Top 100 board games, 2025 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.

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.

I’ve updated most of the the affiliate links to buy these games to Miniature Market, moving away from Amazon for philosophical/political reasons, with a few to Noble Knight because they sell some secondhand games that are otherwise hard to find. That does increase the chances that you’ll find something is out of stock, unfortunately, but I’ll try to note if a game is likely to be unavailable for a long time. Right now, in mid-December, many games are out of stock on MM since we’re close to the holidays; I reached out to their customer service folks and they indicated new shipments are coming this week (as of 12/12). Some games don’t have a link because they’re either out of print for the long haul or because I’m waiting for it to show up back in shops in the next few months.

Games that dropped off the list this year: Galaxy Trucker, Gizmos, Stone Age, Thebes, Whistle Stop, Little Alchemists, Splito, Cryptid (that was the last cut). I like all of those games, to be clear.

I’ll also do a top 10 of 2025 on AV Club in the next week or so; it was actually a weaker year for new releases, at least for me, but I suspect that’s due to the tariff stupidity rather than an actual dip in game quality.

100. Ark Nova. Full review. The #2 overall game on BoardGameGeek’s rankings as of December 2025, 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.

99. Exit: The GameFull 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.

98. 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.

97. EcosystemFull 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 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.

96. 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’ four roll-and-writes (this, Fleet the Dice Game, French Quarter, and Motor City), this is my favorite. Complexity: Medium-low.

95. Super Mega Lucky BoxFull 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. Out of stock everywhere in December 2025, which is bizarre. Complexity: Low.

94. JamboFull 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, definitely the best hotel I stayed in while I worked for the company. Out of print in the U.S. for several years now. Complexity: Low.

93. Sky Team. I wasn’t sold on this cooperative two-player game the first time I saw it at Gen Con, but then I played and realized its brilliance. You play as the pilot and co-pilot trying to land a plane, but you can’t communicate during rounds, only between them. You’re rolling and placing dice on the board, some with areas only you control and some that are shared, and you have to keep the plane level, get the landing gear down, avoid speeding up too much, ensure the runway is clear, and more, with increasing challenges for different airports. It’s a fantastic strategy game that’s also about the need for communicating in advance and setting up clear plans so that each player knows what they need to do. Complexity: Medium-low.

92. IngeniousFull app review, although that app is long defunct. 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.

91. CharterstoneFull 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.

90. 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.

89. 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.

88. Terraforming Mars: Ares ExpeditionFull review. I’ve moved this one below the original Terraforming Mars because it became clear to me that I wasn’t just in the minority, but was underselling the original game. This more card-based version 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 to a more digestible format. Complexity: Medium.

87. 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, Arcs). Complexity: Medium.

86. FarawayFull review. 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.

85. Planet Unknown. This game was hard to get a hold of for a while, but I own a copy now, and I’ve played a bunch on BGA, so I can vouch for it – it’s excellent, marrying polyomino tile placement with track advancement and objective cards for a game that is a constant puzzle. Players are exploring their own planets, selecting one of two tiles facing them on the rondel in that specific turn, then placing it on their board, adhering to the boundaries of the planet and other placement rules that loosen as the game goes along. Each tile has one or two colors on it corresponding to the five tech tracks; moving up those gets you different rewards, which includes valuable one-square tiles and the ability to move your rover(s) more quickly around the board to pick up meteorites and life canisters. My quibbles: there’s little player interaction, and the box is absolutely huge. Complexity: Medium-low.

84. 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, followed by Cubed. Complexity: Low.

83. Coffee RoasterFull 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. 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. My daughter played this in her high school European History class, as the teacher finds it does a great job of showing both the reality of the map at the time and how tenuous those alliances could be. Complexity: Medium.

81. CitadelsFull review. First recommended to me by a reader back 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 one of the best mashups of a party game and a traditional boardgame I’ve seen. Complexity: Medium-low.

80. RiftforceFull 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.

79. Silver & GoldFull review. Phil Walker-Harding designed a whole bunch of games on this list, including both Imhotep games, Super Mega Lucky Box, and Gizmos, plus the Sushi Go! series, Bärenpark, 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.

78. Let’s Go! to JapanFull 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. The sequel game, Let’s Go! To Paris, should be out in 2026. Complexity: Medium, mostly because of the card-drafting bit.

77. Power GridFull 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. Complexity: High (or medium-high).

76. Glen MoreFull 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.

75. 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.

74. Rock Hard 1977Full 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.

73. DragominoFull 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.

72. CanvasFull 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.

71. KitesFull 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.

70. NidavellirFull 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.

69. EarthFull 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.

68. 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.

67. The White Castle Duel. Full review. The two-player version of The White Castle is an entirely new game that just brings over a couple of mechanics and a similar board, so while the original does work with two players, this is a different experience that’s also worth playing. In The White Castle Duel, there are no dice, and you aren’t sending workers to the three areas of the castle, but will place tokens on very specific spots to gain lantern rewards on every turn and then take two actions. In the first six turns, each player places one of those tokens from their home board to the castle; in the last six turns, the players remove those tokens, regardless of who placed them, and take the actions associated with the spaces they just vacated. It’s still tight, but unlike the original with two players, it’s not quite as punitive or restrictive. Complexity: Medium.

66. CoupFull 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.

65. Get on Board: New York & London/Paris & RomaFull 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.

64. WatergateFull 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. Does your conscience bother you? Complexity: Medium.

63. ImhotepFull 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. Played this again in 2025 for the first time in ages, and discovered I didn’t like it as much as I used to, especially with two players. Complexity: Medium-low.

62. The MindFull review. The Mind may drive you crazy; I’ve still never beaten the whole thing, 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.

61. Kodama: The Tree SpiritsFull 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. Complexity: Low.

60. FurnaceFull review. This game rocks, and although the expansion (reviewed here) has some positives I think I prefer the original. 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. Through the DesertFull app review, although 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, at least the third one, this time from Allplay. Horse with no name sold separately. Complexity: Low.

58. VikingsFull 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 ages. Complexity: Medium.

57. 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, and it’s really easy (for me) to end up without enough food for my workers. The gears, though, are kind of badass. Complexity: High.

56. Terraforming MarsFull 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.

55. TakenokoFull 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. I am a little lower on this game now than I was a few years ago, because the game-end rush for objective cards, with the hope that you grab some that you can score immediately (not too dissimilar to Ticket to Ride’s end), isn’t nearly as fun as everything that comes before. Complexity: Medium-low.

54. The Gang. Full review. The Gang is cooperative Texas hold ‘em, where 3-6 players try to figure out who’s got the best hand by the time all five cards are dealt to the table – but without communicating what their hold cards are. The main way you signal the strength of your hand is by taking chips from the table to indicate where you think your hand will rank; if you’re pretty sure your hand will be the worst, you take the one-star chip, while if you think it might be the best, you’ll take the chip with the most stars, equal to the number of players. You do this after the hole cards are dealt, after the flop, and after the turn, but those are all about signaling; only the chips taken after the river count. You want to get everyone in order three times before you fail to do so three times. There’s a variant that gives you a bonus power after you lose a game, or a penalty after you win one. It’s a blast, and a good way to turn your kids into degenerate gamblers. Complexity: Medium-low (because you have to know poker hands).

53. (The Settlers of) Catan: I struggle with this ranking every time I reconsider the full list, because Catan is incredibly important in the history of board gaming, and remains popular with a broader audience (they say they’ve sold over 30 million copies), but I don’t really play it much at all now, even online. Without Catan – formerly called The Settlers of Catan – 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, 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. Now, though, Catan feels a little quaint, as much of what it did so well has shown up in other games, many of which are shorter in length or quicker to play or have more going on during the game to keep every player engaged. It’s still extremely important, and the late Klaus Teuber gets one of the spots on the board gaming Mount Rushmore, but it’s also not strictly one of the ‘best’ games out there. Complexity: Medium-low.

52. Wandering Towers: Full review. Wandering Towers was my #1 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.

51. ConcordiaFull 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.

50. Flatiron. One of four games on this list from the Isra C. and Shei S., who seem to be right on my wavelength with their medium-weight strategy games that look awesome and give you plenty to think about, often in a limited number of turns. Flatiron came out right at the tail end of 2024, and pits two players against each other to build the building of that name in Manhattan, constructing pillars, floors, and eventually the roof, with each level changing the action spaces available, while you can also use the actions on the surrounding streets, trying to gain resources while also burnishing your image. It’s probably their most visually appealing game, and nails the balance of interaction and individual strategy that the best two-player games offer. Complexity: Medium.

49. TokaidoFull 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 very strong two-player game, Tokaido Duo (full review), with the same theme but many changes to the rules. Complexity: Medium.

48. Love LetterFull 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 is much better with four, with lots of laughing and silly stare-downs. There are lots of spinoffs and brand extensions for Bridgerton and Marvel and Arkham Horror and Princess Princess, plus an expansion that lets you play with more people but also makes the game longer. It’s the less serious version of Coup, and it’s only $9. Complexity: Low.

