Top 100 boardgames, 2020 edition.

I believe this is now my thirteenth all-time board game ranking on this site, and it’s the fifth time I’ve ranked 100 games, which is probably a quarter of the total number of games I’ve played in some fashion so far. 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.

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 have omitted some titles I’ve tried that are not available at all in the U.S. yet, and have several games here or en route to play that I haven’t played at all or enough to rank, including Clank! Legacy, Tekhenu, Paleo, Gods Love Dinosaurs, Holi, Cloud City, New York Zoo, and Traintopia.

Finally, I’m at the point with this list now that there are games that I still like and would recommend that don’t crack the list. Quadropolis, Asara, Discoveries, Valeria, Photosynthesis, Bärenpark, and more titles slid off the list this year. The toughest omissions for 2020 were Oceans, the new Evolution game from North Star; Azul Summer Pavilion, the third game in Michael Kiesling’s Azul series; and Nova Luna, the Uwe Rosenberg reboot of Habitats and a Spiel nominee this year.

If a board game’s title is hyperlinked, that goes to the Amazon page for the game, and I would receive a commission from any sales there as a member of Amazon’s affiliate program.

100. Raiders of the North Sea. App review. The second Shem Phillips game on this list was the first of his five (so far) worker-placement titles, a Viking-themed game of resource collection where you’ll send out raiding ships to collect stones, gold, and points, but might have to send one or more of your various helper cards to Valhalla. Phillips cooks up different ways to place workers in many of his games; here the meeples are all shared, and you have one at any time, placing it to start your turn to take one action, then taking another meeple already on the board to take a different action. The Dire Wolf app version is tremendous other than a too-simple AI (which I think has been upgraded since I last played). Complexity: Medium.

99. Sushi Go Party! This is the massively multiplayer – okay, two to eight players – version of Sushi Go!, a game I actually haven’t played. Players draft cards, 7 Wonders-tyle, and try collect images representing different kinds of sushi and other accoutrements to score points, scoring for sets, or for having the most of some specific type, or even having cards of different colors. The dice version Sushi Roll (my review) is good, although I prefer Sushi Go Party! to that one. Complexity: Low.

98. Mystic Market. Full review. This game has fallen below most folks’ radar but deserves a wider audience as a smart family game that’s very simple to learn with a modest amount of take-that strategy available to you. Players collect cards from the central market to turn them into potions, which sell for prices that vary over the game. When a player sells a potion of one color, that color’s price drops to the lowest level, and the prices of all other potions go up one spot each on the track. There are also some action cards that can give you a brief leg up, but the heart of the game is set collection and timing the market. Complexity: Medium-low.

97. The Taverns of Tiefenthal. Full review. Wolfgang Warsch’s follow-up to his Kennerspiel des Jahres-winning The Quacks of Quedlinburg was a big departure in theme and mechanics, pitting players as tavern owners who build a deck that will allow them to upgrade their tavern boards. It’s very strategic, and you will have something to do on every turn, but the game is so tight that it seems to end too soon. The art is very Bard’s Tale, which warms my ’80s heart. Complexity: Medium-high.

96. My City. Full review. This legacy game from Reiner Knizia continues to grow on me, and since we haven’t finished the full 24-episode cycle yet this game could be higher next year. It’s a polyomino placement game that adds another rule, either restricting placement or giving more points for specific locations, and a few times adds more tiles to your set. There’s a deck with all of the shapes depicted, and it’s shuffled each game; you must place the shape shown on each card as it’s drawn or pass and lose a point, and if you ever can’t place a piece, your game ends. The winner of each game gets two progress points and the player with the most progress points at the end of the 24 episodes is the winner. Complexity: Medium-low.

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

94. Air, Land, & Sea. Full review. A pure two-player game where each player has a hand of six cards, drawn from the main deck of 18, and will play the entire match with those by placing those cards in their matching theaters – air, land, or sea. Timing matters tremendously in each game, including the choice to surrender before all cards are played, which reduces your opponent’s point total for winning. You play several matches until one player gets to 15 points. It’s fast but gets you thinking several turns ahead, and it’s highly portable. Complexity: Low.

93. Downforce. Full review. Perhaps the best of Restoration Games’ restorations – bringing back older, long out-of-print games with updated graphics and rewritten rules – Downforce is a car-racing game where you bid on the different colors of cars, gaining one or sometimes two as your own, but then can also bet at three different stages on who will ultimately win, so your car doesn’t have to win the entire race for you to win the game. Definitely fine for younger kids (7, maybe even 6) who are familiar with games. Complexity: Medium-low.

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

91. One Night Ultimate Werewolf. Needs at least five people to play well, but otherwise it’s a great social deduction game that can really play in under ten minutes, especially with the companion app to help you along. Each player gets a role, and then everyone closes their eyes; one role is called at a time, and those players “wake up” and do some action. At the end, everyone opens their eyes and tries to guess which players are werewolves – while the werewolves try to deke everyone else out. Complexity: Low.

