay worked together, Three Sisters would be very near the top. It’s a roll-and-write based on the traditional farming method of indigenous American peoples who learned that planting corn, beans, and squash together would allow all three plants to thrive: beans fix nitrogen in the soil for the corn and squash, the corn gives the beans something to climb (increasing yields), and the squash provides ground cover to limit competing weeds. Players here roll custom dice and mark off a series of spaces on two sheets, one showing their fields and the other showing tools, fruit, and other areas where they can gain more bonuses to check off even more things. It’s a brilliant, tight design that works as well as the Clever! series but with the added bonus of a real theme. Of these designers’ three roll-and-writes (this, Fleet the Dice Game, and Motor City), this is my favorite. Complexity: Medium-low.

99. Super Mega Lucky Box. Full review. A great flip-and-write that will remind you of bingo, but in a good way, not in a dreadful childhood memories way or a “my grandmother used to play that at the senior citizens’ place” way. Players start the game with three cards that show 3×3 grids with single-digit numbers in each box, although it’s not just 1-9. There’s a deck of 18 cards showing the numbers from 1-9 (two of each), and you flip 9 of those cards in each round, crossing off one box with the number that’s flipped. When you finish a row or column, you get a bonus. It’s easy for anyone from ages 7 to 75, but you can also do better with a little strategy, too. Complexity: Low.

98. Lost Ruins of Arnak. Full review. The perfect game for folks who want a little of everything – it has a little deckbuilding, a little worker placement, a little achievement track scoring, a little resource management – and are okay with a game that doesn’t offer a lot of any one thing. It skims off the top of various mechanics, but if, say, you want a real deckbuilder, you’ll be disappointed. Players have just two workers and will build small decks to determine what actions and how many they can take in each of five rounds as they explore ancient ruins, gaining resources and uncovering monsters to defeat, while also spending resources to buy cards and move two tokens up the extremely important research track. I do like this because it has a lot of features I love, and feels heavy even though it’s fairly accessible. Complexity: Medium.

97. Cryptid. Full review. A really clever deduction game that looks like it’ll be a generic dudes-on-a-map title but actually asks players to solve a sort of logic puzzle. Each player has a clue around the location of the Creature on the map, relating to the terrain type, distance from a landmark, or proximity to the two animal habitats. On each turn, a player asks one other player if the Creature could be on one specific hex, based on the second player’s clue; if yes, the second player places a disc on the hex, but if not, the second player places a cube on the hex AND the asking player places a cube on some other hex on the board where the Creature could not be. You can use the cards and codebooks with the game but it’s easier to use the associated site at playcryptid.com to set up the board and give out the clues. Complexity: Medium-low.

96. Ark Nova. Full review. The best new heavy game of 2022, at least among those I’ve played (I hear good things about Carnegie, FWIW), Ark Nova takes the familiar theme of zoo-building but ups the ante in several ways, borrowing mechanics from Bärenpark and Great Western Trail and more to create an intricate game of tile placement, set collection, and card drafting that can take two hours to play but has fairly quick turns. One beautiful thing about Ark Nova compared to other games of similar weight is that it has just one resource, money, so your cognitive load to play this is lower than it is for games like Tzolk’in or Terraforming Mars. If you want to dip your toes into the water of more complex, longer games, this is a good choice. Complexity: Medium-high.

95. Exit: The Game. Full review. The Kennerspiel des Jahres winner in 2017 is actually a series of games you can play just once, because solving their puzzles requires tearing and cutting game components, writing on them, and just generally destroying things to find clues and answers that will lead you to the next question, at the end of which is the solution to the game. You can’t really lose, but you can grade your performance by looking at how many game hints you had to use over the time you played. The various titles in the series have varying levels of difficulty, and some are better than others, but my daughter and I keep playing the newest titles and most are fun and engaging. I didn’t care for the one longer Exit game, The Catacombs of Horror, which I think got its length and difficulty from making some puzzles too esoteric or hard to solve. I tried one of the new Exit games with a jigsaw puzzle included, which made the game a little longer but I’m not sure it made it better, just different. Complexity: Medium-low.

94. Galaxy Trucker. Full app review. I have only played the iOS app version of the game, which is just amazing, and reviews of the physical game are all pretty strong. Players compete to build starships to handle voyages between stations, and there’s an actual race to grab components during the building phase, after which you have to face various external threats and try to grab treasures while completing missions. It’s a boardgame that has a hint of RPG territory; the app has a long narrative-centric campaign that is best of breed. Complexity: Medium-low.

93. Cat in the Box. Full review. An ingenious trick-taking game that draws its inspiration from the Schrödinger’s Cat thought experiment, incorporating that concept – that something is unknown until it’s observed. Here, cards have numbers but no colors (suits) until they’re played, at which point you must say what suit it is, and then place one of your tokens on the shared board that indicates that that specific color/number combination has been played. Each player bets on how many tricks they’ll win at the start of each round, and if they nail their bet, there’s a bonus for contiguous tokens on the board at the end of each round. Most rounds end because someone can’t make a legal play, with four suits but five cards of each number in the deck, causing a paradox and ending the round immediately. It’s a simple rule set but highly entertaining both for fun and intellectual value. It’s between printings right now. Complexity: Medium-low.

92. Ecosystem. Full review. A steal at $15, Ecosystem works with 3 players but it’s great at 5-6 because you get most of the game’s 120-card deck, depicting animals or habitats, involved. It’s a card-drafting game where each player will end up creating a 4×5 grid in front of them of those cards, with each card type scoring differently, often based on what cards are adjacent to it or in the same row or even what cards are not near it. It’s easy to learn, very portable, and highly replayable. The new sequel game, Ecosystem: Coral Reef, is more of the same, about as good as the original but with a whole new set of scoring rules for its species. Complexity: Low.

91. Jambo. Full review. A two-player card game where the deck is virtually everything, meaning that there’s a high element of chance based on what cards you draw; if you don’t draw enough of the cards that allow you to sell and purchase wares, it’ll be hard for you to win. Each player is an African merchant dealing in six goods and must try to buy and sell them enough times to go from 20 gold at the game’s start to 60 or more at the end. I played this wrong a few times, then played it the right way and found it a little slow, as the deck includes a lot of cards of dubious value. It’s one of the best pure two-player games out there. It’s also among my favorite themes, maybe because it makes me think of the Animal Kingdom Lodge at Disneyworld. Out of print in the U.S. for several years now. Complexity: Low.

90. Hadrian’s Wall. One of the most complex roll/flip-and-writes I’ve ever played, but it’s pretty manageable, and after a lot of plays online I think I got the hang of it. Hadrian’s Wall is a worker placement game played with pen and paper, two scoresheets for each player, as you check off boxes by spending four types of workers or stone (the only resource), moving up four prestige tracks while also giving yourself further stone production and/or extra workers for future rounds. My sense is that it’s always better here to think long-term, with six rounds and plenty of new workers and stone coming to you in every round anyway, rather than going just for short-term gains. The scoresheets are very busy and there is a lot to juggle in your mind as you go, which is why I’ve more or less settled on a fixed strategy that I tweak depending on the small amount of randomness in each game (mostly what extra resources you get for each round, determined by card flips). Complexity: Medium.

89. Acquire. Monopoly for grown-ups, and one of the oldest games on the list. Build hotel chains up from scratch, gain a majority of the shares, merge them, and try to outearn all your opponents. The game hinges heavily on its one random element – the draw of tiles from the pool each turn – but the decisions on buying stock in existing chains and how to sell them after a merger give the player far more control over his fate than he’d have in Monopoly. There’s a two-player variant that works OK, but it’s best with at least three people. The game looks a lot nicer now; I have a copy from the mid-1980s that still has the 1960s artwork and color scheme. Complexity: Low.

88. That’s Pretty Clever! This game, originally called Ganz Schön Clever, is the best roll-and-write game ever developed. You roll six dice, each in its own color, and choose one to score. Then you remove dice lower than the one you chose, roll the remainder, and choose another to score. Do this one more time. Each die scores in a unique way on your scoresheet, which has five separate scoring areas (the white is wild, and also is paired with the blue die for scoring that color). It works extremely well as a solo game, or with two players, or up to four; you also get to choose one leftover die after each opponent’s turn. There are three sequel games, Twice as Clever!, Clever Cubed, and Clever 4ever, but this remains the best one. Complexity: Low.

87. Stone Age: Full review. I’ve cooled on Stone Age over the last few years, because other games have adopted aspects of it – Everdell in particular – and improved them, or just put them into shorter games. Stone Age has a lot of real-time decision-making and simple mechanics and goals that first-time players always seem to pick up quickly. Each player is trying to build a small stone-age civilization by expanding his population and gathering resources to construct buildings worth varying amounts of points, but must always ensure that he feeds all his people on each turn. You place workers and then roll one die per worker to see how many resources you’ll get, which tends to flatten out differences in playing skills. But the game can be very long, depending on playing styles – you need one or more players who target the cards to try to speed to end-game. The iOS app is strong – they did a nice job reimagining the board for smaller screens – and is now updated and playable on newer devices. Complexity: Medium.

86. Ingenious. Full app review. Ingenious is by the prolific Reiner Knizia; it’s a two- to four-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. I actually haven’t played this in probably a decade, since the iOS app went away, so I’m not sure how I’d feel about it today. Complexity: Low.