47. The Search for Planet XFull 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. Complexity: Medium-low.

46. Puerto RicoFull 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.

45. Tigris & EuphratesFull review. I think the consensus view among gamers is that this is Reiner Knizia’s magnum opus, 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.

44. 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 a decade or so ago 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.

43. CaylusFull 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.

42. 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.

41. Zenith. Full review. The best new game of 2025 is this two-player capture-the-flag game that elevates the genre without becoming too long or unplayable against good opponents. You’re fighting over five planets that sit in the middle of the board, and you’re trying to pull them four spots towards you, at which point you gain one of that planet’s tokens. If you get three of any single planet, four of different planets, or five in any combination, you win the game. You move the planets by playing cards in those five colors, moving the matching planet one space towards you and then taking the card’s actions. The more cards you play under any one planet, the cheaper they become. You can also discard the cards while paying Zenithium, the rarer of the game’s two currencies, to move your pieces up the game’s three tech tracks, gaining increasingly powerful bonuses as you go. There’s a constant push-pull to Zenith along with the need to balance gaining control of some planets while stymieing your opponent on others – or scrambling to prevent them from getting the planet that wins the game. It’s fantastic and also sometimes makes me want to flip the board over. Complexity: Medium-low.

40. 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 on Steam as well. (I’ve left these links to Amazon, as my other preferred vendors don’t have it.) Complexity: Medium-low.

39. Votes for WomenFull review. My #2 game of 2023 at the time I ranked them, 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. It’s not easy to find at the moment, so the best place is direct from Fort Circle. Complexity: Medium-low.

38. Dune: ImperiumFull 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. I believe this is the highest-ranked game on the list that I don’t own in physical form. Complexity: Medium-high.

37. 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. The game has been renamed Quacks, which I like, but now only plays 2-4 while the original played 5 with an expansion to get you to six. Complexity: Medium-low.

36. CacaoFull 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. As of December 2025, it seems to be out of print, which is very weird for a game this popular. Complexity: Low.

35. PatchworkFull 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.

34. Battle LineFull 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.

33. La IslaFull review. This somewhat lesser-known title from designer Stefan Feld is 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. Feld has gone too far into point-salad world with recent titles – not to mention leaning into cultural appropriation – 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 for under $20. Complexity: Medium-low to medium.

32. IstanbulFull 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. The White CastleFull review. Nine turns. You get just nine turns in my #1 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. I haven’t tried or even seen the Matcha expansion. Complexity: Medium-high.

30. King of TokyoFull 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. The Halloween one is fun, more as a change of pace and a way to make the game even more vicious. I’ve now played the two-player King of Tokyo Duel a few more times, and while the idea is great, I think one monster is overpowered, and the deck needs more power cards. Complexity: Medium-low.

29. Imhotep: The DuelFull review. This strictly two-player version of Imhotep is even better than the original by taking the feel of the full game 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.

28. New BedfordFull review. I adore this game, which is about whaling, but somehow manages to sneak worker-placement, city-building, and press-your-luck aspects 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 me with three players. Alas, the collapse of Greater Than Games means this one is out of print as of December 2025. Complexity: Medium.

27. Small WorldFull 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-low.

26. HadaraFull 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.

25. 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.

24. 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.

23. 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 usually don’t want anything heavier or more difficult than this. Complexity: Medium-high.

22. SagradaFull 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.

21. 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 Indie Boards & Cards’ 2020 edition, Egizia: Shifting Sands, changed the board while keeping the original’s core mechanics. Both are out of print at the moment. Complexity: High.

20. 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.

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: Medium-high.

18. TrioFull 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, then you win the game immediately. It’s very easy to teach and incredibly addictive. Complexity: Low.

17. Grand Austria HotelFull 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.

16. Darwin’s Journey. The highest new entry this year is a game from 2023, a heavy game that comes in a slim box and features all kinds of worker-placement goodness. Players are competing to build a crew of four (and possibly five) workers to send around the board as their ships follow the path of the Beagle, investigating 16 different specimens, building tents, sending off letters, and gaining new skills for their crew members. There are so many ways to score that you can gain points on a good percentage of your turns, although money is usually pretty tight and you’ll have to find ways to keep enough cash to keep moving. Most of your worker placements will require you to pay 2 or 3 coins, outside of the first one you place each turn, so you’ll probably spend at least one turn per round doing something to get paid. It’s an extremely satisfying puzzle to solve, with a little player interaction on the three maps where your explorers (not regular workers) move and some racing to get certain specimens to the museum first. Coincidentally, it was co-designed by Simone Luciani, the co-designer of Grand Austria Hotel and Tzolk’in. Complexity: High.

15. EverdellFull 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. I’ve linked the Collector’s Edition because the standard one is out of stock. I haven’t tried any of the expansions, nor have I tried the Duo version, although I own that one. Complexity: Medium-low.

14. SamuraiFull 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. There’s a rethemed version called Hanami due out in 2026, and now there’s a brand-new app that is fantastic. Complexity: Medium/low.

13. DominionFull 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. There’s a good freemium app for the game as well, although the AI moves so quickly it can be hard to follow what it’s doing. Complexity: Low.

12. SplendorFull review. A Spiel des Jahres nominee in 2014, Splendor fast became 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. I do like Spendor Duel quite a bit; it isn’t just a two-player version, but maintains several of the core features of the original. It’s in the next 20-25 games if I kept going in these rankings (please don’t ask me to do that). Complexity: Low.

11. AzulFull 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. There are four more games in the Azul series, the best of which is Azul: Summer Pavilion, and the worst by far is Azul Duel. Complexity: Medium.

10. Heat: Pedal to the MetalFull 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 remains 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/AV Club. 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. Complexity: Medium-low.

9. The Castles Of BurgundyFull 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 competing 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 dozens of times, using all the different boards, even random setups that dramatically increase the challenge, and I’m not tired of it yet. Don’t waste your money on the $180 ‘special’ edition, though. Complexity: Medium.

8. 7 Wonders DuelFull 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 that’s very strong, with a solid AI player. Complexity: Medium-low.

7. Great Western TrailFull 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. I haven’t tried the New Zealand or Argentina editions other than a brief demo; I didn’t care for 2024’s El Paso version, which dumbs the game down in a way that wipes out most of what’s great about it. Complexity: High.

6. JaipurFull 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 app is also fantastic, with a campaign mode full of variants. Complexity: Low.

5. Ticket To RideFull 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 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. I ranked all 18 Ticket to Ride boards for Ars Technica a few years ago, although that doesn’t include some of the more recent ones, like Japan/Italy or Poland. The Ticket to Ride Legacy game was very fun, and never got too complicated, although I don’t know when a reprint is due. There’s also a kids’ version, called Ticket to Ride First Journey, that’s quite good. Complexity: Low.

4. PandemicFull 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.

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. I’m in the minority here, but I think the original is way better – the Legacy version gets too complicated, too quickly. Complexity: Medium for the base game, medium-high for the Legacy game.

3. WingspanFull 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 expansionOceania expansion, and Asia expansion (with a two-player Duet mode) are out, although I’ve only tried the last one. 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) or 2025’s Finspan (review), as they’re the same basic game, but tuned to different levels of difficulty. Complexity: Medium.

2. CarcassonneFull 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 WondersFull 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 iOS version is amazing too. Complexity: Medium.

Stick to baseball, 12/6/25.

For subscribers to the Athletic, I wrote my analyses of the Sonny Gray trade; the Dylan Cease signing (featuring a massive temper tantrum by Jays fans in the comments); the Cody Ponce & Devin Williams signings; and the Jhostynxon Garcia-Johan Oviedo trade.

At AV Club, I reviewed the game White Castle Duel and wrote up my weekend at the PAX Unplugged board game convention here in Philly.

I sent out a new edition of my free email newsletter last weekend, right after the holiday.

And now, the links…

  • Also in ProPublica, a Minnesota pediatrician who challenged the methods of the director of the child abuse team at the state’s primary children’s hospital says he was sacked for speaking out. The director in question, Dr. Nancy Harper, appears to still use debunked ideas like “shaken-baby syndrome” and thus overdiagnoses child abuse, separating children from families without sufficient cause.
  • I won’t link to too much about the Olivia Nuzzi scandal, given how much attention it’s received and the fact that Vanity Fair finally undid its mistake in hiring her (although whoever approved that hiring needs to be held accountable for the decision), other than this New Republic piece on the public-health cost of Nuzzi’s utter lack of ethics.
  • Michael Scherer writes about the delusions of RFK Jr., who is dismantling public health in the face of all available evidence and massive pushback from the scientific community.
  • I’m absolutely stunned that a Turning Point staffer and Arizona city councilwoman has been accused of sexually harassing another TP employee – and kidnapping his daughter when he rebuffed her. People that obsessed with others’ sex and sexuality are telling you something about themselves.
  • Disgraced New York City Mayor Eric Adams signed an order that would ban any city agency heads or staff from doing pretty much anything in line with the BDS movement against the government of Israel, just a month before the door hits him on his way out of Gracie Manson in four weeks. Incoming Mayor Zohran Mamdani could undo this with a similar order, but of course there will be an outcry calling this antisemitism if he does.
  • There’s a new Kickstarter from Spanish publisher Salt & Pepper Games, publishers of the solo game Resist!, for Queen of Spies, another solitaire game, set this time set during World War I.