90. Pendulum. Full review. The publisher, Stonemaier Games, calls this a “worker placement, time optimization game,” and that’s a pretty apt description. You have just two workers at the start of the game and will place them on the board to get resources that let you trigger more powerful actions, but where you can place them and when you can move them is determined by three sand timers that run from 45 seconds to 3 minutes. It’s a turnless game, so everyone can move at the same time, and comes with a solo mode and rules for playing without the timers. It’s intense because it never stops, but it’s also one of the most ingenious games I’ve come across. Complexity: Medium.

89. Five Tribes. Full review. A very strong medium-strategy game from Days of Wonder that uses an unusual mechanic where all of the meeples start the game on the board and players have to use a funky kind of move to remove as many as they can to gain additional points, goods, or powers. There’s a lot going on, but once you’ve learned everything you can do it’s not that difficult to play. Complexity: Medium.

88. Tobago. Full review. Solid family-strategy game with a kid-friendly theme of island exploration, hidden treasures, and puzzle-solving, without a lot of depth but high replay value through a variable board. Players place clue cards in columns that seek to narrow the possible locations of four treasures on the island, with each player placing a card earning a shot at the coins in that treasure – but a small chance the treasure, like the frogurt, will be cursed. The deductive element might be the game’s best attribute. The theme is similar to that of Relic Runners (a Days of Wonder game from 2014 that I didn’t like) but the game plays more smoothly. A bit overpriced right now at $50, though. Complexity: Low.

87. Ex Libris. Players collect cards showing (fake) books to go into that player’s library, which must be organized in alphabetical order to score at game-end. There are six categories of books, and in any game, one will be “banned” and cost you a point per book, while another will be a priority category that scores extra points for everyone. Each player will have his/her own special category to also collect for bonus points. There’s also a stability bonus for arranging your bookshelves well. You use action tiles to do everything in the game, sometimes just drawing and shelving cards, but often doing things like swapping cards, stealing them, sifting through the discards, or moving a shelf left or right. Just make sure you know your ABCs. Complexity: Medium.

86. Morels. Full review for Paste. A 2012 release, Morels is an easy-to-learn two-player card game with plenty of decision-making and a small amount of interaction with your opponent as you try to complete and “cook” sets of various mushroom types to earn points. The artwork is impressive and the game is very balanced, reminiscent of Lost Cities but with an extra tick of difficulty because of the use of an open, rolling display of cards from which players can choose. The app version is also very good. Complexity: Low.

85. Xenon Profiteer. Full review. Okay, perhaps not the best name, but it’s a really good game even if you weren’t obsessed with the periodic table like I was as a kid. Players are indeed profiting off xenon – the point is that you’re “refining” your hand of cards each turn to get rid of other gases and isolate the valuable xenon, then building up your tableau of cards to let you rack up more points from it. It’s a smarter deckbuilder with room for expansions, with at least one currently available. Out of print at the moment. Complexity: Medium.

84. Chronicles of Crime. A cooperative deduction game that uses technology in a new (to me) way – you can examine a crime scene by looking at a 360 degree image on your phone, moving the device around to look for possible clues and objects to investigate further. You scan codes on cards to try to get further clues to solve each mystery, eventually having to answer a few questions to get your score. I’ve only played this solo so far but it works extremely well as a solitaire game. Complexity: Medium-low.

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

82. Noctiluca. Full review. The third Shem Phillips game on the list, and my favorite, isn’t one of his worker-placement titles at all, but a dice-drafting game with clever rules on how you place your tokens to pick dice from a specific row on the board to try to fill out either of your two objective cards at any given time. The dice come in four bright colors and the turns move quickly, with the entire game comprising two rounds where you fill the entire board from scratch. There’s a solo mode that isn’t too bad, but it’s definitely best as a two- to four-player game. Complexity: Medium-low.

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

80. Agamemnon. Full review. An absolute gem of an abstract two-player game, with very little luck and a lot of balancing between the good move now and holding a tile for a great move later. Players compete to control “threads of fate” – connected lines on a small hub-and-spoke board – by placing their tokens at the hubs, but there are three different types of lines and control of each is determined in its own way. The board has alternate layouts on the other side for infinite replayability, but the main board is elegant enough for many replays, because so much of the game involves outthinking your opponent. Complexity: Low.

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

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

77. Century Spice Road. Full review. A fun, light, family game that’s perfect if you liked Splendor and want something similar but that has at least a few little differences. The core engine-building component is very similar, but instead of collecting jewels to pay for cards, you collect goods to trade and acquire them by playing cards from your hand, eventually using a turn to replenish that hand with cards you’ve already played. You win by gaining enough resources to buy bonus cards from the table that will refresh as the game goes along, and there’s always a conflict between trying to grab a bunch of those early for a quick victory and going more slowly to gain higher-point cards. It’s not quite Splendor good, but it should appeal to everyone who liked Splendor already. The second Century game, (Century Eastern Wonders, is a solid pathfinding game with the same resource ladder, but I thought the third game, Century A New World, didn’t work at all. Complexity: Medium-low.