85. Charterstone. Full review. Charterstone brings the legacy format to old-school Euro games of resource collection, worker placement, and building stuff for points, and unlike most legacy games, this is an original concept. Players all play on the same board but focus on building in their own areas, scoring points within each game by trading in resources or gold, achieving objectives, building buildings, opening chests (which is how you add new rules), or gaining reputation. At game-end, there’s a final scoring that considers how many times each player won individual games, and also adds points for things like the buildings in your charter when the last game was over. The board and rules change as the game progresses, with new meeples appearing, new ways to score points, and entirely new game concepts added, so that without you realizing it the game has gone from something very simple to a moderately complex strategy game that taught you all the rules as you played it. The base game gives you twelve plays to complete the story; you can buy a recharge pack to play with the other side of the board and most of the same components a second time through. Once you’ve done that, you can continue playing it as a single-play game. The app, from Acram Digital, is very good, although it’s such a long process that I haven’t gone back to replay it. Complexity: Starts low, ends medium to medium-high.

84. Splito. Short review. Splito is a semi-cooperative game, where you play cards between your self and your two neighbors to try to score points jointly, but there’s only one winner at game-end. The deck has cards numbered 1 through 6 in multiple colors, and the scoring cards you’ll play between you ask you to play certain combinations of cards, or to avoid a certain number or color entirely in your shared area. It plays 3 to 8 players and I can vouch that it works well at 8, which is a rarity for non-party games. I’m aware I like this game more than the hobby at large does, but I think it does exactly what it’s supposed to do. Complexity: Medium-low.

83. Coffee Roaster. Full review. The best purely solo board game I’ve ever played, Coffee Roaster is exactly what it sounds like: You pick a bean from the game’s deck, each of which has a specific moisture content, and unique combination of green beans and other tokens, and has an optimal roast level. On each turn, you crank up the roast and draw tokens from the bag that you can then deploy to the board to try to remove any bad beans or smoke tokens while gradually increasing the roast level of the good beans. There are all sorts of bonus moves you can make to try to improve your results, but eventually you move to the cupping stage and draw (roughly) ten tokens from the bag, adding up their roast values to see how close you got to the bean’s optimal number. Like the caffeine in the beverages, the game is quite addictive, especially since it’s easy to score something but hard to get to that one optimal roast number. I have the original edition but Stronghold Games has brought it back in an all-new version new art. Complexity: Medium.

82. Little Alchemists. Full review. I was unfamiliar with the original game, Alchemists, when I first saw this at Gen Con 2024. It’s more than just a kids’ version of a fairly heavy game; it builds up across seven scenarios, adding one new rule or new component each time, so that by the time you’ve completed the campaign, you have an accessible midweight game for most of the family. Players are would-be alchemists, trying to determine what ingredients make what potions through deduction, combining two ingredients at a time to see what potion they make so they can collect more information. The game has an app that lets you scan your two ingredient tiles and see the result, as well as letting you input your guesses for what ingredients each potion can include – these change game to game – while hiding it from other players. I’m interested in the heavier game now, but I think this version is a great one for more casual play. Complexity: Low to start, medium at the end.

81. Fort. Full review. Fort has a kids’s game sort of theme, as players compete to build the best treehouse fort by attracting neighborhood kids to join their clubs, but it’s a game for more seasoned players because you have to make some long-term strategic choices to play it well. It’s a deckbuilder where you can take cards from other players for free any time they draw a card but choose not to use it on that turn – but they can do the same to you. The art is amazing, from the same artist who does all of Leder’s games (Root, Vast). Complexity: Medium.

80. Whistle Stop. Full review. Whistle Stop is a train game that takes a little bit from lots of other train games, including Ticket to Ride, Steam, and Russian Railroads, without becoming bogged down by too many rules or scoring mechanisms. It also has gloriously fun, pastel-colored pieces and artwork, and the variable board gives it a ton of replay value. It was an immediate hit in my house, although I think the game’s length has kept it on the shelf for some time. Complexity: Medium.

79. Diplomacy. Risk for grown-ups, with absolutely zero random chance – it’s all about negotiating. I wrote about the history of Diplomacy (and seven other games) for mental_floss in 2010, concluding with: “One of a handful of games (with Risk) in both the GAMES Magazine and Origin Awards Halls of Fame, Diplomacy is an excellent choice if you enjoy knife fights with your friends and holding grudges that last well beyond the final move.” I think that sums it up perfectly. I haven’t played this in a few years, unfortunately, although that’s no one’s fault but my own. Complexity: Medium.

78. Power Grid: Full review. This might be the Acquire for the German-style set, as the best business- or economics-oriented game I’ve found. (I own a copy of London, but haven’t played it. Brass is pretty close.) Each player tries to build a power grid on the board, bidding on plants at auction, placing stations in cities, and buying resources to fire them. Those resources become scarce and the game’s structure puts limits on expansion in the first two “phases.” It’s not a simple game to learn and a few rules are less than intuitive, but I’m not sure I’ve seen a game that does a better job of turning resource constraints into something fun. I’d love to see this turned into an app, although the real-time auction process would make async multi-player a tough sell. Complexity: High (or medium-high).

77. Citadels. Full review. First recommended to me by a reader back in my first rankings in 2008, Citadels only reached me when Asmodee reissued the game in one box with all of the existing expansions. It’s a fantastic game for five or more players, still workable at four, not so great below that. It’s a role selection game where players pick a role and then work through those actions by the role’s number, with some roles, of course, that do damage to specific roles that might come later in the turn. It’s the best mix of a party game and a traditional boardgame I’ve seen. Complexity: Medium-low.

76. Let’s Go to Japan. Full review. This is in the running for my game of the year – it’s just a marvelous design in every way. The designer, Josh Wood, planned a trip to Japan for years, only to have it scratched by the pandemic. He took his copious notes and turned them into a board game about planning the best itinerary to Tokyo and Kyoto, complete with transport between the two. You get tired, you get happy, you do some shopping, you eat, you see the sights. The art is excellent, the game play pretty easy to grasp other than the card-drafting bit (you pass cards in a different way in each round), and most of all, it’s what a good board game should be: Fun. Complexity: Medium, mostly because of the card-drafting bit.

75. Glen More. Full review. Build your Scottish settlement, grow wheat, make whiskey. Sure, you can do other stuff, like acquire special tiles (including Loch Ness!) or acquire the most chieftains or earn victory points by trading other resources, but really, whiskey, people. The tile selection mechanic is the biggest selling point, as players move on a track around the edge of the central board and may choose to skip one or more future turns by jumping further back to acquire a better tile. Unfortunately, this game might be permanently out of print; it’s been replaced by a “sequel” game, Glen More II: Chronicles, which is longer, more complex, and also now out of print. Complexity: Medium.

74. Riftforce. Full review. Riftforce is an asymmetrical dueling game, where each player has a deck of cards in four factions, and the players play cards to five locations in a row between them. The cards are valued 5, 6, and 7, representing their hit points. You can play up to three cards of a color, or three of the same value, or you can play a card to activate up to three matching cards, using their actions usually to blast a card on the other side of the same location. You duel until one player gets 12 Riftforce points, mostly from destroying an opponent’s cards. The game comes with ten factions, which gives it more variety than most folks will ever need, with eight more in the Beyond expansion, which allows for solo or team play. Complexity: Medium-low.

73. Lanterns. Full game and app review. A tile-placement and matching game where players are also racing to collect tokens to trade in for bonuses that decline in value as the game goes on. Each tile has lanterns in any of seven colors along the four edges; placing a tile gives you one token of the color facing you … and each opponent one token of the color facing him/her. If you match a tile side to the side it’s touching, you get a token of that color too. There are also bonus tokens from some tiles, allowing you to trade tokens of one color for another. Bonuses come from trading in one token of each color; three pairs; or four of a kind. The art is great and the app adds some wonderful animations. Complexity: Medium-low.

72. Rock Hard 1977. Full review. The first game from avid board game player – and former Runaways bassist, Jeopardy! champion, and Harvard Law graduate – Jackie Fuchs, Rock Hard 1977 channels her experiences in the music world and turns them into a midweight worker-placement game that’s deeply thematic and that doesn’t get bogged down in mechanics. Everything you need to do makes sense: You’re trying to make as much money as you can, which means getting a record deal, which means recording a demo and hiring a publicist and getting on the radio, but those cost money, so you have to play some gigs, even some less-than-glamorous ones. And then there’s the nightlife, and the, uh, ‘candy’ you take for a little extra boost. It’s a different theme than I’ve seen before, and it looks great besides. Complexity: Medium.

