Agricola iOS app.

Agricola is among the top-rated board games on Boardgamegeek’s rankings, and one of the best-reviewed board games ever released, a complex strategy game with very little luck or randomness involved that requires players to make a ton of difficult decisions. I like the game, but I’ve never rated it as highly on my own rankings because of its extreme complexity: The decisions and tradeoffs are so tight, the game straddles the line between play and work. A successful game brings as much relief (that you didn’t screw it up) as pleasure (which is the point of games, no?), and it can take two hours to play a four-person game, more if you don’t really know what you’re doing. The design of the game is brilliant – it is so balanced, and the idea of forcing players to choose among a host of imperfect options, accepting that they can never check all the boxes, is pretty unusual even with all of the games on the market. But good grief is it frustrating to play, even when you’re doing it right.

Playdek just released its long-promised iOS adaptation of Agricolaicon earlier this week, and as adaptations go, it’s just about perfect. The app runs smoothly, without a single crash through a half-dozen games so far. Rules and requirements are easy to access within the game. The graphics are superb, very clear and very bright, easy to stare at for the 10-15 minutes it takes to play a solo game against AI players. And the AI players are solid competition, even the “easy” opponents, at least for a novice player like me.

I’d only played the physical game twice, so I came to this app as a near-rookie, only understanding the basic concept of the game and the part of the mechanics that resurfaced in the later game Le Havre. In Agricola, each player is trying to build a farmstead, beginning the game with a husband and wife, each of whom can handle a work assignment every round. Tasks on the farm include collecting resources, plowing fields, sowing plants, rearing animals, and building additions. The point is to maximize your scoring opportunities while ensuring that you can feed your family at the game’s five Harvests, which occur more frequently as the game progresses. The catch is that you can lose points in any area where you don’t accomplish something – leaving any farm area undeveloped, failing to rear any of the three animal types, etc. And getting enough food each harvest is no easy task; it would be ideal to get a steady food supply going, but that’s hard to do early in the game, and by the time the game is nearly over, the harvests are happening faster and you’re also trying to max out your scoring.

One way the game reduces the potential for frustration is by giving players a slew of choices for work assignments, adding another choice in each of the fourteen rounds of the game, so that players can vary strategies and won’t often find themselves blocked from all of the moves they need. (Most work assignments appear on only two spaces on the board, and some appear on only one.) Another is with Minor Improvements, which appear in the full game but not the shorter “family game,” a quicker, simpler version that only includes Major Improvements. Improvements offer players ways to gain extra resources or convert resources to more food. Players can also choose Occupations, which function much like Minor Improvements and can also provide point bonuses or spend less on future construction. (Hardcore players of the physical game may be interested to know that the app only includes the E deck so far, but other decks will be available as future in-app purchases.) Understanding what Improvements and Occupations can do for you allows you to tailor slightly more focused strategies – fun, but also again skating dangerously close to ‘work.’


The town.

Playdek’s biggest challenge beyond crafting the AI players had to be the interface itself, as Agricola takes up a lot of space when played on a table. There’s a central board with the ‘town,’ containing all of the work assignments, which gets larger as you include more players. Each player has his own farmstead, with up to a dozen or so squares, as well as his own resource piles and room for Improvements and Occupations. And there should be central piles of those cards as well. The app does a solid job of including all of those views without sacrificing too much information. The player can switch from town to farm view with one click. A bar at the bottom of the screen shows his/her current resource levels, including a food counter that shows how much he’ll need to feed his family this round. The player can find out what an assignment space or a card does by double-clicking on it, and there’s an option to include the labels on all assignment spaces if you want. When you drag one of your workers to a space, it’s grey if you can’t place your worker on it (because you don’t meet the resource or space requirements), and beige if it’s available. After two games, I was familiar enough with the town to know where everything was without having to keep all of the labels visible.


A player farm.

I’ve only found tiny flaws in the app version so far, nothing that seriously interfered with gameplay but, when the big stuff is all done right, these are the little things that stand out. The AI players seem to hang on basic decisions for five to ten seconds at times, and sometimes it becomes unclear what the app is waiting for (as in, is it my turn?). The tutorial is a little sparse and seems to be written for players who’ve tried the physical game at least once. The default animation and gameplay speeds were too slow for me, but turning them up in the options panel solved that problem. It might be easier if a greyed-out assignment space also explained why you can’t place a worker there. It also took me a few games to figure out that if you acquire more animals than you can house in fenced-in pastures or with stables, you can cook the extra beasts immediately if you have a fireplace or oven. They’re all minor issues – considering how many boardgame apps have crashed on me, the fact that one this complex played six games without such a hitch puts it in the best-of-breed category.