Music update, November 2025.

A funny thing happened to me on the way to making this playlist. I listen to my Release Radar playlist on Spotify every Friday, as I think the algorithm does a great job of identifying songs I might like while also presenting me with the newest tracks from artists I like, whether I follow them on the platform or not. One such track in November was a surprise to me, a song by Charly Bliss, who put out a tremendous album in 2024 and then hadn’t released anything – or even posted to their Instagram account – in over a year. I added it to the temporary playlist I use to stash songs for the monthly ones I publish without even listening to the song first, because my default assumption with Charly Bliss was that I’d probably like the song, and would just listen to it later on.

When it came time to curate and write up the playlist, I listened to the song in full, and it didn’t sound like Charly Bliss, not least because their primary vocalist is a woman, and this was sung, apparently, by a man. The song was sort of reggae-tinged, in kind of an anodyne way that sounded like nothing in specific. Since I was already suspicious, I checked Charly Bliss’s social media accounts and found no mention of the song. The video is posted to a Youtube account that isn’t theirs, with comments disabled. When I clicked on the artist name on Spotify, it takes me to a different page for a “Charly Bliss” that’s not the band’s verified one. Obviously, this is AI slop. I reported it to Spotify and Youtube three days ago and it’s still up on both sites. We’re losing this fight. Maybe it’ll kill the current streaming model, which wouldn’t be the worst thing given how much it has taken from artists’ ability to support themselves, but maybe people won’t care enough and they’ll just bop along to the AI garbage instead. I don’t matter in the broader music ecosystem, but I could see these lists becoming more difficult to compile and curate because I have to check everything to see what’s real.

Anyway, for now, I’m still posting to Spotify (here’s this month’s playlist) but also to Apple Music, which I’ve embedded below as well.

De la Soul feat. Q-Tip & Yummy Bingham – Day in the Sun (Gettin’ Wit U). Produced by Pete Rock, this track is one of the standouts from what I assume will be the final De la Soul album, since founding member Trugoy died in 2023. Cabin in the Sky is peak post-3 Feet High De la Soul, as they really veered away from the most commercial aspects of their debut and more into their lyrics and offbeat samples. “The Package” is outstanding as well.

Obongjayar – Give Me More. The best of the five new tracks on the deluxe edition of Paradise Now, called Paradise Now & Later. “Lipdance” isn’t too shabby, either.

Sampa the Great & Mwanjé – Can’t Hold Us. Two of the leading Zambian artists teamed up for this track from the soundtrack to the video game FC 26. Part rap, part Zamrock, the whole thing feels like a stadium anthem in the best possible way.

Tame Impala – No Reply. Deadbeat was a letdown; “Dracula” is one of Kevin Parker’s best songs ever, but the rest of the album is a mediocre techno record. This is one of the few songs on the LP that stood out at all. I miss the Tame Impala that rocked a little.

Hatchie – Sage. Hatchie’s third album, Liquorice, came out on November 7th; while her sound is still firmly in the dream-pop space, I think the record is a small step backwards, less ambitious than Giving the World Away, less immediately catchy than Sugar & Spice or Keepsake.

Portugal. the Man – Knik. So it appears that Portugal. the Man is mostly a John Gourley project, although I see various listings of Zoe Manville and Kyle O’Quin as band members; their latest album, Shish, is a return to their psychedelic and somewhat experimental rock roots prior to Evil Friends, and a big step up from their post-Woodstock album that seemed like a rejection of their sudden commercial success.

Allie X – 7th Floor. Allie X’s fourth album, Happiness is Going to Get You, came out on November 7th, and is a little more mainstream in sound and production than some of her previous work – not that there’s anything wrong with that, as long as the hooks are still there. In a previous era, this would have been a big radio hit, maybe crossing over from alternative to pop stations, but I’m not even sure what constitutes a ‘hit’ at this point.

The Itch – Space in the Cab. Just the fourth single so far from this British dance/new-wave revival duo, with a great hook that got stuck in my head on first listen.

Demob Happy – No Man Left Behind. This British alternative band, now a trio after their lead guitarist departed, will put out their fourth LP The Grown-Ups Are Talking on January 30th. This song is the second single from the record, with lyrics discussing the alienation of young men over an insistent bass & guitar line.

Nothing – cannibal world. This Ameircan shoegaze-revival band’s new album A Short History of Decay comes out on February 27th; I like a lot of shoegaze, both the revival and the original movements, but I’ve found a lot of Nothing’s prior output to be too cold, even for a genre that thrives on frigidity. This song has a little more energy to it than their previous tracks, enough to separate it from their back catalog and the flood of shoegaze-adjacent music out there right now.

The Mynabirds – Labor Day Love Letter. Laura Burhenn removed all of her music from Spotify and replace it with this spoken-word track, damning Spotify for its failure to police AI slop on the site, for its industry-worst payment rates to artists, and for the CEO’s investment in an AI military-tech startup. (Note: This song does not appear on the Apple Music version of the playlist.)

White Lies – Nothing On Me. New wavers White Lies’ newest album Night Light was a mild disappointment to me, lacking the melodies or the energy of As I Try Not to Fall Apart or Big TV. This was easily the best song on the album, a pulsing, uptempo song that seems perfect for the highway.

SPRINTS – Pieces. All That is Over, the latest album from this Irish punk quartet, came out last month; it’s definitely a more polished effort than their previous LP, but also louder and bigger to balance out the loss of that garage-rock sound.

Picture Parlour – 24 Hr Open. I hadn’t heard of this British indie band before this track, which has a killer guitar riff throughout the song, but apparently there were some conspiracy theories around them in 2023 when they first broke out, with people claiming they were nepo babies or industry plants or something. That all appears to be nonsense, for what it’s worth. Also, the song is good, and that’s more important.

Aleksiah – Faker. There’s a sequence of chord changes in the bridge of this Aussie popster’s latest single that elevates it beyond the typical pop fare, echoed slightly in the chorus as well; I’m stereotyping a little, but American pop artists, run through the major-label machine, just don’t play around with chord or key changes like this.

PLOSIVS – Metacine. PLOSIVS is Pinback’s Rob Crow with two members of Rocket from the Crypt and the bassist from Mrs. Magician; they released an album in 2022, which I missed entirely, and now they’re back with this track and a new album, Yell at Cloud, that came out the day after Thanksgiving, which seems like a good way to make the entire U.S. miss it too.

Flight to London – No One’s Forgiven. I’ve said a zillion times that I’m a sucker for any band that channels the early ‘80s new wave that made up so much of my listening during my most formative years as a music fan; Flight to London (not an SEO-friendly name, unless you’re heading to LHR as well) is a brand-new duo who sound a ton like Heaven 17 and early Spandau Ballet and other bands of that niche, with this first single off their just-released album Instructions for Losing Control.

Ella Eyre w/Tiggs da Author – head in the ground. Eyre had a number of hits in the UK the 2010s, including her 2015 debut album Feline, which reached the British top 10, but her second album only just appeared last month. everything, in time includes this modern R&B banger, which first appeared in some form in 2023 and includes the Tanzanian-born rapper Tiggs.

Ashes and Diamonds – On a Rocka. Ashes and Diamonds is Daniel Ash of Bauhaus & Love and Rockets, Bruce Smith of PiL, and Paul Denman of Sade; they just released their first album, Are Forever, and this is the best song of the first half (that’s as far as I’ve gotten).

The Dead Betties – Whatever Anyway. So apparently The Dead Betties have been around for 25 years, and I’m embarrassed to say I’d never heard of this queerpunk trio. They’ve put out three singles this year after releasing an album last October, then dropped an EP, Whitey, last month, with this bass-heavy mid-tempo punk track.

Kreator – Seven Serpents. Kreator’s sixteenth album Krushers of the World comes out on January 16th, featuring this track along with “Tränenpalast,” the latter a collaboration with Britta Görtz of the melodic death metal band Hiraes. I’m amazed how many of the giants of 1980s thrash still sound just as good today, as long as they stick to their original sound. It may not be “Betrayer” or “Toxic Trace,” but this rocks.

Materialists.

I loved Past Lives, the first feature from writer-director Celine Song, which more than deserved its Best Picture nomination and should have nabbed one for its start Greta Lee, for the depth of its story, its beautiful yet spare dialogue, and its deep understanding of the complex feelings we experience while in love or moving beyond it. Song’s follow-up, Materialists, has some similarly strong dialogue and flashes some of the same emotional intelligence as the prior film, but this time the script goes nowhere and the lead character’s journey is hard to accept because she herself is just not credible. (It’s streaming on HBO Max and available to rent on iTunes, Amazon, etc.)