76. Lost Cities: Full review. This was once my favorite two-person game, a simple title from the prolific designer Reiner Knizia, and it’s quite portable since it can be played with nothing but the game cards. I’ve since moved on to some more complex two-player games, but for simplicity (without becoming dumb) this one is still an easy recommendation for me to give folks new to the genre. The deck comprises 12 cards in each of five colors, including cards numbered 2 through 10 and three “investment” cards to double, triple, or quadruple the profit or loss the player earns in that color. Players take turns drawing from the deck but may only place cards in increasing order, so if you draw a green 5 after you played the 6, tough luck. You can knock out a game in 15 minutes or less, so it’s one to play multiple times in a sitting. The iOS app is very slick and plays really quickly – a great one for killing a minute while you’re waiting in line. There is a Lost Cities board game, but I have never played it. Complexity: Low.

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

74. Villainous. Full review. Technically called Disney Villainous, a fully licensed Disney product that uses substantial Disney IP, so I must remind you that I have been a Disney cast member for over twelve years but received no input or consideration on this product beyond the review copy I got from the publisher. Villainous plays like a deckbuilder, but where you already have your whole deck at the start of the game, and have to figure out how to work through your deck to get the key cards you need while also fighting off the Hero cards opponents will sic on you. Each player plays as a unique Disney villain with its own card deck, board, and victory conditions; the base game has six, but this concept is as extensible as it gets and the designers are already talking about expansion decks. The theme will appeal to some younger kids but this is not just a game for young Disney fans. Both expansions, Evil Comes Prepared (Scar, Ratigan, and Yzma) and Wicked to the Core (Hades, Dr. Facilier, the Evil Queen), are also standalone titles, each containing three new villains to play. Complexity: Medium.

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

72. 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.

71. Root. Full review. Super cute theme and artwork, vicious game. Two to four players each play unique forest creatures, each with its own tokens, abilities, themes, and methods of earning points, while fighting for control of the forest on the board. Some species will battle in forest clearings; some do better with trade or building items; one, the Vagabond, has no troops, but runs around stealing stuff and racking up points for items and for creating alliances with other players. It’s a deceptively rich game in a theme that looks like it would appeal to little kids. The Dire Wolf app is great, as all their apps are. Complexity: Medium-high, due to the asymmetrical play.

70. Azul: Stained Glass of Sintra. Full review. The first half of this game is just like the original Azul, but how and where you place the tiles you take is completely different. Each player has a set of stained-glass columns with five colored spaces to fill. When you fill a column, you drop one tile to the bottom track, flip the column over, and try to fill it again. You score for columns you fill plus re-score columns you filled previously to its right, and then score at game-end if you fill in 2-4 spots in the squares in your bottom track. If you love Azul, maybe this game feels superfluous … or maybe it just lets you keep playing Azul in a fresh way? Whatever, I like it, I recommend it, I recommend everything on this list even if I look at the rankings a few months later and think I got them all wrong. I will say, at least, that I think this game runs a little longer than the original Azul because you have to do more on your personal boards to get to the end-game. Complexity: Medium-low.

69. 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 last 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 So 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. Complexity: Medium-low.

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

67. Elder Sign: Full review. Another cooperative game, this one set in the Cthulhu realm of H.P. Lovecraft’s works, Elder Sign takes a different tack on teamwork by emphasizing individual actions within the larger rubric of coordinating actions to reach a common goal. Players represent detectives seeking to rid a haunted mansion of its evil spirits, room by room, earning certain rewards while incurring risks to their health and sanity, all to take out the big foozle before he returns to life and threatens to devour them all. Player actions take place via dice rolls, but players can use their unique skills as well as various cards to alter rolled dice or reroll them entirely to try to achieve the results necessary to clear a room. There’s still a heavy luck component and you’ll probably swear at some point that Cthulhu himself has possessed the dice, but that just makes killing your supernatural enemy all the more satisfying. Complexity: Medium-low.

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

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

64. Kingdomino. Full review. The 2016 Spiel des Jahres winner, Kingdomino is a great family-strategy game, perfect for playing with a mix of adults and kids, perhaps a little light for the adult gamer crowd, which I think the publishers are hoping to target with the standalone sequel game Queendomino. Players take turns selecting two-square tiles from the display of four, and then place them next to the tiles they’ve already played, trying to fill out a 5×5 grid without going over any boundaries. You score points for creating contiguous areas of the five terrain types in the game, scoring multiples if you have more than one crown in an area. It’s under $20 on amazon now, which is a bargain. The brand-new kids’ version, Dragomino, is also very good for players as young as 4. Complexity: Medium-low.