The two most comparable games in app form are Caylus, not as complex but with a similarly long view; and Le Havre, which takes many of the best features of Caylus and Agricola in what might be the most complex game I’ve ever seen. Caylus and Agricola both have bright, sharp graphics, while Le Havre’s are dimmer and less attractive. Le Havre gets everything on to one screen, while the other two force you to jump around or scroll more for the sake of larger images and clearer text. Caylus has the easiest AIs for me to beat, which means Agricola will probably have far more staying power for me – if it doesn’t turn out to be too frustrating when I’m playing the stronger computer opponents. It’s absolutely worth the $6.99 price tag, especially for a game that usually retails in physical form around $50, but with the caveat that the learning curve for this game is steeper than what fans of games like Settlers of Catan or Carcassonne might expect.

Top 40 boardgames.

This is the fifth iteration of my own personal boardgame rankings, a list that’s now up to 40 titles, up ten from last year’s list. It’s not intended to be a critic’s list or an analytical take on the games; it’s about 80% based on how much we enjoy the games, with everything else – packaging and design, simplicity of rules, and in one case, the game’s importance within its niche – making up the rest.

I don’t mind a complex game, but I prefer games that offer more with less – there is an elegance in simple rules or mechanics that lead to a fun, competitive game. Don’t expect this to line up with the rankings at BoardGameGeek, where there’s something of a bias toward more complex games, which is fine but doesn’t line up perfectly with my own tastes.

I own every game on this list except Diplomacy, Caylus, and Tigris & Euphrates, playing the latter two in their iOS app forms. As always, clicking on the game title takes you to amazon.com; if I have a full review posted on the site, the link to that will follow immediately. I’ve linked to app reviews where appropriate too. I’ve got most of these games in my aStore on amazon and am gradually adding the rest.

Finally, I’ve added 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. My wife prefers medium; I’m somewhere between medium and high. This isn’t like ordering a filet and asking for it well done.

40. Tikal: Full review. Strongly balanced game of board exploration, but the length of time between any single player’s turns, especially with three or four players, is a real drawback. Players compete to control temples and acquire treasures while building out a board representing a Central American jungle; control of those temples can change from turn to turn, and each player’s ten “actions” presents an enormous list of potential decisions to position his/her pieces for maximum points in each of the scoring rounds. That makes it interesting to play, but also leads to the long gaps between turns. Plays two to seven, but doesn’t play well with two. Complexity: Medium.

39. Maori: I haven’t reviewed this one yet, as I just got it earlier this month and have only played it (and lost, as it turns out) three times. It’s a light two- to four-player game, relatively high in the luck department for this list, with more opportunities to screw your opponent in a two player game, whereas with four players you’re focusing more on your own strategy and less on others’. In the game, players compete to fill out their own boards of 16 spaces by drawing island tiles from a central 4×4 grid, where the available selections depend on the movement of a boat token that travels around that grid’s perimeter. Players must form completed islands to receive points, and lose points for open spaces. Currently out of print, but amazon has plenty of new copies through marketplace sellers. Complexity: Low.

38. Alhambra: Full review. After playing it a few more times, I do like it more than I did the first time around, but the method used to acquire money is an awful mechanic that really screws the game up (for me) with more than two players. One of the cooler-looking games in our collection. Complexity: Medium.

37. Oregon. I need to play this some more, but it does have promise as a 2-4 player game that actually works with two players. Each player competes to place meeples and buildings on a rectangular grid by playing cards that match the row and/or column in which he’s placing the pieces. Points increase when players form larger groups of farmers on adjacent squares, place buildings next to farmers already on the board, or accumulate coal and gold tokens by building mines. It’s pretty simple and quick to play, but not that deep strategically. Complexity: Low.

36. Race For The Galaxy: Full review. I’ve played this game a few more times using a freeware version I found online with very strong AI players, but that’s only served to underscore for me how much this game resembles work. It’s a deck-based game where players must know the cards in the deck well to be able to execute a strategy, and are more or less told by their initial card what strategy they must pursue. I don’t game to add to my stress levels, but this game requires such intensity of purpose that, despite a good theme and precisely designed mechanics, it feels like a responsibility rather than like fun. Complexity: High.

35. Zooloretto: Full review. A fun game, but a bit of a trifle compared to the others further up this list. You’re a zookeeper trying to fill his zoo’s three enclosures (expandable to four) with animals that arrive each turn on trucks available to all players, but each enclosure can only hold one type of animal at a time. There’s a cost to switching animals around, and there’s a penalty for picking up animals you can’t house, with points coming for filling an enclosure or filling all spots but one. I’m a little surprised this won the Spiel des Jahres, as it lacks the elegance of most winners of that award, and the two-player variant rules included in the game don’t work at all. I have played a simplified version of the game with my daughter, who loves the animal tokens and the well-drawn zoo boards. It’s a good starter game in the German-style genre, but not the best. Complexity: Low.

34. 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.

33. Asara. Full review. Light strategy game that feels to us like a simpler, cleaner implementation of Alhambra’s theme and even some of its mechanics, without the elegance of the best family-strategy games like Stone Age or Small World. Players compete to build towers in five different colors, earning points for building the tallest ones or building the most, while dealing with a moderate element of randomness in acquiring tower parts. It’s also among the best-looking games we own, if that’s your thing. Complexity: Low.