Lucy Mason (Dakota Johnson) is a matchmaker in New York City, and very good at her job; as the film opens, she accosts a handsome middle-aged man in a suit on the street, asks if he’s single, and gives him her card. She’s just reached her ninth wedding, although she’s struggling to find a good match for her client Sophie (Zoë Winters), whose bad luck with men – with men being men, specifically – seems to be the one thing about the job that triggers an actual feeling in Lucy. While at her ninth client wedding, Lucy meets Harry (Pedro Pascal), a charming, obscenely rich, well-dressed single guy. Lucy takes an interest in Harry as a potential client, while Harry takes an interest in Lucy, period. By sheer coincidence, Lucy’s ex-boyfriend John (Chris Evans), a struggling actor, happens to be working as a server at the same wedding, which puts the two of them back in touch. Harry and Lucy begin dating, as he sweeps her off her feet with meals at exclusive Manhattan restaurants – including a real $950/person omakase bar that has since closed – and they have long, thoughtful conversations on the real meaning of marriage. Is it merely a business transaction? Does love need to be a part of it? Is there real meaning in Lucy’s job? Of course, John is Chekhov’s gun, here, and when something goes very wrong at work, he’s the one Lucy calls, not Harry, setting up a denouement where she has to choose between the handsome rich guy and the handsome poor guy.

Lucy is just not a compelling central character. She is not very complex; she talks endlessly of “checking boxes” and seems to want to reduce everyone and every relationship to a matter of data. (I suppose you could argue she is just the matchmaking world’s version of sports analytics.) She ended her five-year relationship with John because they were broke and constantly arguing about it, and she wanted some of the finer things in life. Then she spends a good bit of her time with Pedro saying that she’s not a good enough match for him, implying that he should be her client rather than her boyfriend, which doesn’t even seem to add up in her version of math – all three of these people are very good-looking, and Lucy is gainfully employed, making enough money to afford her own apartment in New York City. She and Harry seem like they’d be a perfect match, not just in the sense of a coherent narrative, but in the sense of how Lucy views relationships and marriage in the first place. To have her suddenly break out into the chorus of “Seasons of Love” at the end of the movie (figuratively) makes no sense whatsoever, and Johnson is such a stolid actor that she can’t express Lucy’s joy or sadness or possible love for John well enough to make either of them believable.

There are also multiple twists in the movie that it didn’t need, including Lucy’s work subplot and a secret Harry has been hiding that refers back to something earlier in the film but adds up to nothing at all other than giving Pascal a chance to do something extremely charming for a moment in his $12 million condo’s kitchen. The plot seems forced as a result, as if those twists had to happen to propel anything here forward, such as setting up a reason for Lucy to reconnect further with John than she had after they ran into each other at the wedding.

I’ve seen Materialists pitched as a comedy or rom-com – Wikipedia’s entry calls it a “romantic comedy drama film,” which are words – but if that was the intention, it failed. Materialists is never funny. It might be too serious at points, but it is never frivolous. There are no jokes or gags, running or sitting still or standing in the corner or anywhere else. The closest this comes to humor is when we see male clients of Lucy’s detailing their insane demands for dates, including the 47-year-old who won’t date a woman over 29, but it’s not that comical when it’s just mirroring reality. It didn’t need to be funny, so I can’t hold this against the movie, but anyone who has called Materialists a comedy lacks a sense of humor badly enough to live in the comments on BlueSky. It could have been Song’s attempt to deconstruct the rom-com, or invert it, but the ending is far too traditional, to the point of cliché, for that to be the case. Materialists has some very strong moments hidden within it – Harry and Lucy’s conversation in the Italian restaurant stands out – but ultimately doesn’t reach the heights of Past Lives.

Cascadia: Alpine Lakes (Kickstarter preview).

Cascadia is one of my all-time favorite games, combining easy-to-learn rules with plenty of strategic depth and a high degree of replayability because the base game comes with so many different ways to score the game’s five animal types. Designer Randy Flynn and the folks at Flatout Games are back with a new game, on Kickstarter for a few more days this week, called Cascadia: Alpine Lakes, that adds a little bit of complexity for a very similar game that’s slightly more difficult than the original to play well, but just as easy to learn. (Flatout provided me with a pre-release copy, so the rules I describe below may not be the same as in the final version.)

In Cascadia: Alpine Lakes, players are once again building environments that comprise habitat tiles and animal tokens. The habitat tiles here comprise two hexagons rather than one, and there are just three habitat types: forests, meadows, and glaciers. On your turn, you select one of the four habitat-animal pairs available from the table and add it to your environment, placing the animal token on a matching space anywhere in your space (not limited on the tile you just took).

Some hexes don’t show animal figures, but show lakes, which are one of the two main new features in the game. Lakes score 1 point per level, because the other new feature here is that you can build upwards, stacking habitat tiles according to a couple of straightforward rules (the big one is you can’t create a two-level drop from one habitat tile to any adjacent one). You also double a lake’s value if you’ve surrounded it with other tiles, regardless of those tiles’ levels.

Unlike in Cascadia, the animal tokens don’t score by themselves in Alpine Lakes. You score each habitat type based on the scoring card chosen at the start of the game – there are six for each habitat right now – and you can also use three advanced scoring cards if you wish to add a little more variance. The one way in which animal tokens score by themselves is in awarding points to the player(s) who have the highest animal token of each type, meaning one placed on the highest tile level, so there’s a little competition here, especially in a two-player game, to try to deprive your opponent of getting that advantage.

Players get exactly 20 turns, as in the original, and if you’ve played Cascadia you’re familiar with the nature tokens that you can acquire (same method here) and use to break up tile-token pairs in the market or refresh the animal tokens. It’s fundamentally the same game as Cascadia, adding some complexity because you have more choices to make, such as when to build upwards versus expanding outwards, and the relative values of each will shift slightly depending on the scoring cards used in any particular game.

I was already primed to like Cascadia: Alpine Lakes because I love the original so much – I just recommended it to someone with 8-year-old twins, in fact, because it’s so easy to teach and still gives the adults plenty to chew on. Alpine Lakes is a standalone game, but it feels to like like an expanded version of Cascadia rather than an entirely new title – which I much prefer to the “let’s extend a brand with a totally unrelated game under the same title” trend. If you like Cascadia and want something more, especially something a little more challenging, then Alpine Lakes is for you.

Stick to baseball, 11/22/25.

One new post for subscribers to The Athletic this week, breaking down the surprise trade that sent Grayson Rodriguez to the Angels for Taylor Ward.

Over at AV Club, I reviewed the game Ink, the newest title from Kasper Lapp and his best game since his award-winning Magic Maze.

My next free email newsletter might have to wait until after this weekend’s PAX Unplugged convention, as I’ll be there gaming as much as humanly possible.

And now, the links…

We Do Not Part.

Han Kang won the 2024 Nobel Prize in Literature in part for her 2021 novel We Do Not Part, which appeared earlier this year in English translation for the first time. This exploration of one of the darkest moments in modern Korean – and American – history works through a struggling female protagonist, somewhat similar to the lead character of her novel The Vegetarian, who finds herself called to the hospital bedside of a friend with whom she was once collaborating on a project about the Cheju genocide. This call leads to a visit to the sick friend’s house, where the lines between reality and dream start to bend, and it’s unclear whose memories we’re reading or how legitimate they are.

Kyungha is a writer who is deeply isolated and almost certainly depressed, often forgetting to eat, sometimes lying for hours on her apartment floor to escape the oppressive heat of the city’s summers. When she sleeps, she’s plagued by nightmares related to the massacres at Cheju, which inspired a scene in her latest, unfinished novel. She gets a call from Inseon, with whom she’d worked on a documentary of sorts about the same killings; Inseon is injured and will be stuck in the hospital for weeks, so she asks Kyungha to go to her house to feed her bird Ama. Once there, however, Kyungha gets stuck in the house without power due to a blizzard, and she begins hallucinating, or perhaps she has died and is experiencing something paranormal, with the result that she ends up hearing the history of Inseon’s family during the massacres.

Cheju (or Jeju) Island is located south of the Korean peninsula and currently has over 600,000 people living there. The residents of the island had begun protesting the planned election in the southern half of Korea, controlled by the United States at the time, because they believed it would lead to a permanent partition. In 1948, the communist party on the island organized a general strike, which turned into an armed insurgency. The strongman Syngman Rhee, the first President of the Republic of Korea, responded with brutal force, with the full backing and consent of the United States, killing somewhere between 15,000 and 100,000 people on the island. The Korean army forces killed children and babies and gang-raped women and girls. Tens of thousands of others were imprisoned for their alleged roles in the insurgency. After the massacre, it was illegal to even mention the government’s actions on Cheju until 1990, and South Korea didn’t hold a truth & reconciliation commission until 2003, when the government finally admitted they had committed genocide against the people of Cheju. (For more on the history of the Cheju genocide, the Wikipedia article is superb, as is this 2000 story from Newsweek.)

We Do Not Part deals with such heavy material that it’s hard to call it a “light” read, but Kang is such a strong prose writer – and some of this may be a credit to the translators, e. yaewon and Paige Aniyah Morris – that it is an incredibly compelling, accessible read, even for someone (like me, before I read the book) with zero knowledge of the history involved. The first half of the book reads quite a bit like Kang’s novel The Vegetarian, with the protagonist’s alienation permeating all aspects of the narrative, while the second half veers almost into magical realism. As Inseon and her mother retell the histories of Inseon’s father and uncle from the time of the genocide, including witnessing massacres of civilians, Kang’s technique and prose give them a hazy quality to emphasize that these are ghosts or spirits or even Kyungha’s subconscious relating these stories.