63. Sonora. Full review. The first-ever “flick and write” game is just what it sounds like – you’ll flick your discs on to the shared board, which is bounded by a plastic frame so your tokens (probably) won’t end up on the floor, and then check or mark boxes on your player sheet based on where the discs ended up. You can also bump others’ discs with your own, by accident or as strategy, and your discs have different values so you have some choices to make when flicking. That last bit might make it tough for players under 10 but you can always advise them and let them just enjoy the flicking. Complexity: Medium.

62. Seasons: Full review. A hybrid game of deckbuilding and point accumulation, where the decks are very small, so understanding the available cards and the interactions between them (some of which create exponentially better effects) is key to playing the game well. Players play wizards who start the game with nine spell cards to play, divided into three groups of three, and use them to gain energy tokens and crystals that can eventually be converted into points. The seasons change according to a time wheel on the board, and each of the four energy types has a season in which it’s scarce and two in which it’s plentiful. Seasons has a very dedicated fan base and two popular expansions, and I agree with that in that once you get up the steep learning curve it’s a great game due to the number of possibilities for each move and differences from game to game. Complexity: Medium-high.

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

60. Concordia: Full review . It’s a map game, set in Ancient Rome, built around trade and economics rather than conflict or claiming territories. Much better with four players than with two, where there isn’t enough interaction on the map to force players to make harder decisions. Runner-up for the Kennerspiel des Jahres (Connoisseur’s game of the year) in 2015 to Istanbul. Complexity: Medium.

59. Coup. Full review. A great, great bluffing game if you have at least four people in your gaming group. Each player gets two cards and can use various techniques to try to take out other players. Last (wo)man standing is the winner. Guaranteed to get the f-bombs flowing. Only about $8 for the whole kit and caboodle. Complexity: Low.

58. 7 Ronin: Full review. An asymmetrical two-player game with a Seven Samurai theme – and when I say “theme,” I mean that’s the whole story of the game. One player is the seven ronin of the title, hired to defend a village against the invading ninjas, controlled by the other player. If the ninjas don’t take the village or wipe out the ronin before eight rounds are up, the ronin player wins. But the ninja can gain a decisive advantage in the first four rounds with the right moves. It’s very clever, the art is fantastic, and the theme is completely integrated into the game itself. It also plays in about 30 minutes. Complexity: Medium-low.

57. Broom Service. Full review. The Kennerspiel des Jahres winner for 2015, Broom Service is lighter than most games in that category, but still complex enough to be more than just a family-strategy game, although the theme appealed to my daughter and she didn’t have any trouble understanding the base game’s rules. Players take on various roles to move their witch tokens around the board, gathering potions or delivering them to various towers for points, or collecting wands and clouds to gain other bonuses. There are multiple paths to win, but they’re all fairly straightforward; the role selection process is unique and takes some getting used to for younger players. It was a well-deserving winner, but requires a minimum of three players, I don’t think it’s worth the $45 list price it has at amazon right now. Complexity: Medium.

56. Watergate. Full review coming this week at Paste. 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. Complexity: Medium.

55. 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.

54. Glen More. Full review. Build your Scottish settlement, grow wheat, make whiskey. Sure, you can do other stuff, like acquire special tiles (including Loch Ness!) or acquire the most chieftains or earn victory points by trading other resources, but really, whiskey, people. The tile selection mechanic is the biggest selling point, as players move on a track around the edge of the central board and may choose to skip one or more future turns by jumping further back to acquire a better tile. Out of print again. Complexity: Medium.

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

52. Silver & Gold. Full review. Phil Walker-Harding is some sort of genius, with Imhotep, the Sushi Go! series, Bärenpark, Gizmos, and this all hits under his name, with the Adventure series he co-created with Matthew Dunstan still on my to-play shelf. 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.

51. The Search for Planet X. Full review. This competitive deduction game is like a logic puzzle that’s been streamlined and converted to the tabletop by limiting the kinds of questions you can ask on a turn to try to solve the core mystery. Players are astronomers looking for the hypothesized ninth planet (a real thing) in either 12 or 18 sectors of the sky, depending on whether you play the basic or advanced version. Every sector has one object, except for those that scan as ’empty’ … but the one with Planet X also appears empty, so you can only find it via deduction once you know enough of the rules governing where other planets are located. You get points for identifying where other objects are too, so you can guess Planet X’s location second or third or later and still win. Currently out of stock everywhere but there should be another print run soon. Complexity: Medium-low.

50. 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.

49. 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.

48. 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 gears, though, are kind of badass. Complexity: High.

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

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

45. Thebes: Full review. A fun family-oriented game with an archaelogy theme and what I think of as the right amount of luck: it gives the game some balance and makes replays more interesting, but doesn’t determine the whole game. Players collect cards to run expeditions to five dig sites, then root around in the site’s bag of tokens to try to extract treasure. Back in print at the moment and a steal at $13. Complexity: Medium-low.

44. Through the Desert. Full app review, although it hasn’t been updated for the newest iOS version. 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. Finally reprinted in 2018 by Fantasy Flight. Horse with no name sold separately. Complexity: Low.