32. 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. We 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. I’m due to replay and reevaluate this one, though. It’s also among my favorite themes, maybe because it makes me think of the Animal Kingdom Lodge at Disneyworld. Complexity: Low.

31. San Juan: Full review. The card game version of Puerto Rico, but far, far simpler, and very portable. I like this as a light game that lets you play a half-dozen times in an evening, but all it really shares with Puerto Rico is a theme and the concept of players taking different roles in each turn. It plays well with two players but also works with three or four. I get that saying this is a better game than Race for the Galaxy (they were developed in tandem before RftG split off) is anathema to most serious boardgamers, but the fact that you can pick this game up so much more easily is a major advantage in my mind, more than enough to balance out the significant loss of complexity; after two or three plays, you’ll have a pretty good idea of how to at least compete. The app version is very strong, with competent AI players and superb graphics. Complexity: Low.

30. Yspahan. Full review. I should love this moderate-strategy game that combines worker-placement, building, and trading/shipping into one fairly quick-moving game, but the need to choose and play a tight strategy from the start detracts a little from the fun value. Players compete to place goods in clusters of buildings called souks on the brightly colored game board, with completed souks worth points at the end of each of the game’s three “weeks.” Players also earn points and privileges by building up to six special buildings, and can accumulate points quickly by sending goods to the caravan – or can ship other players’ goods from souks to the caravan to screw them up. Requires at least three players. Complexity: Medium.

29. Tobago. Full review. Solid family-strategy game with a kid-friendly theme of island exploration, hidden treasures, and puzzle-solving, without a lot of depth but high replay value through a variable board. Players place clue cards in columns that seek to narrow the possible locations of four treasures on the island, with each player placing a card earning a shot at the coins in that treasure – but a small chance the treasure, like the frogurt, will be cursed. The deductive element might be the game’s best attribute. Complexity: Low.

28. 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.

27. Agricola: The most complex game we’ve tried, with the steepest learning curve. Very well made aside from the square animal pegs, which we replaced (at the suggestion of one of you) with actual animal-shaped pieces I bought via amazon. 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. My wife felt this game felt way too much like work; I enjoyed it more than that 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.” Complexity: High.

26. Le Havre. Full review, including app. It’s a great game, one of the most complex I’ve tried, based on Agricola and on another game further up this list (Caylus), but my God, the setup is a bear if you’re playing the physical game, and a full game can take a few hours. I do like the game a lot on an intellectual level, and I think it’s a little more enjoyable than Agricola, but I can fully understand anyone who looks at the size and scope and says “no way.” The app version, on the other hand, removes the biggest obstacle to the game and the AI players are solid, even able to execute some niche strategies that require knowledge of the special buildings in the deck. Complexity: High.

25. Scotland Yard. App review. One of the few old-school games on the board, and one I’ve only played in app form. One player plays the criminal mastermind (I don’t know if he’s really a mastermind, but doesn’t he have to be for the narrative to work?) trying to escape the other players, playing detectives, by using London’s transportation network of cabs, buses, the Tube, and occasionally a boat along the Thames. It’s recommended for ages 10 and up but there’s nothing on here a clever six- or seven-year-old couldn’t handle if playing alongside an adult, and like Tobago has a strong deductive-reasoning component that makes it a little bit educational as well as fun. Complexity: Low.

24. 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. 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. Disclaimer: My wife doesn’t like this game because she says the board and cards look “depressing.” Complexity: High (or medium-high).

23. 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. Back in print at the moment, and maybe the game on this list that gets the least press relative to its quality and fun factor. Complexity: Medium.

22. Navegador. Full review. I love this game’s theme and better implementation of the explore-build-trade combination than Yspahan has, but it doesn’t work well at all with two players and really needs at least four to create enough competition on the board to make it more than just a few players playing solitaire at the same table. Players begin in Portugal with two ships apiece and have to sail to South America, around Africa, and eventually to Japan, opening up new areas, establishing colonies, building factories and shipyards, and buying and selling goods from their colonies according to fluctuating market prices. With enough players, it’s tightly competitive without feeling work-like, and the replayability comes from the interactions among players, since the game has only a miniscule amount of randomness. If you tend to game with four or five players, this would probably rank higher for you than it does for me. Complexity: Medium.

21. Vikings: Full review. Currently out of print, and unavailable through that link (which I’m including anyway because used copies may appear there in the future). 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. I’m sad to see it out of print. Complexity: Medium.

20. Lost Cities: Full review. This was the best two-person game we’d found, from the prolific designer Reiner Knizia, and the most portable game as well, since it can be played with nothing but the game cards. We’ve since moved on to some more complex two-player games, but for simplicity (without becoming dumb) this one is hard to top. The deck comprises 12 cards in each of five colors, including cards numbered 2 through 10 and three “investment” cards to double, triple, or quadruple the profit or loss the player earns in that color. Players take turns drawing from the deck but may only place cards in increasing order, so if you draw a green 5 after you played the 6, tough luck. You can knock out a game in 15 minutes or less, so it’s one to play multiple times in a sitting. The iOS app is very slick and plays really quickly – a great one for killing a minute while you’re waiting in line. Complexity: Low.