I’ve been sitting on this post for four days now, and I think I’m just stuck on this one. I loved this book, but I also know this book has way more going on than I understood or appreciated. I’m not Korean and I didn’t know a single thing about the Jeju genocide until I read it and went to Wikipedia to figure out what I was missing. I’ll just stop here and say the book is fantastic, and I would recommend this even before The Vegetarian.

In 2021, LitHub published a list of the 50 best classic novels under 200 pages, which included several titles I’d already read and enjoyed, so I copied the list into a Google sheet and started reading my way through it – often just reading whatever I found in bookstores on my travels. I grabbed Clarice Lispector’s Near to the Wild Heart at Changing Hands last month, since it’s on the list and takes its title from the same James Joyce quote that Japandroids used for their best album. It got the better of me; I did finish it, but I struggled because nothing happens in the novel. It presents the inner monologue of Joana, flashing back to her childhood and her present marriage to her faithless husband Otávio, with the sort of disjointed sentence structure of Joyce or Alfred Döblin or Virginia Woolf, all of whom I have found difficult to read. This one just wasn’t for me.

Christopher Isherwood’s A Single Man also comes from the LitHub list; he’s better known now for his Berlin Stories, which inspired the musical Cabaret, but this is a more serious novel and seems like it was considered his best work during his lifetime. The title character is George Falconer, a gay man whose partner Jim has recently died. George is British and now lives in California, in the house he shared with Jim and some pets he seems to have gotten rid of after Jim’s death, teaching at a local university and trying to find new meaning in his relationships with other people. The story moves in fits and starts, but picks up towards the end with two much more meaningful conversations, before the slightly ambiguous ending (I think it’s real, but I see online some people believe it’s a what-if). Falconer is a flawed character, pretentious at times, mopey at others, probably just not a very nice guy, but still makes for an interesting study. I can’t find an answer to this, but I wonder if John Cheever was paying homage to A Single Man in his novel Falconer, another influential gay novel that came out about 16 years after this one. The dialogue here can get a little stilted, but it seems to be in service of making George’s awkwardness in social situations – but not in terms of his own sexuality – clearer on the page.

Next up: Susan Orlean’s The Library Book.

Stick to baseball, 11/15/25.

Nothing new from me at the Athletic this week as I wait for a trade or signing to write up. I did hold a Klawchat on Thursday here on the dish.

At Endless Mode, I reviewed Vantage, the new open-world cooperative game from designer Jamey Stegmaier (Tapestry, Scythe); it’s like the old Choose Your Own Adventure books converted to the tabletop, but despite incredible art and a massive amount of content in the box, I found it frustrating to try to play.

I sent out a new edition of my free email newsletter this week, finally. I’ve gotten a bit stuck with one or two of the ideas I’ve had for newsletters and I think that held me back from writing one.

And now, the links…

  • I don’t understand why this has received so little attention, but the Senate passed a bill that would wipe out the U.S. cannabis industry, which will do significant economic harm to a nascent industry and to the states that have benefited from taxing an activity that is just going to move underground anyway.
  • Canada culled a flock of ostriches where at least some were infected with the H5N1 avian flu, despite some ridiculous interference and protests from anti-vax nut jobs. The ostrich farmers in question tried to hide the infections and didn’t follow requirements for basic biosafety.
  • The unionized writers at the Pittsburgh Post-Gazette have been on strike for over three years now, but finally got their day in court and won a ruling that covers management’s violations back to 2020.
  • Child rapist and cult leader Warren Jeffs went to prison over a decade ago, but the harm he inflicted on his community continues, as measles has swept through Colorado City because he preached that vaccines were part of a government plot to make people infertile.
  • The husband of Michigan Secretary of State and gubernatorial candidate Jocelyn Benson (D) is the VP of development for a company planning to build a massive data center in the state over objections from the local community. At best, it’s a huge conflict of interest.
  • This LitHub piece is well worth reading if only for how it explains why the phrase “Critics say” should not appear in serious journalism. You need to name those critics and show what they’re saying and why it might be valid.
  • Alex Berenson, dubbed “the pandemic’s wrongest man” for his consistently incorrect predictions about first the spread of the virus and then the effectiveness and safety of the vaccines against it, lost his lawsuit claiming the federal government “censored” him when Twitter nuked his account in 2021. He’s still making bank from his Substack newsletter, though.
  • Chile named its Miss World winner this past week, which is newsworthy because Ignacia Fernández is also a death-metal vocalist for the band Decessus and even gave a performance as such in the finals. There are very few female vocalists in that particular subgenre; I could only name two without searching, Arch Enemy (Alissa White-Gluz) and the defunct Nuclear Death (Lori Bravo).
  • The Climate-Colored Goggles newsletter writes about the Dodgers’ partnership with Phillips 66, a fossil-fuel company driving the same climate change that’s feeding the devastating wildfires that hit California just about every year.
  • Mystic Lands, the sequel/update to the card-crafting game Mystic Vale, has six days left on its successful Kickstarter (although I am surprised it hasn’t raised more money given the original’s popularity).

Klawchat 11/13/25.

Keith Law: My friends are saying, “Shut up, Keith, just g?t in the car.” Klawchat.

Barbeach: Thanks as always for the Klawchat. I can’t see how the Yankees can consider promoting Spencer Jobes to majors given his triple A strike out rate. And I don’t understand why Jasson Dominguez isn’t getting more of a chance given his left handed OPS and good batting eye. Thoughts?
Keith Law: I agree completely on Jones, who was awful after that initial hot streak in AAA, when pitchers made a pretty clear adjustment. I didn’t put him on my midseason top 60, because I’m not a fucking goldfish, but a few commenters were aghast because at that moment Jones was homering every other game or something. From that date (7/27) to the end of the season, he struck out 41% of the time. Not sure how you can put that in the majors. As for Dominguez, I think they need to return him to CF. Playing left isn’t working out for him or the team, and maybe it’s carrying over to the plate?

Jon: Keith, was wondering if you had tried any of the new Stonemaier Games games this year, specifically Vantage. Never has seemed as though their games have been your bailiwick.
Keith LawMy review of Vantage went up yesterday. I didn’t like it. I did like Tapestry, Pendulum, and the Wingspan family of games, all of which are from Stonemaier, and I liked Expeditions enough in my one play of it. Never been a big Scythe fan.

JoeRo: Hi Keith. Look forward to your chats. Have you read any books by Edward Ashton? Mickey 17 was such a disappointment, very different from the novel, which was really funny and original. How about David Wong/Jason Pargin? Enjoyed his latest- I’m Starting To Worry About This Black Box Of Doom.
Keith Law: I’ve never read any of those authors, or seen Mickey 17 just because the reviews were pretty tepid.

davealden53: Chase Petty had an abysmal 2025 in both MiLB and MLB (small sample), but expectations seem to remain fairly high.  How are those reconciled?  Bad luck or growing pains?
Keith Law: Whose expectations remain high? Reds fans’? I had him as a fourth starter coming into the year, but you can’t be a sinker/slider guy with 45 control and 40 command, and now we’re back to concerns that he’s got too much effort in the delivery to last as a starter.

davealden53: In recent chats, you’ve responded to my questions about the impacts of reducing pitching staffs to 12 arms.  Thank you for that.  One final question: How much do you think runs per game would increase with 12-man staffs?  You seem to think the increase will be fairly small and I fear something larger.
Keith Law: I’d just be pulling a number out of the air. I have no basis for an estimate here.

Guest: Thoughts on Braden Montgomery AFL seasons and prospects for next year?
Keith Law: Didn’t see him in the AFL – he was rehabbing a hamstring injury, I believe.

davealden53: What a remarkable four innings in Game 3 from Will Klein!  Fluke or does he have a future?
Keith Law: He’s never thrown strikes consistently enough to have the kind of future you might be envisioning. It’s high-leverage stuff, and if he has a Kimbrel-like leap in control, he’ll be an elite closer or setup type. Very low odds of this happening.

Michael: I asked a question poorly to you about buy low candidates. I know a player like Hunter Brown wasn’t a free agent last year, but you could have gotten him on the (relatively) cheap in a trade. Same for someone like Maikel Garcia. Any thoughts on who might be an attainable future 4-6 WAR player that hasn’t broken out yet? Is Jo Adell finally ready?
Keith Law: I don’t believe for a second that you could have gotten Hunter Brown cheaply a year ago. Less certain on Maikel, but teams don’t let those guys go very easily.

Michael: Do most people not actually have real beliefs? For years I heard about the elite having a secret sex trafficking ring and QANON was a real thing. Now we discover elites did have a sex trafficking ring, they weren’t secret about it and people who claim to care about kids and sex trafficking are mostly yawning because their side is implicated. I’m liberal, but fuck Bill Clinton if he’s involved in this or anyone else too. Blows my mind that there isn’t universal calls to arrest all of these people.
Keith Law: Completely agree. Larry Summers was President of my alma mater and still works there at the Kennedy School. I have already emailed them as an alum to ask what the hell they’re doing with this guy still on staff. Someone asked on Bluesky if people would feel the same if Obama were in the files and … yeah, of course. No one is above the law, or basic morality.