43. Puerto Rico: Full review. One of the highest-rated and most-acclaimed Eurogames of all time, although I think its combination of worker-placement and building has been done better by later designers. You’re attempting to populate and build your own island, bringing in colonists, raising plantations, developing your town, and shipping goods back to the mother country. Very low luck factor, and just the right amount of screw-your-neighbor (while helping yourself, the ultimate defense). Unfortunately, the corn-and-ship strategy is really tough to beat, reducing the game’s replay value for me. There’s a solid iOS app as well, improved after some major upgrades. Complexity: High.

42. Whistle Stop. Full review. One of the best new games of 2017, Whistle Stop is a train game that takes a little bit from lots of other train games, including Ticket to Ride, Steam, and Russian Railroads, without becoming bogged down by too many rules or scoring mechanisms. It also has gloriously fun, pastel-colored pieces and artwork, and the variable board gives it a ton of replay value. It was an immediate hit in my house. Complexity: Medium.

41. Thurn und Taxis: Full review. I admit to a particularly soft spot for this game, as I love games with very simple rules that require quick thinking with a moderate amount of foresight. (I don’t care for chess, which I know is considered the intellectual’s game, because I look three or four moves ahead and see nothing but chaos.) Thurn und Taxis players try to construct routes across a map of Germany, using them to place mail stations and to try to occupy entire regions, earning points for doing so, and for constructing longer and longer routes. I’ve played this a ton online, and there’s a clear optimal strategy, but to pull it off you do need a little help from the card draws. Complexity: Low.

40. Terraforming Mars. Full review. The best complex strategy game of 2016, 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. The digital port is also very good. Complexity: High.

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

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

37. Patchwork: Full review. A really sharp two-player game that has an element of Tetris – players try to place oddly shaped bits of fabric on his/her main board, minimizing unused space and earning some small bonuses along the way. It’s from Uwe Rosenberg, better known for designing the ultra-complex games Agricola, Le Havre, and Caverna. Go figure. And go get it. Complexity: Low.

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

35. Ingenious. Full app review. Ingenious is another Reiner Knizia title, 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. The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute (and maybe more). Complexity: Low.

34. King of Tokyo. Full review. From the guy who created Magic: the Gathering comes a game that has no elfs or halflings or deckbuilding whatsoever. Players are monsters attempting to take control of Tokyo, attacking each other along the way while trying to rack up victory points and maintain control of the city space on the board. Very kid-friendly between the theme and major use of the dice (with up to two rerolls per turn), but good for the adults too; it plays two to six but I think it needs at least three to be any good. Complexity: Medium-low.

33. Charterstone. Full review. Legacy games aren’t quite my thing, given the time commitment usually involved for them, but I do enjoy Pandemic Legacy, and absolutely love Charterstone, which brings the legacy format to old-school Euro games of resource collection, worker placement, and building stuff for points. 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.

32. La Isla. Full review. I’ve owned this game for a while, but didn’t play it until this past year, and it turns out that I love it – it’s right in my wheelhouse in terms of its complexity/fun combination, not too complex to be enjoyable, not too simple to be boring. Players are scientists trying to spot five endangered species on the island board, which is modular and thus changes every game, and do so by placing their 5 explorer tokens on the board to surround animal tiles. There’s a separate board with scoring tracks for the five animal types, determining what each tile is worth at game-end while also letting you re-score animals you’ve collected when you gain another one of that type, so you can try to set yourself up to boost the value of the animal you’re targeting and then grab all that you can of that type. There’s also a 10-point bonus if you get a set of all five, giving you an alternate path if the first doesn’t work. Designer Stefan Feld has gone too far into point-salad world with recent titles but this one, which sells for just $20, is a hit. Complexity: Medium-low to medium.

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

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

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

28. Gizmos. Full review. Phil Walker-Harding’s engine-builder plays very quickly for a game of this depth, and doesn’t skimp on the visual appeal – the ‘energy tokens’ you’ll collect to buy more cards are colored marbles, and they’re dispensed by what looks like a cardboard gumball machine. The engine-building aspect is a real winner, though, as it’s very easy to grasp how you’ll gain things from certain cards and how to daisy-chain them into very powerful engines before the game ends. Complexity: Medium-low.

27. Battle Line: Full review. Reissued a few years ago as Schotten Totten – same game, different theme, better art, half the price right now. 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 iOS app is among the best as well. Complexity: Low.

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

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

24. Caylus: Full app review. Another game I’ve only played in its 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 are probably the best I’ve seen alongside those of Agricola’s. Complexity: High.

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

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

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

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

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

18. Tigris & Euphrates: Full review. The magnum opus from Herr Knizia, a two- to four-player board game where players fight for territory on a grid that includes the two rivers of the game’s title, but where the winning player is the one whose worst score (of four) is the best. Players gain points for placing tiles in each of four colors, for having their “leaders” adjacent to monuments in those colors, and for winning conflicts with other players. Each player gets points in those four colors, but the idea is to play a balanced strategy because of that highest low score rule. The rules are a little long, but the game play is very straightforward, and the number of decisions is large but manageable. Fantasy Flight also reissued this title in 2015, with a much-needed graphics update and smaller box. Knizia himself revised this game as Yellow & Yangtze, which has a digital port coming from Dire Wolf that’s already on Steam Early Access and is very promising. Complexity: Medium.