71. Silver & Gold. Full review. Phil Walker-Harding designed Imhotep, the Sushi Go! series, Bärenpark, Gizmos, and this game, all hits, along with Summer Camp, the lighter Gingerbread House, and more. Silver & Gold is a polyomino flip-and-write game where there are just eight shapes to choose from in each round, with seven of them displayed in random order (the eighth isn’t used), and players fill in those small shapes on the larger ones on their two objective cards, using dry-erase markers. You score for finishing shapes, with three small bonuses available each game that do usually end up mattering in the final score. It’s portable, easy, lightly strategic, and undeniably fun. Complexity: Low.l

70. Kites. Full review. A great real-time cooperative game that gets everyone involved and usually calls for a fair bit of yelling because someone isn’t pulling their weight. The game has several timers in different colors, and players must play cards from their hands with one or two colors on them, flipping the matching timer(s). The goal is to get through the entire deck and your hands of cards before any timer runs out. Full games take less than ten minutes, and like a lot of cooperative games, sometimes it’s easy, sometimes it’s unwinnable, and usually you win by the skin of your teeth. It’s very suitable for younger players as long as they have the dexterity to handle the timers. Complexity: Low.

69. Thebes: Full review. A fun family-oriented game with an archaelogy theme and what I think of as the right amount of luck: it gives the game some balance and makes replays more interesting, but doesn’t determine the whole game. Players collect cards to run expeditions to five dig sites, then root around in the site’s bag of tokens to try to extract treasure. Back in print at the moment. Complexity: Medium-low.

68. Coup. Full review. A great, great bluffing game if you have at least four people in your gaming group. Each player gets two cards and can use various techniques to try to take out other players. Last (wo)man standing is the winner. Guaranteed to get the f-bombs flowing. Only $7 for the whole kit and caboodle. The expansion, Coup: Reformation, lets you boost the maximum player count from 6 to 10. Complexity: Low.

67. Get on Board: New York & London/Paris & Roma. Full review. Two games, one released in 2022 and one in 2023, and I love them both. They’re reimplementations of a Japanese game called Let’s Make a Bus Route, all flip-and-write games where players place their tracks on the streets on the game board, with different maps for 2-3 players and for 4-5 players. Along the way, you’ll pick up passengers, sometimes dropping them off for points, while trying to hit your private objective of running your route through three specific stops and the public objectives of picking up 5 passengers of a specific type or getting to three buildings of a specific type. You have six track shapes you can play and the flipped card determines what you’re playing, which will be a different shape from what your opponents play on the same turn. The original game, New York & London, penalized you for going on streets where your opponents already laid tracks, while the second one, Paris & Roma, gives you extra points for doing so. They’re both fantastic with bright, goofy art, and the challenges haven’t gotten old for me yet. Complexity: Medium-low.

66. Canvas. Full review. You’d be hard-pressed to find a more visually stunning game, starting with the box itself. It’s also surprisingly simple to learn and play. Players will select cards from the display to build three works of art, crafting them by placing three cards into a clear sleeve so that up to five distinct elements of the artwork are visible for scoring. The value of those elements can vary in each game, while some things are always worth points. It plays in about a half an hour and is far easier than any other card-crafting game I’ve seen. Plus the game’s artwork is off the charts. Complexity: Low.

65. Gizmos. Full review. Phil Walker-Harding’s engine-builder plays very quickly for a game of this depth, and doesn’t skimp on the visual appeal – the ‘energy tokens’ you’ll collect to buy more cards are colored marbles, and they’re dispensed by what looks like a cardboard gumball machine. The engine-building aspect is a real winner, though, as it’s very easy to grasp how you’ll gain things from certain cards and how to daisy-chain them into very powerful engines before the game ends. I have yet to find anyone who’s played this game but didn’t love it. This was a top-30 game for me at one point, but I think there’s a dominant strategy and it has made me less of a fan. Complexity: Medium-low.

64. Dragomino. Full review. This reimagining of Kingdomino for younger players, aged 4 and up, is bar none the best game I’ve played for kids that young – and if you don’t believe me, I have at least four kids aged 4 or 5 who would back up my opinion, including my youngest stepdaughter. It takes the domino terrain tiles of the original and just asks players to take one tile on each turn, place it in their area next to an existing tile, and draw one dragon egg for each place where they’ve matched adjacent terrain types. Some dragon eggs have baby dragons, and some are empty. Whoever ends the game with the most baby dragons wins. It’s not a good game for kids. It’s a good game, one that kids can play easily. If you’re the adult at the table, that is exactly what you’re looking for. Complexity: Low.

63. Watergate. Full review. It’s a pure two-player game that pits one player as Nixon and the other as “the journalists,” each with a unique deck, where the latter player tries to place evidence tokens connecting at least two witnesses to the President, and Tricky Dick tries to block them. It’s fun, incredibly well-written, and a real thinker, with actual educational value and some additional reading content at the back of the rule book. Complexity: Medium.

62. Wandering Towers. I will review this in full later in December or early in January, but this is the best new family game of 2023 and playable even with younger kids since there’s no text and the rules are quite simple. Each player has a set of five wizards on the game’s circular track, and five empty potion bottles in front of them. On your turn, you play a card from your hand to either move one of your wizards or to move one of the towers on the board. If you move a tower and it ends up on a space with any wizards on it, they’re trapped under the tower and you get to fill one potion bottle. The goal is to get all five of your wizards into the Ravenskeep tower, which moves around the track every time a wizard enters, and have all five of your potion bottles filled. You can also discard filled potion bottles to use either of the game’s two special actions, which change each game. It’s easy to learn and looks great on the table, plus it has the perfect amount of take-that for playing with your kids. Complexity: Low.

61. Nidavellir. Full review. Nidavellir is a bidding game, with set collection, and a kind of silly Nordic dwarves theme that’s kind of fun. But the way it handles the bidding is novel: Every player has five money tokens and will bid with two of them in each round on the three rows of dwarf cards (one per player in each row). You take the two coins you didn’t use, combine their value, and swap the higher one for a new coin showing that sum – so sometimes it’s better to underbid and get a better coin for future rounds. I’m a fan already. Complexity: Medium-low.

60. Furnace. Full review. I took this one off the top 100 last year, but I’ve played it again, with and without the expansion, and I’m restoring it to the list. It’s fantastic, and it’s one of the best engine-builders out there, centered on a clever bidding mechanism – players bid special tokens on cards in the central market, and if they lose, they get resources instead of the card, which sometimes is more valuable than the card itself. You then line up your cards in order and execute their actions from left to right. You can also upgrade cards to flip them over to their more powerful sides. It’s a real thinker, not complex to learn but a game that will challenge you to piece a lot of things together in your head, from what cards to obtain to the order in which to place them. Complexity: Medium.

59. SCOUT. Full review. This game first came out in Asia in 2019, but got its first official north American release in 2022 – there were scattered used copies available before then, but I never saw a new one anywhere until Gen Con of that latter year. SCOUT is an amazing game in a tiny box, where players get hands of cards that they can’t reorganize at all, only flipping the entire hand, as is, upside down if they prefer. Players play sets or runs of cards to the table, but they must be contiguous in their hands to play them, and must be longer or have a higher value than the set or run currently there. If you can’t, you ‘scout’ a card from the table, giving a point to whoever played it. You capture all the cards you beat for one point each. You play one round per player, with rounds ending when someone’s out of cards. It’s fast, fun, a constant brain challenge, and highly portable. Complexity: Medium-low.

58. Tokaido. Full review. Another winner from the designer of 7 Wonders, Takenoko, and one of my least favorite Spiel des Jahres winners, Hanabi, Tokaido has players walking along a linear board, stopping where they choose on any unoccupied space, collecting something at each stop, with a half-dozen different ways to score – collecting all cards of a panorama, finishing sets of trinkets, meeting strangers for points or coins, or donating to the temple to try to get the game-end bonus for the most generous traveler. It’s a great family-level game that requires more thought and more mental math than most games of its ilk. The app is excellent as well. There’s a sequel game, Namiji, with the same basic mechanics but different actions on the path; and now a two-player game, Tokaido Duo (full review), with the same theme but many changes to the rules. Complexity: Medium.

57. Concordia: Full review . It’s a map game, set in Ancient Rome, built around trade and economics rather than conflict or claiming territories. Much better with four players than with two, where there isn’t enough interaction on the map to force players to make harder decisions. Runner-up for the Kennerspiel des Jahres (Connoisseur’s game of the year) in 2015 to Istanbul. The app from Acram Digital is solid and they’ve already published several expansions for it. Complexity: Medium.

56. The Search for Planet X. Full review. This competitive deduction game is like a logic puzzle that’s been streamlined and converted to the tabletop by limiting the kinds of questions you can ask on a turn to try to solve the core mystery. Players are astronomers looking for the hypothesized ninth planet (a real thing) in either 12 or 18 sectors of the sky, depending on whether you play the basic or advanced version. Every sector has one object, except for those that scan as ’empty’ … but the one with Planet X also appears empty, so you can only find it via deduction once you know enough of the rules governing where other planets are located. You get points for identifying where other objects are too, so you can guess Planet X’s location second or third or later and still win. I didn’t really care for the sequel, The Search for Lost Species, yet. Complexity: Medium-low.

55. Love Letter: Full review. The entire game is just sixteen cards and a few heart tokens. Each player has one card and has to play it; the last player still alive wins the round. It requires at least three players to be any good and was much better with four, with lots of laughing and silly stare-downs. It’s the less serious version of Coup, and it’s only $9. Complexity: Low.

54. Through the Desert. Full app review, although I think the app is defunct. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. There’s a new printing out; I saw it at Gen Con and you can pre-order it at the link above from the publisher, Allplay. Horse with no name sold separately. Complexity: Low.