DC51stState: Hi Keith—Baseball question, about two guys who rocketed through the minors. Jac Caglianone and Cam Smith (especially) were promoted so quickly that it wasn’t always clear to me how to evaluate them or set expectations, since their spring training/minor league performance seemed to outpace their rankings before midseason rankings could consider their overperformance. What are your expectations for those two players? Would you be willing to fit in an assessment of a guy like Cam Smith (maybe 2026’s JJ Weatherholt) in May/June if that guy does break camp with the major league club and doesn’t  look back? I respect your opinion and experience a great deal so those assessments would be interesting to me.
Keith Law: I read this twice and I don’t understand the second question. On the first, I think Smith can take his first half from 2025 and hold that for a full season; he seemed to tire from the long season. (I can’t believe Dana Brown said Smith might start next year in triple A. Absolutely not. That’s malpractice.) Caglianone wasn’t ready for the majors when he came up, and it showed pretty quickly – his issues staying in the zone have been there since he was a college sophomore – but I buy the bat in the long run, for hit and power.

Michael: Is 4 WAR from a pitcher the same as 4 WAR from a hitter?
Keith Law: In the sense that both added four wins’ worth of value from their production relative to replacement level, yes.

Alec: What does a Mackenzie Gore trade package look like? I cant imagine as high as Crochet given he’s a boras guy and wont extend probably. Maybe one top 100 guy and 2 40+ FV dart throws?
Keith Law: Extensions should not be a factor in a trade – you are only acquiring the option to extend him, which is worth somewhere between nothing (my personal view) and a tiny fraction of the player’s value beyond his free agency date. I would expect him to return more than you say, because starting pitching is always so scarce in the offseason, and the top of the FA pitching market isn’t much better than Gore.

Michael: In the last few months we’ve watched Gavin and Stacey, The Inbetweeners, and Such Brave Girls. All three are better than any network comedy I’ve ever seen in the US. Any others you like?
Keith Law: I thought Derry Girls was brilliant. Helps a little that I grew up Catholic, I suppose.

Ken N.: Do you think Jasson Dominguez could be an above average starter for the Yankees if they give him regular playing time?  Can he still play center field?  Thank you.
Keith Law: Yes, and I don’t see why he couldn’t.

Ray Crittenden: I feel like Bichette to Boston is a really good fit that isn’t being discussed as much.  With his age and the contract estimates being thrown out there, it just seems like a solid match, especially with Boston’s remaining infield prospects being further away.
Keith Law: If you’re saying to play 2b, then yes, it’s a good fit.

Pat: Connelly Early vs Payton Tolle – who, if either, starts the year on the mlb roster?  And what do the sox do about the glut of back-end types like Crawford, Fitts, Harrison, etc.
Keith Law: I’m higher on Tolle, whose stuff just kept getting better as the season went on, assuming he can hold that velocity without injury.
Keith Law: Fitts is a 5th starter at most. Harrison needs a proper breaking pitch, even if it’s a cutter, which the Giants did try with him but without success.

The Rat King: So much talk about the Red Sox trading for a pitcher – of all the names bandied about, who would you personally push the hardest for?  Or would you prefer to just go the FA route?
Keith Law: Why not try both? They have the prospect depth to acquire just about anyone, but if the prices are too high, they certainly have the cash to pay any free agent too.

Biffer: This may be a silly question because human beings are human beings and biases are impossible to avoid, but do you think there’s a bias in prospect analysis? By that I mean do you think that certain teams have players who are propped up because of the team they’re with and vice versa? This isn’t so much about the elite guys, but the fringe top-100 types and even guys in the middle of a team’s top 30.
Keith Law: I know there are biases within my rankings and writings, but I do not believe I have that particular one, primarily because a prospect can change teams at any time. Rating a guy higher because he’s with the Dodgers or Brewers (two very strong development orgs) could look ridiculous if he’s traded in July to a poor developing org.

Chris: Hi Keith! This will be my first year cooking a thanksgiving turkey and I want to go the spatchcock route. I did a search on your site and found a 2022 Twitter live stream you did, but do you have any go-to recipes or other resources you can share?
Keith Law: Serious Eats is probably the best bet. I don’t use baking powder, just salt, because the baking powder always left a bit of a weird texture on the skin. Also definitely make sure you have at least a cup of water in the sheet pan to prevent the rendered fat from hitting the hot pan and smoking.

Eric: Instead of just sighing and thinking we’re not going to get much baseball in 2027, I’ll ask: What are the odds Tony Clark is still in charge of the MLBPA when the collective bargaining agreement runs out? It’s not usually a good sign when a union leader is under federal investigation.
Keith Law: I have some questions about the timing of all of this. Seems rather convenient that that investigation would pop up on the eve of CBA talks, no?

Guest: Hey Keith…are Angel fans just shit out of luck until Arte sells the team? What a friggen disaster.
Keith Law: Probably.

B: Is it just me or is it odd that the only team in modern history with a sanctioned cheat code (Ohtani taking ABs after being pulled from the mound) keeps winning WS? It’s like if a team took, say, vintage Ronaldo out of the game but could still have him take free kicks and PKs. WTF baseball.
Keith Law: I think it’s just you. That’s not a “sanctioned cheat code.” Any team could do it if they had a player worthy of the role.

John: Where should the Red Sox be playing Kristian Campbell?  Not “Worcester vs. Boston”, but what position?  He looked extremely clueless at second base last year, and it kind of seemed like his bad defense started to affect other parts of his game.  They said he was going to “learn” first base in the minors, but then moved him almost exclusively to the outfield by the middle of August.   Outfield is the one place the big league club doesn’t need more bodies.   I sense the organization doesn’t actually have a plan — the MLB version of “Obamacare sucks; we’ll dump it, and come up with something better later.”
Keith Law: If he’s in triple A, I’d probably work on his defense at second, where he has the most value, but LF may be the most likely long-term position. I also wouldn’t be surprised to see him moved this winter.

Matt: What would you do with Kevin Alcantara given the Cubs OF depth and the fact that he’s out of options? Trade him, open up room by trading another OF or stick him on the bench for a year knowing Happ and Suzuki are FAs after 2026?
Keith Law: I’m assuming they’ll apply for a fourth option on him. I believe he qualifies.

Crew: Do you think the Dodgers should go into another year of planning to use Rushing as a back up C/fourth OF?
Keith Law: Seems like a poor use of the player.

Josh: Can you explain where teams are really losing money? Because it’s not low level scouts where the cuts get made. It’s like if I owned a restaurant that I told you lost money every year because of food costs and we need to cap staff pay because the head chef makes too much and that’s why the food sucks…so we’re going to fire the dishwasher, but also if you want to buy it, it’s going to cost you $1.5B. I get the salary numbers get all the attention because they easy and tied to individual performance, but the math ain’t mathing.
Keith Law: They’re not losing money. Maybe one or two teams is, but I doubt that, because lower-revenue teams get a big fat socialist check from MLB. They’re just assuming you’re dumb, and the players are dumb, and they get help from some writers who are dumb enough to pass this stuff along uncritically.

Matt: Thoughts on Luis Morales’ debut with Oakland? Is he trending towards being a mid-rotation starter or do you still see a lot of relief risk?
Keith Law: I think you’ve identified his ceiling and floor there. Odds of starting are much higher now than they were a year or two ago. I’d bet on a starter outcome.

Patrick (WI): Thanks for taking time for us once again, Keith. How does a labor stoppage affect MiLB? Are teams shut down from any organized activities, or can they run minor league complexes?
Keith Law: In the past, teams could run their minor league operations for any players not on the 40-man – those were the only union members, and they were the only players who were locked out. In this case, now that minor leaguers are represented by the union (a different bargaining unit within MLBPA, I think), the owners could lock everyone out. I doubt they would but I think that is now possible.

Patrick (WI): Keith, show plans for the holidays/early new year? Being on the East Coast, a lot of the bands you’ve been highlighting have to be touring this winter.
Keith Law: Right now it’s just the Beths. I checked November schedules for the local spots and nobody I was really keen to see was playing.

Aaron C.: Ever ordered a sandwich that you still think about? I had a Korean fried chicken sandwich from a spot here in San Diego earlier this month and I might leave my wife for another.
Keith Law: Absolutely – many I’ve tried to replicate at home. A place I used to go to all the time outside Boston had a chicken cutlet sandwich on scali bread (a very Boston thing) with fresh mozzarella, basil leaves and red pepper flakes. The restaurant is gone but I try to make something similar all the time. I’ve had a few fried chicken sandwiches that would make the cut – Crack Shack & Nocawich come to mind. There’s a place in Charlottesville, I think it’s the Viceroy, that does a vegetarian sandwich with grilled broccoli & other veg + mozzarella that is also superb, and I try to get it any time I’m down there.