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

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

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

14. Great Western Trail. Full review. It’s a monster, but it’s an immaculately constructed game, especially for its length and complexity. It’s a real gamer’s game, but I found an extra level of satisfaction from admiring how balanced and meticulous the design is; if there’s a flaw in it, beyond its weight (which is more than many people would like in a game), I didn’t find it. You’re rasslin’ cows, collecting cow cards and delivering them along the board’s map to Kansas City, but you’re doing so much more than that as you go, hiring workers, building your own buildings, and moving your train along the outer track so that you can gain more from those deliveries. The real genius of the design is that you only have a few options on each turn even though the game itself has a massive scope. That prevents it from becoming overwhelming or bogging down in analysis paralysis on each player’s turn. Complexity: High.

13. Stone Age: Full review. Really a tremendous game, with lots of real-time decision-making but simple mechanics and goals that first-time players always seem to pick up quickly. It’s also very hard to hide your strategy, so newbies can learn through mimicry – thus forcing veteran players to change it up on the fly. Each player is trying to build a small stone-age civilization by expanding his population and gathering resources to construct buildings worth varying amounts of points, but must always ensure that he feeds all his people on each turn. I introduced my daughter to the game when she was 10 and she took to it right away, beating us on her second play. The iOS app is strong – they did a nice job reimagining the board for smaller screens – and is now updated and playable on newer devices. Complexity: Medium.

12. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of December 2020, is still not updated for the newest iOS version), 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. Complexity: Medium/low.

11. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. There’s a brand-new app version out from Repos this fall. Complexity: Medium-low.

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

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

There’s also a kids’ version, available exclusively at Target, with a separate app for that as well. Complexity: Low.

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

7. Splendor: Full review. A Spiel des Jahres nominee in 2014, Splendor has fast become a favorite in our house for its simple rules and balanced gameplay. My daughter, now eight, loves the game and is 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, made by the team at Days of Wonder, is amazing, and is available for iOS, Android, and Steam. I also like the four-in-one expansion for the base game, Cities of Splendor. Complexity: Low.

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

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

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

I’m bundling Pandemic Legacy, one of the most critically acclaimed boardgames of all time, into this entry as well, as the Legacy game carries the same mechanics but with a single, narrative storyline that alters the game, including the board itself, as you play. My daughter and I didn’t finish season one, just because we got caught up in other games, but season two is out already. Complexity: Medium for the base game, medium-high for the Legacy game.

3. Wingspan. Full review.The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste five years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion comes out this week. 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. Complexity: Medium.

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

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

I have a separate ranking of games for two players that I published in March, which I’ll update again in the next few months. Air, Land, and Sea would make the cut now. I do have two new two-player games in the house, Curious Cargo and The Shores of Tripoli, that I haven’t played yet.

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, Ecosystem, and Sushi Go Party!, all of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. Kodama can play 5 out of the box, and 6 with the Duo expansion. For more social games, One Night Ultimate Werewolf is best with five or more also, and Deception: Murder in Hong Kong also benefits from more players. Coup needs 3, but with the Reformation expansion can handle up to 10. The social/party game Just One can handle up to 7, and Wavelength plays any number, split into two teams.

Mariposas.

Elizabeth Hargrave’s Wingspan is the most decorated new board game of the last five years, maybe of the last twenty, winning the Kennerspiel des Jahres (making Hargrave the only woman to do so as a solo designer) honor in 2019, taking home seven different awards in Boardgamegeek’s annual honors, and earning the only perfect score of 10 I’ve given a game since I started reviewing for Paste in 2014. I was among many gamers excited for her follow-up, Mariposas, which came out this summer from AEG, but while it has the same evident love of its subject (monarch butterflies) as its predecessor (birds), it doesn’t have the same magic, and the game play falls a bit flat.

Mariposas simulates three seasons and up to five generations in the life cycle of the monarch butterfly, asking players to move their own butterfly tokens up the map from Michoacán into the U.S. and Canada, collecting flower tokens, visiting waystations, and breeding new butterflies when next to milkweed, eventually getting to fourth-generation butterflies that will return to Michoacán by game-end for points. Each season also has two or three objectives, mostly based around the locations of butterfly tokens at the end of that season, that players can achieve for smaller point gains.