53. Earth. Full review. This is Wingspan, squared, in one sense literally – you’re playing cards to your ecosystem in a 4×4 grid, rather than three rows of up to 5 cards, but the gist of the game is very similar. You play cards by spending soil resources equal to their cost, water them, grow them, or compost them, and when you choose one of those actions you activate every card in your ecosystem with the matching action color. You gain points from the cards themselves, from tokens placed on them through growth and watering (sprouts), plus public and private end-game objectives. There’s a lot going on, so the cognitive load of the game is fairly high, but nothing within the mechanics is that complex or even new – you’ve seen most of this before, just never in these combinations. If you love Wingspan and want something a little more challenging, albeit still without player interaction, Earth is your game. Complexity: Medium.

52. The Mind. Full review. The Mind may drive you crazy; I haven’t beaten it yet, playing with several different people already, but I still find it really enjoyable and something that nearly always ends up with everyone laughing. This Spiel des Jahres-nominated game has just a deck of cards numbered 1 to 100, and in each round, every player gets a set number of cards dealt from the shuffled deck. All players must play their cards to the table in one pile, ascending by card number … but you can’t talk to anyone else, or even gesture. It’s a lot harder than it sounds. Complexity: Low.

51. Kodama: The Tree Spirits. Full review. Kodama features artwork that looks like it came from the pen of Hayao Miyazaki, but it’s a quick-playing game that has something I hadn’t seen before in how you place your cards. Players start with a tree trunk card with one ‘feature’ on it, and must add branch cards to the trunk and beyond, scoring whenever a feature appears on the card just placed and the card (or trunk) to which it connects. You can score up to 10 points on a turn, and will add 12 cards to your tree. You get four secret bonus cards at the start of the game and play one at the end of each season (4 turns), and each season itself has a special rule that varies each game. It’s light, portable, and replays extremely well. The base game also includes Sprout cards for simpler play with younger children. The two-player spinoff Kodama Duo isn’t great on its own but includes cards to expand the base game for a sixth player. Complexity: Low.

50. Vikings: Full review. A very clever tile placement game in which players place island and ship tiles in their areas and then place vikings of six different colors on those tiles to maximize their points. Some vikings score points directly, but can’t score unless a black “warrior” viking is placed above them. Grey “boatsman” vikings are necessary to move vikings you’ve stored on to unused tiles. And if you don’t have enough blue “fisherman” vikings, you lose points at the end of the game for failing to feed everyone. Tile selection comes from a rondel that moves as tiles come off the board, with each space on the rondel assigning a monetary value to the tiles; tiles become cheaper as the number remaining decreases. You’re going to end up short somewhere, so deciding early where you’ll punt is key. Great game that still gets too little attention. It’s been out of print for a while now. Complexity: Medium.

49. Puerto Rico: Full review. One of the highest-rated and most-acclaimed Eurogames of all time, although I think its combination of worker-placement and building has been done better by later designers. You’re attempting to populate and build your own island, bringing in colonists, raising plantations, developing your town, and shipping goods back to the mother country. Very low luck factor, and just the right amount of screw-your-neighbor (while helping yourself, the ultimate defense). Unfortunately, the corn-and-ship strategy is really tough to beat, reducing the game’s replay value for me somewhat. I’ve linked to the new version, Puerto Rico 1897, that keeps the game play while updating the theme so that the brown “colonists” aren’t so obviously slaves and makes other changes to decolonize the game. PR 1897 comes with two previous expansions and two smaller new ones along with a two-player variant, although I’m disappointed it doesn’t swap the Factory and University, which I think is a widely accepted variant to make the game more balanced. Complexity: High.

48. Targi. Full review. Moderately complex two-player game with a clever mechanic for placing meeples on a grid – you don’t place meeples on the grid itself, but on the row/column headers, so you end up blocking out a whole row or column for your opponent. Players gather salt, pepper, dates, and the relatively scarce gold to enable them to buy “tribe cards” that are worth points by themselves and in combinations with other cards. Some tribe cards also confer benefits later in the game, and there at least two that are super-powered and you’ll fight to get. Two-player games often tend to be too simple, or feel like weak variants of games designed for more players. Targi isn’t either of those things – it’s a smart game that feels like it was built for exactly two people. Complexity: Medium.

47. Tzolk’in. Tzolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks, the latter of which is the main source of strategic complexity. I like designer Simone Luciani’s games, and this is one of his best, even though I’m pretty bad at it – I never seem to get the rhythm of adding and removing workers right. The gears, though, are kind of badass. Complexity: High.

46. Orient Express. An outstanding game that’s long out of print; I’m lucky enough to still have the copy my father bought for me in the 1980s, but fans have crafted their own remakes, like this one from a Boardgamegeek user. It takes those logic puzzles where you try to figure out which of five people held which job and lived on which street and had what for breakfast and turns them into a murder mystery board game with a fixed time limit. When the Orient Express reaches its destination, the game ends, so you need to move fast and follow the clues. The publishers still sell the expansions, adding up to 30 more cases for you to solve, through this site, but when I asked them about plans for a reprint they gave me the sense it’s not likely. There’s a 2017 game of the same name, but it’s unrelated. Complexity: Low.

45. Clank! A Deck-building Adventure & Clank! Legacy. Clank! is a deckbuilding dungeon crawler that doesn’t take itself very seriously, even mocking the dungeon crawl in its premise, as it’s every player for themselves – as opposed to the D&D style of crawl, where players work as a party to move through a dungeon, killing monsters and gathering treasure. Players draw five cards from their decks, taking the actions the cards indicate and using their movement, attack, and money points to advance into the dungeon, kill monsters, and buy more cards. Once one player grabs one of the big treasures and gets back up to the surface, the clock is ticking, and it’s a race for other players at least get above ground to avoid elimination. The legacy game is also great, adding some new components and mechanics that Dire Wolf has now added to the new Clank! Catacombs game, which features a modular board as well. There’s a fantastic app in beta (Nov 2024) on Steam as well. Complexity: Medium-low.

44. Terraforming Mars. Full review. One of the most acclaimed games of the last decade, Terraforming Mars is big and long, but so imaginative that it provides an engrossing enough experience to last the two hours or so it takes to play. The theme is just what the title says, based on the Mars trilogy by Kim Stanley Robinson (which I loathed), as the players compete to rack up points while jointly transforming the planet’s surface. The environment is tracked with three main variables – oxygen levels, surface temperature, and water supply – that alter the effects of various moves and buildings as the game progresses. The cards are the heart of the play itself, as they can provide powerful points bonuses and/or game benefits. It’s already been expanded at least four times, with Hellas & Elysium, Venus Next, Prelude, and Colonies. Complexity: High.

43. Dune: Imperium. Full review. One of the best-ranked games of all time on Boardgamegeek, Dune: Imperium takes a lot of the things that are great about Clank! (from the same designer and publisher), adds some highly thematic elements to mirror the story from the first novel as well as the two movies, and brings in actual art from Denis Villeneuve’s films. Players play as different factions, playing cards from their hand for their worker-placement powers or other actions, for their strength towards the conflict at the end of each round, or for purchasing power to boost their decks. There are many action spaces on the board, and the ones that get you scarce resources like water and spice are, appropriately, few and coveted. Play continues until one player reaches 10 victory points, earning them through victories in the conflict phase, building alliances, and certain other actions. There’s a fantastic app/Steam version from Dire Wolf Digital, too. Complexity: Medium-high.

42. Takenoko. Full review. If I tell you this is the cutest game I own, would you consider that a negative? The theme and components are fantastic – there’s a panda and a gardener and these little bamboo pieces, and the panda eats the bamboo and you have to lay new tiles and make sure they have irrigation and try not to go “squeeeeee!” at how adorable it all is. There’s a very good game here too: Players draw and score “objective” cards from collecting certain combinations of bamboo, laying specific patterns of hex tiles, or building stacks of bamboo on adjacent tiles. The rules were easy enough for my daughter to learn when she was about eight, but gameplay is more intricate because you’re planning a few moves out and have to deal with your opponents’ moves – although there’s no incentive to screw your opponents. Just be careful – that panda is hungry. Complexity: Medium-low.

41. The Quacks of Quedlinburg. Full review. The Kennerspiel des Jahres winner from 2018 came to my attention too late for my top ten list of its release year, but it would have made the cut if I had played it in time. Designed by Wolfgang Warsch, who has The Mind also on this list and is also behind the co-op game Fuji and dice-rollers That’s Pretty Clever! and Twice As Clever!, the Quacks is a press-your-luck game with vaguely ridiculous artwork where players fill their bags with ingredients for their potions, drawing as many as they want to try to gain points and benefits before their potions explode because they drew too many white tokens. All other tokens are ‘bought’ through the draws in each round – if you explode, you don’t get points, but you do get money – and each confers some kind of benefit. The press-your-luck part is a lot of fun, though, and even though it’s competitive there’s a sort of aspect where you find yourself rooting for someone else who decides to keep drawing after you’re done. It plays well with five players, and the Mega box, which includes the base game and two expansions, lets you add a sixth. Complexity: Medium-low.