Geese: Klaw thanks for the chat…. Would you be against or for a salary cap and floor and would even be possible with the new CBA
Keith Law: I oppose a salary cap, period. It boosts the owners at the expense of the players and will not make a significant difference to parity or to the willingness of cheapass owners to compete.

Aaron C.: In the past, you’ve correctly scouted and assessed green bean casserole for the holiday slop that it is. Any other 20-grade sides to see on Thanksgiving?
Keith Law: I never do mashed potatoes at Thanksgiving. They don’t hold heat well and they don’t reheat well at all.

David: Obviously everyone is talking about the Rockies and their, um, nontraditional approach.  Does DePodesta have a realistic shot at fixing this if ownership actually lets him run the show?  Or was this hire ten years too late?
Keith Law: I don’t think we know – he’s been gone a long time, and the industry has changed a lot, but I don’t believe he’s completely forgotten baseball or ignored the revolution that’s taken place. I’m very curious to see who he hires – I was told he could only hire 1 or 2 new people – and if he hires some retread or goes for someone ‘new’, not necessarily young but someone who’s likely to have new ideas and complements what Depo brings.

Dee: I was going to ask how you liked the new Tame Impala, but you’ve already answered that!
Keith Law: Loved “Dracula” but I thought the back half of the album dragged badly. Nobody listens to techno, Kevin.

CB: Keith, is it time for some alarms to go off regarding Arjun Nimmala’s performance in the low minors the last two years?
Keith Law: No. He played through some injuries last year, and when healthy was among the best hitters in his league.

Matt: I came for the baseball and stayed for the music updates. Just want to say thanks for continuing to churn out those monthly playlists, I’ve found many of my favorite artists from them so cheers and I’m looking forward to the year-end lists
Keith Law: It’s funny, I only get a few comments on those, but people tell me all the time they found new songs or artists they like because I post those, including some scouts. That’s all the reason I need to keep going.

parlay: Is this the year the Orioles make an impact free agent signing?
Keith Law: Recent history says no. But they really need to.

MagicOriole: Can the Orioles pull a Blue Jays and go from last to World Series?
Keith Law: I don’t see why not, if they add some real pitching.

John Z.: Hi Keith. I know Anthony Volpe was rushed, but his offensive performance has been brutal. He’s still young, I know, but at what point do you consider pulling the plug (and I realize shortstops don’t grow on trees, which is why he’ll probably be their SS this season)?
Keith Law: Way too soon for that, unless they’re going to go acquire an All-Star SS.

Ben: If you were in charge of the Cubs, what would your offseason plan be?  Upgrade to the rotation?
Keith Law: I’m not that worried about the rotation if Imanaga accepts the QO, but they are going to lose their second-best hitter from 2025 and none of their top hitting prospects (Ballesteros, Alcantara, Caissie) is going to replace that production right away.

Josh: Given the org is apparently not going anywhere…should the Twins go full tear down now that Bux has said he’s willing to wave his no trade clause.
Keith Law: I wonder how much of this is the ownership situation spinning in circles. Tearing it down isn’t going to help their sale value.

Henry: In thinking about the Dodgers robust baseball ops system, why haven’t other teams replicated their model of hiring as many top professional development staff as they have to support their players? Even if you were a small market team, that would probably be my biggest priority in developing talent.
Keith Law: I don’t understand why more teams haven’t replicated some of their org structure, or just hired away a Galen Carr or an Alex Slater to be a GM and bring their institutional knowledge.

Jason: Should the brewers trade Freddy Peralta or keep him for the 1 year $8m?
Keith Law: Unless they get blown away, I say keep him and compete, just as I said for the Tigers/Skubal.

Guest: What do you think of what the Nats are doing in their front office and MLB coaching staff. Their new President of Baseball Ops is 35, their new manager is 33, their new pitching coach is 30…is experience not as important in today’s game?
Keith Law: Their new manager is 33 and has at least four years of experience managing in the minors. Age <> experience.

Matt: I’m curious if you’ve started digging in on the 2026 draft class at all and what your thoughts are. From an outsider’s perspective it seems like one of the best crops of college position players in years (Cholowsky, Burress, Lebron, Gracia, etc.), but it’s always hard to separate hype from reality this far out.
Keith Law: It may rival the 2023 class for college bats, but the arms I don’t think are at that level and the HS class is very TBD beyond Grady Emerson. Tyler Bell and Eric Becker belong on your list, BTW.

Jason: What is the ceiling for Jesus Made and Luis Pena?
Keith Law: Made’s going to be a superstar. Pena could have an All-Star ceiling.

Darren: Cantillo, Genao, Stephen a good starting point for a Ketel Marte trade?
Keith Law: Is Ketel Marte available in trade? I wasn’t aware of that.
Keith Law: Also, LOL no it is not.

Will: I was a bit surprised by the Dillon Dingler gold glove win. Is he the catcher of our future in Detroit?
Keith Law: Gold Gloves are useless. Just ignore them. I would much rather start Dingler than Rogers, though.

Darren: Did you get a chance to see Espino and/or speak to anyone who did out in the AFL?
Keith Law: He threw one inning while I was out there, and I wasn’t at that game. Velocity was good, shockingly, but it was … one inning.

Jim: The more I read about Munetaka Murakami, I feel like a team is setting themselves up for a massive overpay. Is he a risk worth taking for a contender with a need at corner infield or DH?
Keith Law: Yes, but you have to think/believe you can help him adjust to MLB pitching – not just that it’s better, but that pitchers work differently here (e.g., throwing inside a lot more), and that the approach he used in NPB the last two years to sell out contact for maximum power is not going to work here.

Chris: Hey Keith, thanks for chatting. Do you think the Orioles got overconfident in their ability to improve (‘fix’) their prospects’ swings? From my limited perspective, it seems like they aren’t having much success recently, and it makes some of their draft pick choices look fairly foolish now.
Keith Law: Name one player whose swing they’ve fixed. I will give them partial credit on Gunnar Henderson, who did some himself and some with the team, so I guess let’s say beyond him.

JJ: Is Hurston Waldrep a SP long term with adjustments he made this year or is he still high risk of being only a reliever?
Keith Law: This time last year I was at 100% reliever. Now I’d say better than even chance he can start.

Jason: With the number of OF prospects the Dodgers, should they pursue Kyle Tucker given the term/salary required? Are they better off looking for a 1 to 2 year solution before their prospects are ready?
Keith Law: I know the Dodgers are just linked to every good FA, but I don’t think Tucker is a great investment for them. They do have a ton of OF depth coming, and I’m more concerned about the age of their infield.

Guest: What is the primary factor that most often pushes a prospect from a starting pitcher to reliever? Is it (a)No 3rd pitch so have platoon split or difficulty getting third time through order, (b)Bad command, (c)Injury/durability, (d)Other? Has this changed at all from when you started your career?
Keith Law: All of those things are true. I think (c) has changed a little because of the nature of the injuries we see, but you identified three of the main things I look at when trying to determine if I think a pitcher projects as a starter.

JR: How would you grade the first 5 years of the  Mets/Cohen regime? Mets fans were happy to get rid of Wilpons. And there was lots of talk of turning the Mets into the Dodgers of the east. They’ve spent a ton of money and appear operate like a quality organization, but for whatever reason, can’t sustain consistent high level success.

They’ve made the playoffs twice since he took over, and one year was getting bounced in wild card with home field advantage. They haven’t won the division. They had a collapse this year. They were awful to start the season last year before turning it around. They sold at the trade deadline in 2023.  Is it bad luck, poor front office personal, identifying the wrong players, playing in a very tough division, or something else?
Keith Law: Eh, I think you’re underselling them a little bit. I do have some concerns – they barely use pro scouting, which is the most pound-foolish thing I can imagine; and they went weirdly cheap when trying to build their rotation this year, which led to them relying on three rookies to save their season – but on the whole this is a much better-run organization than it was when the Wilpons owned it.

DW: What are your thoughts on the 3 “big” Japanese players who have been/will be posted?
Keith Law: They’re all in my top 50 FA rankings.

Chris: Keith, fair to assume you’ll be going to PAX Unplugged again this year?
I think last year was my final one, after going every year. I haven’t been enjoying it the past few years.
Keith Law: I’ll be there. That’s too bad that you haven’t enjoyed it – last year was maybe the best one I’d been to. For just playing new/upcoming games it is unbeatable. I wish it were four days!

Braydon: Not sure how easy this is to answer in hindsight, but what is the biggest rebuild you can remember in your time covering baseball? How closer are the current Rockies to that?
Keith Law: The Astros bottomed out pretty badly around 2012. Not just in terms of W-L, but the farm system was thin, with a lot of guys who didn’t develop much or at all.

Jon: Do you think the quick rise of Trey Yesavage through the Jays system will change approaches to player development? Do you see more pitchers being promoted as quickly or is he a special case?
Keith Law: We’ve seen a lot of guys like him already – Mike Leake, Michael Wacha – who were just super advanced as college pitchers with success at the highest level who were then able to jump to the big leagues in less than 18 months. Skenes too, although he is in his own league.

Darren: How excited should I be getting about Ralphy Velasquez?
Keith Law: Meh.