19. Puerto Rico: Full review. It’s grown on me, especially since I got to try it out a few times online via Tropic Euro, although I’ve had friends and readers tell me it can become monotonous after a lot of games. 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. Complexity: High.

18. Samurai: Review of the iOS app, which is identical to the board game. I bought the physical game after a few months of playing the app, and aside from a slightly dated design and look to the pieces and the board, 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. Complexity: Medium/low.

17. Through the Desert. Full app review. 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. Out of print at the moment, although I picked up a new copy around this time last year for $10 on amazon. Complexity: Low.

16. 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. 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. Complexity: Low.

15. Thurn and Taxis: Full review. I admit to a particularly soft spot for this game, as I love games with very simple rules that require quick thinking with a moderate amount of foresight. (I don’t care for chess, which I know is considered the intellectual’s game, because I look three or four moves ahead and see nothing but chaos.) Thurn und Taxis players try to construct routes across a map of Germany, using them to place mail stations and to try to occupy entire regions, earning points for doing so, and for constructing longer and longer routes. Just don’t do what I did and play it against an operations consultant, lest you get your clock cleaned. Back in print this year and quite reasonable at about $25. Complexity: Low.

14. Battle Line: Full review. Among the best two-player games we’ve found, designed by Reiner Knizia, who is also behind Lost Cities. 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 iOS app is among the best as well. Complexity: Low.

13. Caylus. App review. Another game I’ve only played in its app version, Caylus is 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 are probably the best I’ve seen. Complexity: High.

12. 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. Complexity: Medium.

11. Tigris and Euphrates: Review of the iOS app. 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. I’ve never played the physical game; the current version (sold through that amazon link) includes some minor expansions I haven’t tried. Complexity: Medium.

10. The Settlers of Catan: I do feel somewhat odd about dropping this in the rankings for the second year in a row, but the truth is we don’t pull this game out as much as we did a few years ago, and I’ve still got it in the top ten largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Three or four players compete on a variable board of hexes to acquire different resource types, build roads and cities, and reach twelve victory points before any other player. Resources are parceled out in part according to rolls of the dice, and you can lose resources if the Robber shows up on a roll of seven and you’re not prepared for it. The Seafarers expansion balances out the core game’s low value on the wool resource, but also makes the game take about 50% longer to play. It was, and is, a great starting point if you’ve never played anything on this list, and is also one of the few games here that has some traction outside of the boardgamer culture. You can even find this along with Ticket to Ride (higher up the list) at Target, which is about as mainstream as you can get. We’ve just got lots of other games we prefer after playing this one so often over the years. Complexity: Low.

9. The Castles Of Burgundy Full review. The highest-ranked new game on the list this year, Castles of Burgundy even 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. This is the best new game we tried this year. Complexity: Medium (medium-high).

8. Pandemic: Full review. We haven’t tried many cooperative games, but this one sets a very high bar. 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. I haven’t tried the On The Brink expansion, but several people (including my sister and her husband) rave about what it brings to the base game. If you’re looking for a cooperative game you can play with kids, try Forbidden Island, from the same developer but much easier to learn and to win. Complexity: Medium.

7. Dominion: Full review. The definitive deck-building game, with no actual board. Dominion’s base set – there are four major expansions out there, including the potential standalone Dominion: Intrigue game – 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 we 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. We own Dominion Seaside (which is outstanding) and Dominion: Alchemy (which I find a little weird), plus a standalone expansion further up this list. I can also vouch for this as appropriate for a young player – my daughter (age 6) understands the base game well enough to play it without me deliberately throwing the game to keep it competitive. Complexity: Low.

6. Jaipur: Full review. Jaipur is now our go-to 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. Complexity: Low.

5. Dominion: Intrigue. Intrigue can be combined with the base game of Dominion, but unlike other Dominion expansions (of which there are now approximately 82, with a new one released every other week, or so it seems) Intrigue is a complete game right out of the box because it includes the money and point cards. And it’s better than the original game when both are viewed without any expansions because it’s more interactive – Intrigue lives up to its name in the sense that you should spend much of your time either plotting against your neighbors or trying to defend yourself, which makes the “Big Money” strategy in the base game much less effective. The changes make the game longer, but more even, and more fun. Complexity: Medium.

4. Stone Age: Full review. Really a tremendous game, with lots of real-time decision-making but simple mechanics and goals that first-time players always seem to pick up quickly. It’s also very hard to hide your strategy, so newbies can learn through mimicry – thus forcing veteran players to change it up on the fly. 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. I haven’t tried the expansion, Style is The Goal, yet. Complexity: Medium.

3. 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. We 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. Complexity: Low.