40. Terraforming Mars: Ares Edition. Full review. This is probably heretical to fans of the original Terraforming Mars game, but I like this shorter version better. It’s smaller, and plays in an hour, but still keeps the theme and general concepts from the first game. Each player represents a unique corporation that is working both to terraform the red planet and to be the most profitable one while doing so. You do all that through drawing cards and paying to play them to your tableau, with most cards providing either one-time bonuses or, more commonly, ongoing benefits that make it easier to get more money, resources, or points as the game goes on. When the planet is fully terraformed, the game ends. It’s the Terraforming Mars experience, distilled in a far more digestible format. Complexity: Medium.

39. Votes for Women. Full review. As of right now, I think this is my #1 game for 2023, although I have another week-plus to change my mind and play new stuff. Votes for Women is a two-player game that incorporates its theme incredibly well into game play, and adds an area control element that’s absent from a lot of both two-player games and historical games that don’t involve war. One player is the suffragist, and the other the misogynist opposition, competing to meet their respective requirements to pass or defeat the 19th Amendment, convincing enough states to vote your way (by placing four of your tokens there, with none of your opponent’s) and getting Congress to ratify it. You do this by means of large decks of cards that change and become more potent as the game progresses, and can boost your efforts by claiming certain event and state cards if you gain control of any state/area early on in the game. It’s fun, educational, and really bright and easy to look at, which is important given the amount of text involved. Complexity: Medium-low.

38. Cacao. Full review. A simpler Carcassonne? I guess every tile-laying game gets compared to the granddaddy of them all, but Cacao certainly looks similar, and you don’t get to see very far ahead in the tile supply in Cacao, although at least here you get a hand of three tiles from which to choose. But the Cacao board ends up very different, a checkerboard pattern of alternating tiles between players’ worker tiles and the game’s neutral tiles, which can give you cacao beans, let you sell beans for 2-4 gold pieces, give you access to water, give you partial control of a temple, or just hand you points. One key mechanic: if you collect any sun tiles, you can play a new tile on top of a tile you played earlier in the game, which is a great way to make a big ten-point play to steal the win. I haven’t explored the expansions beyond the volcanoes, but the Diamante one is well-received. Complexity: Low.

37. Patchwork: Full review. A really sharp two-player game that has an element of Tetris – players try to place oddly shaped bits of fabric on his/her main board, minimizing unused space and earning some small bonuses along the way. It’s from Uwe Rosenberg, better known for designing the ultra-complex games Agricola, Le Havre, and Caverna. I’ve played this a ton, and the way you have to think ahead just a little bit, looking at what tiles you can take and what tile(s) your opponent might take, is perfect for two-player play. Complexity: Low.

36. (The Settlers of) Catan: It’s now just called Catan, although I use the old title because I think more people know it by that name. I don’t pull this game out as much as I did ten years ago, and I’ve still got it ranked this high largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Without this game, we don’t have the explosion in boardgames we’ve had in the last twenty-plus years. We don’t have Ticket to Ride and 7 Wonders showing up in Target (where you can also buy Catan), a whole wall of German-style games in Barnes & Noble, or the Cones of Dunshire on network television. I believe only three games on this list predate Settlers, from an era where Monopoly was considered the ne plus ultra of boardgames and you couldn’t complain about how long and awful it was because you had no basis for comparison. The history of boardgames comprises two eras: Before Catan, and After Catan. Complexity: Medium-low.

35. Caylus: Full app review. Another game I’ve only played in its now-defunct app version, Caylus is among the best of the breed of highly-complex games that also includes Agricola and Le Havre, with slightly simpler rules and fewer pieces, yet the same lack of randomness and relatively deep strategy. I’ve also found the game is more resilient to early miscues than other complex strategy games, as long as you don’t screw up too badly. In Caylus, players compete for resources used to construct new buildings along one public road and used to construct parts of the main castle where players can earn points and special privileges like extra points or resources. If another player uses a building you constructed, you get a point or a resource, and in most cases only one player can build a specific building type, while each castle level has a finite number of blocks to be built. There are also high point value statues and monuments that I think are essential to winning the game, but you have to balance the need to build those against adding to the castle and earning valuable privileges. Even playing the app a dozen or more times I’ve never felt it becoming monotonous, and the app’s graphics were probably the best I’ve seen alongside those of Agricola’s. It’s in and out of print, apparently out right now, although a newer, streamlined edition, Caylus 1303, is available. Complexity: High.

34. Imhotep. Full review. Nominated for the Spiel des Jahres in 2016, Imhotep lost out to Codenames – a solid party game, not quite good enough for this top 100 between the language dependence and the lack of a strategic element – but in my opinion should have won. Imhotep is a quick-playing game with lots of depth as players gather stones, place them on ships, and sail ships to any of five possible destinations, each with a different benefit or point value. You can place a stone on any ship, and you can use your turn to sail a ship without any of your stones on it – say, to keep someone else from blocking your path or from scoring a big bonus. Each destination tile has two sides so you can vary the game, mixing and matching for up to 32 different configurations. Complexity: Medium-low.

33. The White Castle. Full review. Nine turns. You get just nine turns in my top game of 2023, and that’s part of what makes it so great – it packs a big challenge into a very tight game that can’t run that long because, again, you get just those nine turns. From the designers of Red Cathedral, which I do still think is the superior game, The White Castle has players competing to win favor of the Daimyo at Himeji Castle, where players select dice rolled at the start of each round to determine where they can place their workers and whether they have to pay or whether they get coins back. You can focus on castle defense, tending the gardens, or improving your social standing, chaining and coordinating actions to make your remaining turns more powerful. The designers, who go by Isra C. and Shei S., have shown that they are masters at packing a more complex game into a smaller package. Complexity: Medium-high.

32. Istanbul. Full review. Not Constantinople. Istanbul won the 2014 Kennerspiel des Jahres, but it’s not that complex a game overall; my then eight-year-old daughter figured out a basic strategy right away (I call it the “big money” strategy) that was surprisingly robust, and the rules are not that involved or difficult. Players are merchants in a Turkish marketplace, trying to acquire the rubies needed to win the game through various independent channels. There’s a competitive element in that you don’t want to pursue the same methods everyone else is, because that just raises the costs. It’s also a very visually appealing game. There’s a new dice game coming at the end of December, with a similar theme but with new mechanics, ditching the pathfinding/backtracing element of the original game and concentrating on goods trading and dice manipulation. Acram Digital’s app version is tremendous and highly addictive, as you can randomize the tile layout, giving you over a billion possible boards on which to play. Complexity: Medium.

31. King of Tokyo. Full review. From the guy who created Magic: the Gathering comes a game that has no elfs or halflings or deckbuilding whatsoever. Players are monsters attempting to take control of Tokyo, attacking each other along the way while trying to rack up victory points and maintain control of the city space on the board. Very kid-friendly between the theme and major use of the dice (with up to two rerolls per turn), but good for the adults too; it plays two to six but I think it needs at least three to be any good. It offers many expansions, but the power-ups that give each player a unique power & unique cards to buy are worthwhile. I’ve played the two-player King of Tokyo Duel game once and liked it quite a bit. Complexity: Medium-low.

30. Tigris & Euphrates: Full review. The magnum opus from Herr Knizia, a two- to four-player board game where players fight for territory on a grid that includes the two rivers of the game’s title, but where the winning player is the one whose worst score (of four) is the best. Players gain points for placing tiles in each of four colors, for having their “leaders” adjacent to monuments in those colors, and for winning conflicts with other players. Each player gets points in those four colors, but the idea is to play a balanced strategy because of that highest low score rule. The rules are a little long, but the game play is very straightforward, and the number of decisions is large but manageable. It’s kind of mean, though – you can’t win without screwing with your opponents. Fantasy Flight also reissued this title in 2015, with a much-needed graphics update and smaller box, but that entire line of updated Euro Classics is now out of print again. Knizia himself revised this game as Yellow & Yangtze, which has a digital port from Dire Wolf that I also liked quite a bit. Complexity: Medium.

29. Battle Line: Full review. Among the best two-player games I’ve found, designed by Reiner Knizia, who is also behind a bunch of other games on this list. Each player tries to build formations on his/her side of the nine flags that stand in a line between him and his opponent; formations include three cards, and the various formation types resemble poker hands, with a straight flush of 10-9-8 in one color as the best formation available. Control three adjacent flags, or any five of the nine, and you win. But ten tactics cards allow you to bend the rules, by stealing a card your opponent has played, raising the bar for a specific flag from three cards to four, or playing one of two wild cards that can stand in for any card you can’t draw. There’s a fair amount of randomness involved, but playing nine formations at once with a seven-card hand allows you to diversify your risk. The game is also known as Schotten Totten, which has the same rules with different art, but Schotten Totten 2 is different. Complexity: Low.

28. La Isla. Full review. I’ve owned this game for a while, but didn’t play it until this past year, and it turns out that I love it – it’s right in my wheelhouse in terms of its complexity/fun combination, not too complex to be enjoyable, not too simple to be boring. Players are scientists trying to spot five endangered species on the island board, which is modular and thus changes every game, and do so by placing their 5 explorer tokens on the board to surround animal tiles. There’s a separate board with scoring tracks for the five animal types, determining what each tile is worth at game-end while also letting you re-score animals you’ve collected when you gain another one of that type, so you can try to set yourself up to boost the value of the animal you’re targeting and then grab all that you can of that type. There’s also a 10-point bonus if you get a set of all five, giving you an alternate path if the first doesn’t work. Designer Stefan Feld has gone too far into point-salad world with recent titles but this one is a hit. The original has gone out of print and has has been rethemed under the title Vienna, which came out in 2023. You can find used copies of the original all over the place for $15-25. Complexity: Medium-low to medium.