DS: If you were David Stearns, how would you go about fixing the Mets defense with an eye towards “run prevention”?
Keith Law: How about sliding Vientos to first and installing a capable 3b?

Wally: The annual Boras pun-filled presser is tired, right? Makes him seem doddering.
Keith Law: I’ve known Scott professionally for 20 years, and I can honestly say I think he’s better than that. He’s smart enough for a higher caliber of humor than the bad puns and dated references.

Chris: Do you think it’s time to re-evaluate the number of innings needed for pitchers to be qualified for official individual awards and leaderboards? Last season only 52 pitchers league-wide hit the minimum innings pitched number.
Keith Law: That’s enough pitchers to make it meaningful – and if you drop the threshold you do sever the continuity with MLB history. I wish there was some incentive there for teams to let guys reach the 162 IP number.

Guest: How do you rank Chase Burns, Trey Yesavage and Cam Schlittler?
Keith Law: The same way you did.

Michael: Are the Bluejays not catching enough grief for blowing the World Series? How does Kiner-Falefa, a pinch runner, get thrown out at home? Is that bad coaching that his lead was so short?
Keith Law: I mean, you don’t necessarily lose a playoff series on a single play. If you’re going to criticize Schneider, you have plenty of fodder from the entire series, including a fair bit of small ball, too many TOOTBLANs, and some suboptimal pitching choices.

Billy Ocean: Does Carter Jensen catch 100+ games next year? Power looks real but what’s your scouting on his plate approach?
Keith Law: He’s always had a good approach, going back to low A.

Bret S: Should I care at all about AFL results? If not results can anything happen there that would be notable either way? As a Cardinal fan I’m thinking specifically of Miguel Ugueto.
Keith Law: I would not say you should care, unless a hitter really struggles/shows a specific deficiency there. The pitching is weak overall and the ball carries well, so hitters’ #s are generally inflated.

Moose: You mentioned (on Seattle radio) during the 2025 deadline that you’d have dangled Cole Young in trade talks if you were the Mariners to land a bat — is it something they should still be considering this offseason considering the current holes at 1B/3B/DH, or was there enough/anything to like about his ~225 PA’s last season to think they can feel good about rolling with him at 2B to start 2026?
Keith Law: Yes, I would absolutely shop him. They have MIF coming with higher ceilings.

Jason: What are the odds that we miss games in 2027? Its so annoying to me that people just think its a foregone conclusion. Couldn’t they just start negotiations now??
Keith Law: How often did you start your homework two weeks before it was due?

Jacob: Thoughts on the Rays decision to release Fairbanks?
Keith Law: They didn’t release him.

Guest: After a disappointing season, what is Andrew Painter’s realistic upside? Is TOR still a plausible outcome?
Keith Law: I am worried I’m oversimplifying things here, but I think having him throw the slider so often contributed to the poor results. It’s not as good as his curveball and after a full year of it, maybe it’s time to push it back to fourth in his arsenal and let him go FB-CB-CH.

Guest: What are your expectations for Kyle Teel as a hitter going forward?
Alan: How did AJSS, Waldrep, and Baldwin all exceed industry expectations? Why does Atlanta’s farm system consistently rank in the bottom third of the league?
Keith Law: What you saw in 2025. His path to improvement comes with more reps vs LHP, whom he did not hit a lick last year.
Keith Law: AJSS didn’t, Waldrep was a first-rounder, and everybody had Baldwin as their top prospect coming into the year. What does that have to do with their system rankings, which are about the total talent in the systems rather than one or two guys?

John Z.: Keith, what are you cooking for Thanksgiving?
Keith Law: We haven’t settled on the menu yet but requests from the children include my pumpkin pie (yes) and “no gravy” (no).

Dave: Always love your turkey prep chats, Keith. Will we see one this year?
Keith Law: Planning on it!

Michael: Best food recommendations for NYC?
Keith Law: oh god, that could take me a week.

Moose: What do you make of The Jurrangelo Cijntje Experiment after his first professional season? Should he just transition to being a righty full-time?
Keith Law: Yes, he should.

Matt: Speaking of sandwiches, I believe you are a Smithtown guy.  Ever venture to the Se-port deli in Long Island?  Amazing sandwiches, especially the Boone!
Keith Law: Smithtown native, but I haven’t been to the Island in ten years.

Jon: Following up on the taters, I’m thinking of fixing Kenji’s Hasselback potato gratin. Ever try it?
Keith Law: I haven’t. Looks great, but that sounds like a lot of work.
Keith Law: Never been a big fan and I thought the latest album was a snooze.

Yuri: +1 to the music lists. I never comment, but listen every month and its one of the highlights of my music month for me every time!
Keith Law: Glad to hear it!

TomS: The tush push is cheating, right Keith? It’s like the lead runner taking out the shortstop three feet off the base in a double play attempt.
Keith Law: LOL. Any team can do it. And it’s not against the rules. How is that cheating?

JH: Do you think Jacob Reimer could be a big league regular at 3b or 1b? Is the bat good enough to be above average at 1b if he has to move there?
Keith Law: Not a 3b.

Darren: When are your org Top 20’s landing?
Keith Law: End of January/early February. Exact date isn’t my decision.

Ken: What do you make of Henry Bolte? He cut his K numbers some this past season.
Keith Law: And they’re still too high.

Woodsy: What are your Mount Rushmore espresso-based drinks? Or are you strictly a purist?
Keith Law: I’m a purist. I usually go with a traditional macchiatto, and a cortado is about as far as I go. When I’m in Italy, though, I’ll do a cappuccino in the morning, because that’s what one does there.
Keith Law: No sweetener, no cocoa or caramel or lavender or chai or tomato paste or whatever you sickos put in there.

Woodsy: Do you believe Mamdani’s win is a sea change toward a more progressive / populist brand of politics for the Dems, or will the old guard need to be gone for that to happen? I don’t know what the answer is to get them back on track nationally, but whatever this style of “leadership” is, it ain’t it.
Keith Law: I think it is. Mamdani is just the latest example of a younger, progressive candidate who has rallied voters in a way that traditional collaborators Democrats have not since Obama. I’m not saying he specifically is the future, but his model is one to emulate.
Keith Law: That’s all for this week – it had been a while since I’d done one of these and for once I had a good window. I’ll try to make them more regular during the offseason. Thanks as always for reading & for all of the questions!

Stick to baseball, 11/8/25.

I had two new pieces this week for subscribers to the Athletic, my annual ranking of the top 50 free agents (which I’ve updated to reflect option decisions and the probable return of Cody Ponce from the KBO) and a column on why the Contemporary Era Committee should put Dale Murphy in the Hall of Fame. I also held a Q&A on Monday after the rankings went live.

At Endless Mode, I looked at the massive board game Luthier, which has its own soundtrack to reflect the composers depicted within the game.

I’ll do another newsletter any day now, I swear.

And now, the links…

  • Longreads first: ProPublica investigates what was really happening in Portland before Trump illegally sent the National Guard to the Oregon city. The short answer: not much, just peaceful protests and a whopping three people charged with crimes.
  • The Atlantic has the unbelievable story of a Wisconsin man who appeared to have drowned while fishing, but when police couldn’t find his body, the story started to get very weird.
  • The Guardian examines Tucson residents’ fight against a data center that is going to put a huge strain on the region’s water and energy supplies. It doesn’t help that the center’s developers have been sketchy about who’s going to use the facility – but it’s probably Amazon.
  • One major lesson from Tuesday night’s decisive victories by Democrats is that supporting trans rights is a winning issue – or, I suppose, at least not a losing one. California Gov. Gavin Newsom has been rushing to throw trans rights out the window as he lines up to run for President in 2028, and it’s both cruel and unnecessary.
  • The stochastic terrorists of the online right, especially on Twitter, directed death threats to Arizona teachers who wore the same Halloween costumes they wear every year, because the right-wing loons assumed without evidence that the costumes were mocking the death of Charlie Kirk.
  • An 18-year-old man in Oklahoma was convicted of raping two girls, including strangling one until she fell unconscious, but the judge approved a plea deal that charged him as a minor and turned a minimum of 10 years in prison to counseling with no prison time. Jesse Mack Butler was 16 at the time of at least one of the assaults. The linked story implies that he received favorable treatment because his father was the football director at Oklahoma State, where the ADA went to school; I think he got favorable treatment because he’s a white man.
  • Bluesky’s official blog noted the huge traffic surge during the World Series, with a 30% bump for Saturday’s game 7, and in doing so they used a post from yours truly.
  • And the campaign for Movers & Shakers, a railway game of building routes and completing contracts, also funded inside of a day. It’s looks a bit lighter than the typical title from Quined, who specialize in heavier Euros and have a great reputation.
  • Damion Schubert looked at 365 board game rankings, condensed the games by game families (e.g., putting all Ticket to Ride games into one bucket), and then compiled the top 100 families based on those individual rankings. The list skews towards medium-heavy games, but not the heaviest, which I appreciate, and there are three families in this top ten that appeared in my own top ten last November. (Damion confirmed my list was one of the 365.)