Players have two movement cards in their hands at all times, and on a turn will play one and move one or more of their butterfly tokens according to the cards. You start the game with just one first-generation butterfly, and may move it several times from one card, since you can’t spread the movement actions across several tokens. Whenever your token ends an action on a hex space with a flower showing, you get one matching flower token (or two, if you hit one of those spaces up at the top of the board). When you have three of a kind, or just any four flower tokens, you can move your first-gen butterfly next to a milkweed icon and spawn a second-generation one. First-generation butterflies die off at the end of spring, and second-gen ones die at the end of summer, but each generation has more possible tokens than the last, so you will have more tokens as the game progresses. Your primary goal is to breed several fourth-generation butterflies that will return to Michoacán at game-end – you can also breed from a fourth-gen token, flipping it over so it counts as two butterflies for scoring – for the largest point gains available anywhere in the game.

There’s no interaction between players in Mariposas; you’re essentially all playing solitaire, on the same board, with the movement cards the only real difference between players. The one bit of in-game competition comes from the sixteen waystations, which all have face-down tokens at the start of the game. When any player’s butterfly first visits a waystation, they flip the token over and take the reward shown. Twelve show life cycle cards, four stages in each of three colors; three show additional waystation bonus cards with extra movement actions; the last shows a wild flower icon, allowing the player to take a flower token of their choice. If you collect all four life cycle cards of one color, you get an additional bonus, the most valuable of which seems to be the one that lets you score an additional butterfly in Michoacán at game end. The first player to reach a waystation also gets to roll a die for a free flower token, but every player after them to visit that station gets the reward shown on the token anyway.

There are two major problems with Mariposas’ play. One derives from the setup, where 16 waystation tokens are randomly distributed and placed face down at the start of the game, so a strategy that involves collecting the four matching tiles of any of the three colors is fruitless. You could spend all game searching for the fourth tile, only to find it on one of the most distant waystations (Winnipeg or Quebec City, probably), and most of the the rewards don’t justify the effort. You could just reveal all of those tokens at the start of the game, and remove the flower token bonus for the first player to get to each, or just use some other method to keep track of which waystations have already had visitors, to alleviate this issue.

The second problem is more fundamental, and I think results from Hargrave’s devotion to accuracy within her games. With just three seasons to move around the board, you have to strike a very specific balance between moving your butterflies up the board into the northern U.S. and Canada to gather rewards and score the seasonal bonuses, and the need to get your fourth-generation butterflies back to Michoacán by the end of the game so they can score. You don’t get that many movement points per season – a maximum of 30 points in fall, which you would distribute over all of your butterflies – and you have little control over what movement cards you draw. This might be very realistic, but it doesn’t do much for game play, because as soon as fall starts you’re left calculating how many movement points it’ll take to get your 4th-gen butterflies home, and you may not be able to do anything else for the season.

The game looks great, and the rulebook is easy to follow while also featuring quirky or interesting facts about monarchs, who are threatened by climate change and environmental degradation, yet are also essential pollinators on which our global food supply depends. Two of the five flowers on flower tokens look similar, but at least it’s a function of Hargrave’s commitment to authenticity. It’s just not that compelling a game – perfectly fine, but lacking the brilliant mechanics and deeper strategy that made Wingspan an all-time great.

Stick to baseball, 11/29/20.

I had one piece this week for subscribers to the Athletic, on the Reds-Rockies trade and Atlanta’s two free agent signings, as well as a piece last week on what we can learn from the various pro leagues’ approaches to the pandemic. I held a Periscope video chat on Thanksgiving day while I spatchcocked the turkey.

Over at Paste, I ranked the ten best deduction board games, including Coup and this year’s The Search for Planet X.

I held off on sending the next issue of my free email newsletter until after the holiday so I could write up the trade and signings, but I’ll get one out in the next 48 hours. You can sign up for free here.

My first book, Smart Baseball, got a glowing review from SIAM News, a publication of the Society of Industrial and Applied Mathematics. You can buy Smart Baseball and my second book, The Inside Game, at any bookstore, including bookshop.org via those links, although Smart Baseball has been backordered there for a while. You can check your local indie bookstore or buy it on amazon.

And now, the links…

Stick to baseball, 11/22/20.

I had one post this week for subscribers to The Athletic, about what lessons we can learn from MLB, the NBA, and the NHL (and other pro leagues) after they completed seasons during the pandemic. I spoke to numerous epidemiologists about the leagues’ approaches, from the full bubble of the NBA to MLB’s more open approach with all US-based teams playing at home, and of course the hoaxers were in the comments before the electrons were dry on the article.

Over at Vulture, I wrote about eleven board games you can play over Zoom while you can’t (or shouldn’t) see your friends and family, which seems more relevant with potential lockdowns looming in most of the country.

My first book, Smart Baseball, got a glowing review from SIAM News, a publication of the Society of Industrial and Applied Mathematics. You can buy Smart Baseball and my second book, The Inside Game, at any bookstore, including bookshop.org via those links, although Smart Baseball has been backordered there for a while. You can check your local indie bookstore or buy it on amazon.

My guest on this week’s episode of The Keith Law Show was Bill Baer, talking with me about the state of baseball and what he hopes the Phillies will do with their front office openings. My podcast is now available on Amazon podcasts as well as iTunes and Spotify.