27. Cascadia. Full review. One of the best new games of 2021, Cascadia is simple, challenging, and extremely fun – plus you can play it with kids as young as 8. Cascadia’s mechanics are simple: take a tile and an animal token from the market and add them, separately if you wish, to the ecosystem you’re building in front of you. The five animal types each score in different ways, and the game comes with five possible scoring methods for each of the animals, including a simple “family” method for each if you want to start out with a basic game. You also score at game end for your largest contiguous area of each of the five terrain types, with a bonus if you have the largest of all players’ boards. And that’s it. It takes maybe 45 minutes at the most, and offers a ton of replayability. Two roll-and-write versions with different settings but the same rules also came out in 2024. Complexity: Low to medium-low.

26. Imhotep: The Duel. Full review. This strictly two-player version of Imhotep is even better than the original by taking the feel of the original but rethinking the mechanics to make it much more direct – the interaction here is constant, and a huge part of the game is thinking about how your opponent will react to any move you make. Players gain the tiles on six ships by placing meeples on a 3×3 grid, and may unload any row or column that has at least two meeples on it. The tiles go to the four scoring areas on their own player boards, along with four kinds of special tiles (place 2-3 meeples, place 1 meeple and unload 1-2 ships, swap two tiles and unload, take any one tile straight from a ship) that let you disrupt your opponent’s plans. The player boards are modular and pieces are two-sided, so you get 16 combinations for to scoring. It’s fantastic. Complexity: Medium-low.

25. New Bedford. Full review. I adore this game, which is about whaling, but somehow manages to sneak worker-placement and town-building into the game too, and figures out how to reward people who do certain things early without making the game a rout. Each player gets to add buildings to the central town of New Bedford (much nicer than the actual town is today), or can use one of the central buildings; you pay to use someone else’s building, and they can be worth victory points to their owners at game-end. The real meat of the game is the whaling though – you get two ships, and the more food you stock them with, the more turns they spend out at sea, which means more turns where you might grab the mighty sperm whale token from the bag. But you have to pay the dockworkers to keep each whale and score points for it. For a game that has this much depth, it plays remarkably fast – never more than 40 minutes for us with three players. Complexity: Medium.

24. The Red Cathedral. Full review. A tremendous game in a fairly small box, The Red Cathedral is a resource-management game where players compete to build the cathedral of the game’s title, which contains six sections per player, and to add decorations to it – even to sections completed by their opponents. You gather resources by moving dice around an eight-part circular track, and can plan your moves to double or triple your return. There are also two points tracks overlaid on each other that allow you to jump more quickly or give a point or two back to gain money. It’s about 90 minutes, but moves quickly, and it hits the perfect level of complexity for this sort of game – I don’t really want anything heavier or more difficult than this. Complexity: Medium-high.

23. Sagrada. Full review. I tried Sagrada too late for my 2017 rankings, which is a shame as it would have made my top ten for sure. It’s a dice-drafting game where players select dice from a central pool and place them on their boards, representing stained-glass windows, to try to match specific patterns for points. It sounds simple, but rules on how you can place the dice and the need to plan ahead while hoping for specific colors or numbers to appear make it much harder than it seems. There’s also an expansion that lets you play with 5 or 6 players that also adds ‘personal’ dice to the game, so that the player who drafts dice last in each round doesn’t get penalized so badly, reducing the randomness a little bit; and now a slew of new smaller expansions with new boards, dice, and rules changes. I still love the base game, and the superb digital port. Complexity: Medium-low.

22. Egizia. I’m not even sure how I first heard about Egizia, a complex worker-placement game that has a great theme (ancient Egypt) and, despite some complexity in the number of options, hums along better than most games of this style. In each round, players place meeples on various spots on and along the Nile river on the board. Some give cards with resources, some give cards with bonuses, some allow you to boost the power of your construction crews, and some tracks allow you to build in the big points areas, the monuments found in one corner of the board. You also can gain a few bonus cards, specific to you and hidden from others, that give you more points for certain game-end conditions, like having the most tiles in any single row of the pyramid. Best with four players, but workable with three; with two you’re playing a fun game of solitaire. I own the original game, but the amazon link above goes to Indie Boards & Cards’ 2020 edition, Egizia: Shifting Sands, which has changed the board but kept the original’s core mechanics. Complexity: High.

21. Welcome To… Full review. I don’t know if it was the first flip-and-write title, but Welcome To… was the first one I encountered, and I think it’s spawned a few imitators because it’s so good. In each round, there are three cards from which players can choose, each showing a house number and one of six colors; each player chooses one of those three houses to fill in and takes the benefit of that particular color. The goal is to fill out as much of your own ‘neighborhood’ as you can, scoring points for clusters of adjacent houses, for providing green space, for adding pools to certain houses, and more. It’s simple to learn and has huge replay value. I prefer the original to any of the expansion packs (with themed neighborhoods and new rules) I’ve played. Complexity: Low.

20. Small World: Full review. I think the D&D-style theme does this game a disservice – that’s all just artwork and titles, but the game itself requires some tough real-time decisions. Each player uses his chosen race to take over as many game spaces as possible, but the board is small and your supply of units runs short quickly, forcing you to consider putting your race into “decline” and choosing a new one. But when you choose a new one is affected by what you stand to lose by doing so, how well-defended your current civilization’s position is, and when your opponents are likely to go into decline. The iPad app is outstanding too. Complexity: Medium.

19. Agricola: I gained a new appreciation for this game thanks to the now-defunct app, which made the game’s complexity less daunting and its internal sophistication more evident. (It’s on BGA, at least.) You’re a farmer trying to raise enough food to feed your family, but also trying to grow your family so you have more help on the farm. The core game play isn’t that complex, but huge decks of cards offering bonuses, shortcuts, or special skills make the game much more involved, and require some knowledge of the game to play it effectively. I enjoy the game despite the inherent ‘work’ involved, but it is undeniably complex and you can easily spend the whole game freaking out about finding enough food, which about a billion or so people on the planet refer to as “life.” Mayfair reissued the game in 2016 with some improved graphics and a lower price point, although the base game now only plays 1-4. Complexity: High.

18. Hadara. Full review. I recommend Hadara to anyone who loves 7 Wonders and wants something similar, as it has several key points in common – card drafting, light engine building, and a civilization theme – but also has some distinct features (including the second phase of card drafting in each era) that make it a worthy game in its own right. Players get to choose ten cards per era, in five different colors, allowing them to bump up their four resource tracks (gold, culture, military, and food), with cards becoming cheaper as you buy more of that color. Military lets you gain colonies for points and more resource gains; culture lets you build statues for bigger point gains; you have to have 1 food point per card in your kingdom at the end of each era. There are also “medals” that reward you for each complete set of five cards you gain. It’s best with 3+ players but fine with 2 if you can accept the higher degree of randomness in card availability. Complexity: Medium.

17. Trio. Full review. Previously released as Nana and then as Trio in Japan, the game got a proper U.S. release in 2024 from new publisher Happy Camper, with a bigger box (I have mixed feelings on that). It’s a gloriously simple game of memory: Players try to collect sets of three cards of the same color by asking other players to reveal their lowest card or their highest card (or showing the same of their own), or by revealing one of the face-down cards in the middle. If you get a set of three, you keep it. Three sets of three wins the game, as does any pair of triples where the sum or difference is 7. And if you happen to get all three cards with the number 7, thken you win the game immediately. It’s very easy to teach and incredibly addictive. Complexity: Low.

16. Grand Austria Hotel. Full review. I was late to this game, and have still only played it online, although I own the physical game. It’s a brilliant medium-heavy game of dice-drafting and resource management, with a theme that’s probably inspired by a certain Wes Anderson movie (although no cats will be defenestrated during the course of the game). Each player tries to prepare rooms in their personal hotels and then fill them with guests, whom they can draft from the board and eventually place in those rooms by serving them the right combination of four resources. Each guest has its own bonus in addition to a point value, with many guests named for other games (including E. Gizia, the most powerful guest card because it gives you another turn). You also have to keep an eye on the emperor track, however, or you can lose a ton of points at any of the three check-ins there. My only knock on it is that it lacks player interaction, but it’s a tremendous thinker of a game with a lot of replayability. Complexity: Medium-high.

15. Everdell. Full review. This was my #1 game of 2018 and has held up well since I gave it that honor. Everdell takes the worker placement and resource collection mechanic of Stone Age and adds what amounts to a second game on top of that, where the buildings you build with those resources actually do stuff, rather than just giving you points. Players build out their tableaux of cards and gain power as the game progresses. Some cards grant you the right to build subsequent cards for free; some give resources, some give points bonuses, and some do other cool things. The artwork is stunning and the theme, forest creatures, is very kid-friendly. The game also crescendos through its “seasons,” with players going from two meeples in the spring to six by game-end, so that no one can get too big of a lead in the early going and new players get time to learn the rhythm. It’s quite a brilliant design, and consistently plays in under an hour. Complexity: Medium-low.