2. 7 Wonders: Full review. 7 Wonders has swept the major boardgame awards (yes, there are such things) this year for good reason – it’s the best new game to come on the scene in a few years, 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. We saw no dominant strategy, several that worked well, and nothing that was so complex that we couldn’t quickly pick it up after screwing up our 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. Complexity: Medium.

1. Carcassonne. Full review. The best-of-breed iOS app has only increased my appreciation for Carcassonne, a game I still play regularly by myself, with my wife and daughter, and with friends here or online. It 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. We 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. We also have Inns and Cathedrals, which we’ve only used once; 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.

Last year, I promised but never provided a ranking of games just for two players, so rather than make another pledge I won’t keep, I’ll rank them here, in reverse order. I’m only considering two-player value, so I’ve only included games I’ve tried in two-player format.

1. Jaipur
2. Carcassonne
3. Stone Age
4. Ticket to Ride
5. Dominion/Intrigue
6. Small World
7. Battle Line
8. Samurai
9. Castles of Burgundy
10. Lost Cities
11. Pandemic
12. 7 Wonders
13. Through the Desert
14. San Juan
15. Jambo
16. Thurn und Taxis
17. Orient Express
18. Tigris and Euphrates
19. Tobago
20. Asara

Le Havre boardgame & app.

The board game Le Havre is one of the best complex strategy games I’ve tried, although the emphasis is on complex, involving a lengthy setup, more pieces than I can remember in any other game (mostly tiles representing resources that need to be sorted into piles), and a lot of long-range planning with great potential for other players to inadvertently trip you up. It’s very balanced, nearly luck-free, and rewards patience and attention. But the time to set it up and the time to play it are both major obstacles unless you’re quite hardcore about your boardgaming – and you don’t have to get up early the next morning.

All of that makes it a perfect game for adaptation into electronic form, and the app version of Le Havreicon, released on Wednesday night by Codito, is excellent, playing easily with plenty of instructions and offering sufficient challenges from the AI opponents to allow for many repeat plays.

In Le Havre, a game by the designer of Agricola and heavily inspired by Caylus, players compete to acquire the most total value in buildings and ships while filling growing requirements to feed workers each turn, a balancing act that is far more difficult than it sounds because of the competition for scarce resources and the limited number of ways to obtain food, a problem exacerbated in games of more than two players. On each turn, a player may choose to take resources from any of the seven available stocks; to take the available supply of money (francs); to build one of three buildings visible on the stacks of building cards; or to use a building that is already built, even if it was built by another player. A player may also buy certain buildings outright in addition to that main action.

Each player has to have enough food or francs on hand at the end of every round to feed his workers, and the rounds are short – seven moves in total, so in each round of a four-player game, one player will get only a single move. Yet to acquire points from resources, players have to first acquire the right mix of resources, sometimes converting them to other kinds of resources, sometimes acquiring energy sources as well, and then build the building or the ship in question. It takes patience, and requires a lot of quick decisions about when to move for the short term (food) and when to move for the long (points).

There are multiple ways to win Le Havre, one of the key features in a game that is this complex (and my main criticism of Puerto Rico). Shipbuilding is the best way to beat the AI players in my experience with the app, but there are several different paths to high point totals through buildings, including several buildings that stack up point bonuses depending on what else you’ve already built. There are also several different paths to ensuring a regular food supply, and ships can provide a fixed quantity of food on each turn once they’re built. When a player can’t feed his workers, he can take out a loan – annoying, but sometimes the right strategic move, and sometimes the path to digging a hole you can’t quite escape.

Game play within the app is very straightforward, and one of the benefits of an app version is the fact that you are protected from rules mistakes, which, given the complexity of Le Havre, is a significant advantage. Each card replicates the graphics from the physical game, including symbols that indicate the card’s price in resources, fee to use if it’s not yours, value in points, and resources or gains from usage. Clicking on the question mark in the upper right once the card is expanded gets the full text explaining the card and all of its costs and benefits. Learning the lay of the board took me two or three games, but all of the critical information is either visible or is a click away. The game also gives players the ability to undo a move while the turn is in progress, and confirms the ‘end turn’ request as well (an option that can be turned off). There’s a solid tutorial, although it is no substitute for playing the game a few times against easy AI opponents.

Those AIs are good enough to continue to challenge me, a relative rookie in Le Havre, because they offer multiple levels of difficulty. I do find them a little predictable, and they often race out to early points leads because they plan more for the short term than the long; the first two settings are like training wheels, but in a 4- or 5-player game against all AI opponents, the hardest AI setting is a good enough challenge to allow for repeated gameplay. The app now offers turn-based online multiplayer through GameCenter, which I haven’t tried yet.

My criticisms of the app are minor – the graphics could be brighter, and the font isn’t as clear as it could be, so some of the text is tough to read without expanding it from the background. The hint feature, suggesting the next move to make, can be a little too focused on the short term, although the point of the hints is to help you learn the game, not help you beat the AI players that are running on the same software. I ran into some very minor graphics glitches that should be addressed in the first update. Also, the music made my wife want to strangle me after about two minutes, so I muted it for my own safety.