14. Samurai: Full review. I bought the physical game after a few months of playing the app (which is long defunct), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015, but they’ve sunsetted the whole Euro Classics line, so it’s out of print yet again. Complexity: Medium/low.

13. Azul. Full review. The best new family-strategy game of 2017 and winner of the Spiel des Jahres, Azul comes from the designer of Vikings and Asara, and folds some press-your-luck mechanics into a pattern-matching game where you collect mosaic tiles and try to transfer them from a storage area to your main 5×5 board. You can only put each tile type in each row once, and in each column once, and you lose points for tiles you can’t place at the end of each round. It’s quite addictive and moves fairly quickly, even when everyone starts playing chicken with the pile left in the middle of the table for whoever chooses last in the round. Complexity: Medium.

12. Splendor: Full review. A Spiel des Jahres nominee in 2014, Splendor has fast become a favorite in our house for its simple rules and balanced gameplay. My daughter loves the game, and even from age eight was able to play at a level pretty close to the adults. It’s a simple game where players collect tokens to purchase cards from a 4×3 grid, and where purchased cards decrease the price of other cards. Players have to think long-term without ignoring short-term opportunities, and must compare the value of going for certain in-game bonuses against just plowing ahead with purchases to get the most valuable cards. The Splendor app is defunct, unfortunately, although you can play it on Board Game Arena. There is a four-in-one expansion for the base game, Cities of Splendor, although I have found I prefer to play it without. Complexity: Low.

11. Dominion: Full review. I’ve condensed two Dominion entries into one, since they all have the same basic mechanics, just new cards. The definitive deck-building game, with no actual board, Dominion comes with a base set – there are over a dozen expansions now available, so you could spend a few hundred dollars on this – that includes money cards, action cards, and victory points cards. Each player begins with seven money cards and three victory cards and, shuffling and drawing five cards from his own deck each turn, must add cards to his deck to allow him to have the most victory points when the last six-point victory card is purchased. I don’t think I have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. I’ll vouch for the Dominion: Intrigue expansion, which includes the base cards so it’s a standalone product, and the Seaside expansion, which is excellent and really changes the way the game plays, plus a standalone expansion further up this list. The base game is appropriate for players as young as six. Complexity: Low.

10. Heat: Pedal to the Metal. Full review. A 2022 game I didn’t play until June of 2023, but which would have easily been my #1 new game of last year if I’d gotten to it in time, and which right now is my top new game of the decade, earning only the second perfect score of 10 I’ve ever given to a game in a review at Paste. Heat takes the bicycle-racing game La Flamme Rouge’s core mechanics and makes some slight tweaks to produce a game that’s easy to learn, always a challenge to play, and that allows players to win with varying strategies and even to come back from early deficits. Each player starts with a small deck of 18 cards, 14 of which are speed cards numbered 0 through 5, plus three ‘stress’ cards and one Heat card (which has no function other than taking up space). On a turn, each player chooses their gear and plays that many cards from their hand, indicating how many spaces their car will move. Shifting up or down two gears adds another Heat card to your deck, as does “boosting,” which lets you draw the top card of your deck after your regular turn to try to move farther. There are corners on every track with speed limits, however, and if you go too fast, you might spin out and add both Heat and stress cards to muck up your deck. The game comes with four tracks on two boards, plus several expansions that allow you to introduce weather conditions or add gear cards to your decks for unique powers. I think the base game by itself is perfect. As of this writing, it’s between printings. Complexity: Medium-low.

9. The Castles Of Burgundy: Full review. Castles of Burgundy is the rare game that works well across its range of player numbers, as it scales well from two to four players by altering the resources available on the board to suit the number of people pursuing them. Players compete to fill out their own boards of hexes with different terrain/building types (it’s like zoning) by competiting for tiles on a central board, some of which are hexes while others are goods to be stored and later shipped for bonuses. Dice determine which resources you can acquire, but you can also alter dice rolls by paying coins or using special buildings to change or ignore them. Setup is a little long, mostly because sorting cardboard tiles is annoying, but gameplay is only moderately complex – a little more than Stone Age, not close to Caylus or Agricola – and players get so many turns that it stays loose even though there’s a lot to do over the course of one game. I’ve played this online about 50 times, using all the different boards, even random setups that dramatically increase the challenge, and I’m not tired of it yet. Complexity: Medium.

8. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. There’s a brand-new app version out from Repos this fall. Complexity: Medium-low.

7. Great Western Trail. Full review. It’s a monster, but it’s an immaculately constructed game, especially for its length and complexity. It’s a real gamer’s game, but I found an extra level of satisfaction from admiring how balanced and meticulous the design is; if there’s a flaw in it, beyond its weight (which is more than many people would like in a game), I didn’t find it. You’re rasslin’ cows, collecting cow cards and delivering them along the board’s map to Kansas City, but you’re doing so much more than that as you go, hiring workers, building your own buildings, and moving your train along the outer track so that you can gain more from those deliveries. The real genius of the design is that you only have a few options on each turn even though the game itself has a massive scope. That prevents it from becoming overwhelming or bogging down in analysis paralysis on each player’s turn. This higher ranking reflects the 2021 second edition, with better components, no more problematic art, and a true solo mode. Complexity: High.

6. Jaipur: Full review. Jaipur is my favorite two-player game, just as easy to learn but with two shades of additional complexity and a bit less randomness. In Jaipur, the two players compete to acquire collections of goods by building sets of matching cards in their hands, balancing the greater point bonuses from acquiring three to five goods at once against the benefit of taking one or two tokens to prevent the other player from getting the big bonuses. The game moves quickly due to a small number of decisions, like Lost Cities, so you can play two or three full games in an hour. It’s also incredibly portable. The new app is also fantastic, with a campaign mode full of variants. Complexity: Low.

5. Ticket To Ride: Full review. Actually a series of games, all working on the same theme: You receive certain routes across the map on the game board – U.S. or Europe, mostly – and have to collect enough train cards in the correct colors to complete those routes. But other players may have overlapping routes and the tracks can only accommodate so many trains. Like Dominion, it’s very simple to pick up, so while it’s not my favorite game to play, it’s my favorite game to bring or bring out when we’re with people who want to try a new game but either haven’t tried anything in the genre or aren’t up for a late night. I do recommend the 1910 Expansion to anyone who gets the base Ticket to Ride game, as it has larger, easier-to-shuffle cards and offers more routes for greater replayability. I also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don’t recommend them. The iPad app, developed in-house, is among the best available. The newest expansion, Japan and Italy, came out in 2019. I ranked all 18 Ticket to Ride boards for Ars Technica a few years ago, although that doesn’t include Japan/Italy or Poland.

There’s also a kids’ version, called Ticket to Ride First Journey, with a separate app for that as well. Complexity: Low.

4. Pandemic: Full review. The king of cooperative games. Two to four players work together to stop global outbreaks of four diseases that spread in ways that are only partly predictable, and the balance between searching for the cures to those diseases and the need to stop individual outbreaks before they spill over and end the game creates tremendous tension that usually lasts until the very end of the event deck at the heart of the game. The On The Brink expansion adds new roles and cards while upping the complexity further. The Pandemic iOS app is among the best out there and includes the expansion as an in-app purchase.

I’m bundling Pandemic Legacy, one of the most critically acclaimed boardgames of all time, into this entry as well, as the Legacy game carries the same mechanics but with a single, narrative storyline that alters the game, including the board itself, as you play. To be completely honest, though, I prefer the non-legacy version. Complexity: Medium for the base game, medium-high for the Legacy game.

3. Wingspan. Full review. The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste nine years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion, Oceania expansion, and Asia expansion (with a two-player Duet mode) are out, although I haven’t tried any yet. Wingspan won the Kennerspiel des Jahres in 2019, which it more than deserved, making Hargrave the first woman to win that honor as a solo designer and just the second solo woman to win any Spiel des Jahres prize. It’s a marvel. There’s a great app for Wingspan, and it’s on Board Game Arena too. I did not make a separate entry for 2024’s Wyrmspan (review), as it is too similar to Wingspan – with dragons, and a little more difficult (in a positive way) to play – to do that. Complexity: Medium.

2. Carcassonne: Full review. Carcassonne brings ease of learning, tremendous replayability (I know I use that word a lot here, but it does matter), portability (you can put all the tiles and meeples in a small bag and stuff it in a suitcase), and plenty of different strategies and room for differing styles of play. You build the board as you go: Each player draws a tile at random and must place it adjacent to at least one tile already laid in a way that lines up any roads or cities on the new tile with the edges of the existing ones. You get points for starting cities, completing cities, extending roads, or by claiming farmlands adjacent to completing cities. It’s great with two players, and it’s great with four players. You can play independently, or you can play a little offense and try to stymie an opponent. The theme makes sense. The tiles are well-done in a vaguely amateurish way – appealing for their lack of polish. And there’s a host of expansions if you want to add a twist or two. I own the Traders and Builders expansion, which I like mostly for the Builder, an extra token that allows you to take an extra turn when you add on to whatever the Builder is working on, meaning you never have to waste a turn when you draw a plain road tile if you sit your Builder on a road. I also have Inns and Cathedrals, which I’ve only used a few times; it adds some double-or-nothing tiles to roads and cities, a giant meeple that counts as two when fighting for control of a city/road/farm, as well as the added meeples needed to play with a sixth opponent. Complexity: Low/medium-low for the base game, medium with expansions.