If you like Agricola and/or Caylus, I strongly recommend Le Havre. It is as elegant an adaptation as I can imagine for a game with this many elements. I’m also impressed by how Codito’s boardgame apps improve each time out – the leap from Puerto Rico, another complex game with a lot of elements, to Le Havre is outstanding – showing an internal commitment to improving the player experience (and, I presume, increasing revenues). That said, if you aren’t a fan of boardgames with a lot of rules or a relatively steep learning curve, you might find this game frustrating, particularly the physical game given all its pieces. (It took me the better part of an hour to break apart and sort all of the little cardboard resource tiles.) It’s very fair to jump off the boardgame bandwagon before Le Havre or Agricola – but at least the app lets you try it out for $5 first.

Recent ESPN content, if you made it this far: My quick reaction to this year’s Futures Game rosters; an early look at Mike Trout’s MVP case; this week’s Klawchat; and some fun podcasts from Thursday with Dave Schoenfield and from Wednesday with Chris Sprow.

Caylus iOS app.

The complex strategy game Caylus is one of the top-rated games on Boardgamegeek, a site where voters tend to favor intricate games with pages upon pages of rules and little to no luck involved. It’s the kind of game I can’t imagine playing as a rookie against someone who’s played a few times – an experience I had with Agricola that ended up with me getting my ass handed to me by a slightly more seasoned player (who is, most likely, about to read this review). It’s also the kind of game that makes me say I’m not a “serious” boardgamer – I love smart games, but the complexity and length of games like Caylus (and Agricola, and Le Havre, for which I still owe everyone a review) keeps them off the top tier of my own list.

So I’m pleased to report that the Caylus app for iOSicon is very strong, with outstanding graphics, a very easy-to-use layout (no mean feat given the amount of information a player might need midgame), and, after a recent update, no issues with stability. The AIs could be better, and the rules included in the app are not sufficient, but once you get the hang of it, it’s easy to play and keeps you thinking the entire time – 15-20 minutes for a game against AI players. (I have yet to try this multiplayer, but that is available through GameCenter.)

Caylus is a worker-placement game: Each player has a small number of workers to place each turn on buildings that might return money, resources, or points; allow the exchange of some of those things for others; or allow him/her to construct something of value. Caylus operates around five resources, the value and supply of which fluctuate as the game progresses, and offers multiple paths to victory (although I found one the AIs just can’t seem to beat*). There’s really no luck involved, and because most buildings on the board allow just one worker per turn, each decision, from small to large, requires the player to consider not just his own future moves but those of every opponent as well.

* The strategy requires gold, the scarcest resource in the game. A human player would see that I was stockpiling gold and certain other resources and would at least try to made it harder for me to get gold from the gold mine, the one place to get gold for no cost beyond the cost of the worker. A human player would be trying to get gold for himself anyway. But the AI players don’t do either of these things, and I don’t think the AI players are that good at pursuing points via multiple, simultaneous strategies. I’ll come back to that.

The centerpiece of the game is the castle, which players build in blocks during three separate phases, after which their contributions to the castle are scored. Building certain numbers of blocks, or just building the most in any particular turn, grants the player one or more “royal favors” – money, a resource, victory points, or the ability to build a building at a discount. Failing to build at all in any of the three phases costs a player two victory points, but the opportunity cost is just as significant.

The graphics in this app are the best I’ve seen for any boardgame app so far, clear, bright, and very easy to look at for the length of a game. The layout is another strength, with critical information available in a left-hand sidebar that the player can rotate through several screens or can shrink to half its size to see more of the board. Moving workers is straightforward, and in the banner on the right from where the player drags a worker the app displays key info like money remaining (since placing a worker costs at least one unit of money).

I found the AI players all pretty easy to beat, working my way up from a two-player game against the easiest AI opponent to a five-player game against the two strongest AI players and two more from the next level of difficulty. The primary problem is that the AI players can’t detect a human player’s long-term strategy – an issue evident in other apps and one I expect to see in the upcoming implementations of Agricola and Le Havre. The simpler the game, generally the simpler it is to program a strong AI, either because it can pursue an optimal strategy that’s hard to beat or because the tree of potential human-player moves isn’t that wide.

The lack of in-game information is the other flaw here, one that creates a steeper-than-necessary learning curve for new players. The rules and tutorial show you how to use the app more than they show you how to successfully play the game. Buildings aren’t marked on the board; their icons are unique, so a player can look in the building directory in the left-hand sidebar and try to match them up, but allowing a player to tap any building and see its identity would be an easy addition. The app will also allow a player to select a favor that s/he can’t afford, with no opportunity to undo it as a player would have when playing the physical game.

For $4.99, I’ve already gotten my money’s worth from Caylus, spending close to three hours total across all games I’ve played so far. I’ll still play it occasionally, but they’ll need to offer a better AI for this to be something I continue to play regularly without GameCenter (and since I play on planes, that’s a key issue for me). The weaker AI makes the app more of a Caylus tutorial, or even an advertisement for the physical game – albeit a very slick, easy to use one, once you figure out the rules, which you might have to do outside of the app. It’s really well done, and if they can offer a stronger AI player down the line, it’ll join that top tier of boardgame apps.

Puerto Rico (game).

Hat tip to Matthew Leach, who covers the Cardinals for mlb.com, for pointing out that The Roots’ new album, How I Got Over, is just $5 as an mp3 download on amazon.com (through that link). No idea how long it will last – the Arcade Fire sale was supposed to last one day but amazon extended it at least through the end of that week.

I’ve been promising a writeup of the game Puerto Rico for about six months now, but up until a few days ago didn’t feel like I’d played it enough to offer an informed take. The significance of the last few days is that I discovered the site Tropic Euro (two points to anyone who gets the reason for that name), a very slick Java-based application that allows you to play Puerto Rico against bots or live opponents. With a three-person game involving two bots running about 11-12 minutes for me, it’s been a nice way to take a quick break from packing as well as a way to get more familiar with why BoardGameGeek users rate Puerto Rico as the #1 board game of all time.

The goal in Puerto Rico is to amass Victory Points* by producing and shipping goods from your “island” back the mother country and/or by constructing buildings, especially one of the five large buildings that provide bonus points at the end of the game based on what else you’ve accomplished. Your island is a board with spaces for twelve plantations and twelve buildings; the plantations, which are free, can grow one of five crop or house a quarry that reduces the cost of any building by one doubloon. Corn is the least valuable crop, with a trade value of zero, but doesn’t require a processing building; coffee is the most valuable crop for trading but you can’t produce more than two units per turn.

*One thing you have to get used to when playing German-Style board games is that even a fairly concrete game concept, the goal is nearly always the abstract victory points. Completing certain tasks, building specific buildings, or shipping goods earns you points, but the assignment of points to deeds can feel a little arbitrary. I’ve just learned to accept it for each game and move on.

Buildings come in three types: Production buildings, for processing any of the four crops beyond corn; small buildings, each of which grants you a few victory points and some special privilege on every turn; and large buildings, which offer no in-game benefits but can provide significant bonuses after the game ends. Every building and plantation must be manned by a colonist, but their supply is limited, especially early in the game.

In each round, each player chooses a role, with options including the mayor (obtaining colonists), the settler (choosing plantations), the builder (obvious), the craftsman (producing goods), the trader (each player can put one good on the trading ship, as long as another good of that type isn’t already there), the captain (shipping goods for points), and, in larger games, the prospector (take a doubloon). Every player gets to utilize the roles chosen by other players, but the player who chooses a specific role gets an extra privilege, such as producing one additional good of his choice. Roles that go unselected are worth an extra doubloon in the next round.

The complex and slightly crazy part of Puerto Rico is that shipping round. There are five goods that players can produce, but there are only three ships available to take goods to the mainland, and a ship can only hold goods of one type. When a player chooses the shipper, all players must ship all of their goods; if there’s no room, most of their goods spoil and are lost with no compensation. (There are large and small warehouses that a player can buy and man to protect some of his goods.) The ships empty at the end of a round and only when they’re full.

Every good shipped is worth a victory point, and in the later rounds a player could easily ship five goods or more in a single shipping phase, especially if he’s the shipper and can place his goods first. Since points from shipping can easily be around 40% of a winning score, possibly more, there are a host of considerations behind the set of decisions of what goods to produce, how much to produce, and when to ship them, and those decisions also include considering what your opponents plan to produce and what they have on hand. A well-timed decision to choose the shipper role can grab you six points while spoiling goods for several of your opponents.

That’s what makes Puerto Rico a great game, and I’m going to assume it’s why the geeks over at BoardGameGeek have it at the top of their rankings: The decisions each player has to make are rich and complex and depend on potential future moves from both the player and his opponents. Just choosing a role means weighing four or five variables – money, colonist supply, the shipping situation, production potential, and what your opponents will do with this role if you choose it … or what someone else will do with the role if you don’t. Given the game’s complexity, it’s surprising that it works as smoothly as it does, and I think the only truly difficult part of Puerto Rico is setting the game up and putting it away.

It is, however, the most complex game I’ve reviewed on the dish so far, so I can’t just tell you that, say, if you love Settlers of Catan or Stone Age, you should try Puerto Rico. It would be more fair to say that if you’re looking for a more involved game than those two – both among our favorites – you should try Puerto Rico, not just because I recommend it but because the consensus of the boardgaming world is that it’s the best game out there.

Back to Tropic Euro, I’ve found that the software works very well; I’ve had occasional trouble logging on, where the main window was blacked out, but closing and restarting the app solved it. It offers PR expansions, swaps the prices of the Factory and University buildings (per the original boardgame’s designer’s suggestion), and the AI moves quickly and pretty logically, enough to punish me for making rookie mistakes. The app’s author, Chris Gibbs, says on the site that there will be a “hard” AI option available in the next week or so.