1. 7 Wonders: Full review. 7 Wonders swept the major boardgame awards (yes, there are such things) in 2011 for good reason – it’s an all-timer, combining complex decisions, fast gameplay, and an unusual mechanic around card selections where each player chooses a card from his hand and then passes the remainder to the next player. Players compete to build out their cities, each of which houses a unique wonder of the ancient world, and must balance their moves among resource production, buildings that add points, military forces, and trading. I saw no dominant strategy, several that worked well, and nothing that was so complex that I couldn’t quickly pick it up after screwing up my first game. The only negative here is the poorly written rules, but after one play it becomes far more intuitive. Plays best with three or more players, but the two-player variant works well. The brand-new iOS version is amazing too, with an Android port I haven’t tried. Complexity: Medium.

I have a separate ranking of games for two players that I published at the start of the pandemic. Air, Land, and Sea would make the cut now, as would Riftforce, Spendor Duel, and Votes for Women, and possibly Sail, Tokaido Duo, maybe Dracula vs. Van Helsing. I’m hoping I can update that after the holidays.

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, Ecosystem, King of Tokyo, Welcome To, Splito, The Wolves, The Gang, and Sushi Go Party!, all of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum; the same applies to Hadara. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. Kodama can play 5 out of the box, and 6 with the Duo expansion. For more social games, One Night Ultimate Werewolf is best with five or more also, and Deception: Murder in Hong Kong also benefits from more players. Coup needs 3, but with the Reformation expansion can handle up to 10. The cooperative party game Just One can handle up to 7, and Wavelength plays any number, split into two teams. Ready Set Bet says 3 to 9, but only 3-8 can actually play, with the ninth player serving as the GM of sorts.

Blitz.

Steve McQueen’s Blitz is the Oscar-winning director’s first feature film since the underrated 2018 film Widows, which, among other things, introduced some filmgoers to the scene-stealing actress Cynthia Erivo. While McQueen has a knack for handling tough subject matter and building tremendous tension in his films, Blitz suffers from an unusually stolid approach, without strong characters to anchor it or to balance out some stilted dialogue. (It’s streaming on Apple TV+, which you can also get through Amazon.)

The main story arc of Blitz follows George (Elliot Heffernan), the young son of single mother Rita (Saoirse Ronan), at the beginning of the bombing of London in World War II. Rita chooses to evacuate him, but George decides to jump off the train to the countryside and try to make his way back home. The film then drops him in one situation after another to demonstrate, Zelig-like, various actual events from the war (like the flooding of Balham Tube station) or to allow the film to make some social commentary (especially since George’s father was Black). It’s almost picaresque in style, with far fewer comic elements, as George goes from peril to peril, while the film occasionally flashes back in time or shifts to show us Rita working in a factory or, too late in the film, learning that he’s gone missing.

The plot of Blitz is packed, which makes it so hard to fathom how it could feel so little urgency. There are individual scenes where George and/or others are in mortal danger, but he’s obviously going to make it out of each one of these jams, and the film doesn’t really invest enough time in George’s character to make something more interesting out of these scenes – such as wondering how he’ll figure out how to get away from a kidnapper. (The answer to that is also not very interesting.)

The whole movie seems to happen at arm’s length – we don’t get to know any characters very well, not George, not Rita, not her father (Paul Weller, better known as the leader of The am), not anyone. There’s a big scene in a restaurant with a band playing, with a couple of Black singers and an all-white audience; we don’t know any of these people and they’re not named, so when a bomb hits and kills them all, it feels like documentation, not an actual loss. It’s all the worse because this is based closely on another actual event: The Café de Paris was a major theatre club in London that was bombed in 1941, killing 34 people (but not everyone), including the bandleader Ken “Snakehips” Johnson. In Blitz, it’s used as a prop, as George ends up helping loot the corpses, not as a commemoration of the loss of lives.

This pattern of fictionalizing a series of real yet disconnected events from the Blitz hits a low with the character Ife (Benjamin Clementine), a Yoruba ARP Warden who finds and befriends George. Based on Ita Ekpenyon, a real Nigerian man who served as an ARP Warden because at 46 he was too old to fight, Ife delivers a speech in a shelter when a white couple shows their prejudice against an Indian family. This is loosely based on something Ekpenyon did, but in the film, it is so abrupt that it feels false – we have no reason to think Ife is this strong a person, and he disappears from the film soon afterwards, leaving the impression that he was there just to deliver those few lines. (The dialogue here is so awkward that I thought the whole thing must be fictional, only to learn after watching the film that it was based on actual events.)

Ronan is a decorated actress for good reason, and might even get some award nominations this year for her role in The Outrun, but she’s wasted here on a character who doesn’t have a whole lot of definition to her. Heffernan is the only actor who gets much to work with, and to his credit, he’s quite credible, never simpering or pathetic, and sometimes even convincing you he’s a little snot who should be sent to bed without his pudding. There are a few cameos here beyond Weller – Stephen Graham shows up as a Faginesque leader of a group of looters – but no one has enough screen time to do much beyond mug for the camera.

If I sound disappointed, well, yeah, I was. I loved Widows, and having visited the fantastic Churchill War Rooms in London in 2022, I was very interested in the film’s subject and time period. Unfortunately, this is a disjointed effort that is salvaged a little because it’s shot so well and because Heffernan is pretty compelling as the one consistent presence. I’ve found at least four reviews (the NY Times, the BBC, the NY Post, and the Harvard Crimson) that referred to the movie as “Dickensian” or otherwise said it could be compared to Dickens, but I don’t think that’s a compliment. That style of novel, where a character bounces from adventure to misadventure and meets a cast of eccentrics along the way, isn’t well suited to serious material. Grafting a bunch of deadly events on to it means that the audience never has time to process what’s happened, and never builds any emotional connection to or investment in the people on screen. McQueen is capable of much better.

Dracula vs. Van Helsing.

Dracula vs. Van Helsing is a new, asymmetrical two-player game (first out in 2023 in Europe) from the co-designers of The LOOP, one of whom also co-designed Sea Salt & Paper, Draftosaurus, and Rauha. This particular game offers a new twist on the capture-the-flag style of two-player games, with a couple of mechanics that make the game extremely tense, where one player can end the round without warning and you often won’t know the results until all of the cards are revealed. I have found it really hard to play well, more so from the Dracula side, which has made it a fun challenge to try. (It’s also at Target if Noble Knight is sold out.)

There’s a little board between the two players with five district and four spaces for humans in each of them. Dracula wins if he infects all four humans in any single area, or if he’s still alive after five rounds; Van Helsing wins if he brings Dracula’s health points from 11 to 0 before that happens. In each round, each player will play one card to each of five regions, moving and swapping cards over the course of the round to try to get the best alignment of cards for the reveal, at which point the cards are compared, with Dracula biting a human if their card wins, and Dracula losing a health point if Van Helsing’s card wins.

The deck has cards from 1 through 8 in four colors, and in each round one color starts out as the trump. At the reveal, a card in the trump color defeats any other color, with the higher trump card winning if they’re both in that color. If neither card is the trump color, the higher number wins, and if they have the same number, there’s an order to the colors that is also variable and then determines the winner.

Each number has a specific action associated with it, and when you discard a card, you take that action. On a turn, you draw the next card from the deck and decide whether you want to discard it or to play it to one of your five spaces, discarding the card that was already there and taking that card’s action. Actions include (in order from 1 to 7) revealing one of your own cards, revealing the next card in the deck, revealing one of your opponent’s card, swapping two of your own cards, taking another turn, swapping one card with your opponent’s card in the same district, and changing the trump suit to one of your choice. The 8 card’s action is to end the round immediately, but you can only do so once there are at least six cards in the discard pile, giving each player a fair chance to compete. Either player can call to end the round without discarding an 8, but that gives the other player one last turn, and that’s a huge risk to take.

At the end of the round, you evaluate each district from left to right, and if either player meets their victory condition, the game ends immediately without evaluating any further districts. If you haven’t played five rounds yet and neither player has won, you reshuffle all cards but leave the trump suit and suit order as they were at the end of the previous round.

I’ve played this a bunch on BGA, and it took me forever to win my first game – for some reason I kept getting the Dracula side – because I wasn’t aggressive enough at protecting my health points. There’s a lot of randomness in any game where you draw one card (tile, whatever) and then must play it immediately, but there’s also a ton of skill in this game around what cards to hang on to and when to ditch certain ones. Swapping the trump color (7) and then ending the round immediately (8) on consecutive turns can be a death blow to your opponent, and the swap cards with your opponent (6) and then ending the round immediately can be almost as good. There are times when it’s okay to reveal one of your own cards, and if your opponent reveals one of yours, maybe you want to ditch that card sooner. There are little strategies with each number and then the broader strategy of protecting yourself while trying to strike surgically (if you’re Dracula) or more broadly (if you’re Van Helsing), and if you play it well you can even overcome some bad card draws. It’s a strong two-player game in the vein of Jaipur or Battle Line, where the competition against your opponent is very intense, but with the added twist of asymmetrical goals even though you play from the same deck.