I’ve previously reviewed San Juan, the card game variant of Puerto Rico; while it’s consistent with the theme, it is a massively simplified game. I enjoy San Juan in its own right, but it’s just a different experience.

Posting here will be sporadic over at least the next seven days as we pack and await the moving vans. I should have at least one ESPN chat either this week or next, and both ESPN and dish blogging will become more frequent by the week of September 20th. If you’ve emailed me or asked me a question in any forum without receiving a response, I apologize, and I hope you understand.

Power Grid.

The final piece of this week’s package on prospects for 2010, players who might jump on to the 2011 list, is up. If you missed the main list, it starts with numbers 1 through 25. I’ll have one more piece on prospects next week, possibly Tuesday. As for Ulysses, I have four sentences – running twenty-odd pages – to go, so I’m hoping to write it up on Sunday or, at worst, Monday.

I got the board game Power Grid on the recommendations from several of you, and it’s currently the fourth-ranked game on Boardgamegeek. It’s a brilliant game with a few drawbacks that are easily surmounted, fairly simple to learn with some game-to-game modifications, and (as far as I can tell) no easy strategy to win.

The idea of the game is to build a power grid across a map of Germany or the U.S., including power plants and power stations in connected cities. You can have up to 3 power plants that run on coal, oil, garbage, uranium, coal/oil (hybrid plants), or green sources; except for green power, the others require players to purchase resources in each turn to fire the plants and power the cities. The first player to build a network of 17 cities, with the capacity and resources to power them, wins the game, with the magic number varying slightly depending on the number of players.

The great hitch in the game is that the power plants each take different inputs and power anywhere from one to seven cities, and they come up for auction rather than selling for fixed prices, while resource prices vary as well depending on how many players are chasing those inputs, which can change as each player upgrades his plants. It’s a complicated economic question: costs vary, and the marginal revenue from powering another city is positive but declines slightly as the number of cities in a network increases. I imagine that someone could build a model (I’m thinking Monte Carlo simulation) to figure out what these plants should be worth, or roughly what they should be worth depending on when they come up in the game, although I think that might ruin the fun.

With three or more players, two competitive dynamics come into play. One is the map – for the first part of the game, only one player can occupy a city; in “step 2,” it’s two players per city; and it’s never more than three players per city, giving multiple opportunities for a player to block others and prevent them from expanding their networks, deliberately or as part of naturally expanding their own networks. A player could have the money and power plants to expand his network but be slowed dramatically because he has to pay extra – a lot extra on the western side of the map – to go through someone else’s network, and while I’m not sure if it could happen in practice, I think I could see how a player could end up pinned in for several turns while he waits to accumulate the cash to expand out of region. The other is the competition for resources, which are refilled at fixed rates for each step of the game, so they can be depleted if too many players need them to power their plants – in fact, I can’t see how in a five- or six-player game you wouldn’t run into shortages, forcing players to change their plants and perhaps driving up purchase prices. And uranium is refilled so slowly that there’s a severe disincentive for two players to run nuclear plants simultaneously.

I did mention drawbacks. One is that it’s a mediocre two-player game, because the constraints don’t really constrain. You have room on the map, resources won’t be depleted, and the auctions don’t get too crazy – my wife and I engage in de facto collusion, so we buy plants at face value unless it’s a green one. Three works, although I’ve only played two games with three, and I imagine four would be perfect and five-plus would be a little cutthroat. With three players, each game took over an hour, so a five-player game could certainly run two.

Another is that the board is drab. I don’t care that much about artwork, but my wife really dislikes the game because she says it looks depressing – and she’s right about the cards with the power plants on them, which depict varying levels of air pollution. It wouldn’t stop me from playing the game, but it will stop some people, and for what these games cost I think it’s fair to consider the artwork.

And the third is that the mechanics of the game are complex. To keep the game in balance, the game author had to put a number of unnatural rules in place, including artificial constructs like the shift from step one to two (when any player has seven cities in his network) or two to three (when the “Step 3″ card comes up in the power plant deck) and a table for how many resources to add back to the resource market at the end of each round … it’s a lot to keep track of over the course of the game, and we usually screw something up, somewhere, like forgetting to put coal back in the market one turn only to wonder three turns later why coal is so expensive. Even the order in which the players go in each round varies – you set a new player order each round, but then for some phases in the round, players go in reverse order. Yeah. I imagine the more you play, the more natural it becomes, but I don’t see it ever become as intuitive as most of the games we enjoy.

I’d recommend Power Grid because I enjoy playing it, especially the economic twist from the power plant-resource interaction, but I know from your feedback that you guys are split between folks who like the quicker-to-learn games like Ticket to Ride or Dominion and those who think I should be playing more Agricola and Puerto Rico. Power Grid, to me, is more for the second camp than the first.