I sent out the latest edition of my free email newsletter on Monday, and hope to send another one before the holiday.

And now, the links…

The Queen’s Gambit.

The Queen’s Gambit, adapted from the 1983 book of the same name by Walter Tevis, is ostensibly about chess, but it’s really a coming-of-age story about a chess prodigy who overcomes multiple family tragedies and drug addiction to become one of the absolute best players in the world. The story is somewhat flawed, and perhaps ties up too neatly at the end, but it’s a compelling ride from start to finish with a very strong cast.

Beth Harmon (Anya Taylor-Joy, who is certainly a star now if she wasn’t already) ends up in an orphanage when the series opens after her mother dies in a car accident from which Beth walks away physically unscathed. While in the orphanage, which is strict but not quite Dickensian, she spots the gruff custodian (Bill Camp) in front of a chess board and demands that he teach her to play. He’s a strict teacher, explaining the game and chess etiquette, but realizes how incredible her mind is and introduces her to a teacher at a local high school who runs a chess club. She’s off to the races … except that she’s also hooked on the tranquilizers that the orphanage feeds to the kids to keep them docile, which presages a long battle with substance abuse even as Beth continues to stun male players and rise up the ranks in the chess world, eventually facing the Soviet champions in Moscow.

There’s a lot to recommend in The Queen’s Gambit, not least of which is the dedication to getting the chess scenes right. I’m not a chess expert, or even much more than a beginner, but I never felt like they were faking the ‘action’ on the chess boards – there were no obvious mistakes like moving a bishop straight up a row or column, or claiming a player was checkmated when it was visibly false. The series spends a lot of time on the chess itself, a difficult creative choice given how hard it is to make what is essentially an intellectual activity exciting on screen. The director emphasizes the tension inherent in chess (and most great two-player games of any sort), where you must figure out your opponent’s likely responses to any move you might make, and they use a gimmick to demonstrate Beth’s prodigious chess mind where she visualizes the board on the ceiling upside-down. The gimmick is cute, maybe a bit overused, but the way they parse the moves on the board with shots of the players – and some help from music and editing – makes the matches seem as tense as the end of any close athletic event.

Taylor-Joy has been on a steady ascent over the last few years, from The Witch to Thoroughbreds to this year’s adaptation of Emma, but The Queen’s Gambit is probably going to be the role that makes her a star. She’s especially good here when she’s not speaking – she’s good at expressing a broad range of emotions just with her face and body language, and handles the transition from awkward teenager to fashion plate (someone had a lot of fun dressing her in mod clothes highly evocative of the mid-60s) with aplomb. Her speech can come across a bit affected, although that’s a minor quibble. This series doesn’t work without her nailing the lead role.

There are a lot of very strong supporting performances, including Camp, Marielle Heller as Beth’s adoptive mother, and Thomas Brodie-Sangster as Beth’s obnoxious rival Benny Watts, but none made a stronger impression than Harry Melling, whose transformation into a series and versatile actor has been a remarkable surprise. Melling plays Harry Beltik, an early competitor whom Beth defeats on the board and enraptures off it, turning him into both a suitor and a friend whose loyalty she doesn’t always deserve. He shows up as an arrogant, overconfident local chess champ, but softens as he grows up, and eventually becomes a voice of maturity and reason that Beth needs, even if she’s not always willing to heed it, and Melling plays that second version of Beltik with compassion and a very amiable nerdiness that makes him the most compelling character in the retinue of men orbiting Beth’s star. Melling was good in The Old Guard as the villain and excellent in a small role in The Ballad of Buster Scruggs, but this is the best thing I’ve seen him in since he finished up his run as Dudley Dursley in the Harry Potter movies.

The Queen’s Gambit has a couple of problems that didn’t detract from its entertainment value but did keep it from becoming a truly great series (that might, say, win all the awards). One is that its depiction of drug addiction and alcoholism is facile, and there have already been many thinkpieces accusing the series of glorifying substance abuse by depicting it as essential to Beth’s chess genius. That isn’t the ultimate lesson of the series, but she’s probably far too functional as a chess player for someone who is constantly shown drinking and taking benzodiazepines. A second is the use of Jolene, a Black girl whom Beth meets in the orphanage, as a Magical stereotype that ends up coming across as racist even though Jolene’s inclusion was probably an attempt to make the cast more diverse.

The one flaw in the show that did detract from the entertainment value is that Beth’s story arc is just too smooth in its upward trajectory, so there isn’t as much drama at the chess tables as there might have been. Some of this is unavoidable: she’s not going to bomb out in the first or second round of a chess tournament, playing some junior player, because chess has absolutely no luck or randomness in game play. But much of the potential fodder for drama away from the chess board is frittered away by the script, including multiple tragedies after she’s adopted, where potential difficulties are just resolved by good fortune or exceptional foresight. By the time we get to Moscow in the final episode, it’s all seemed a bit too easy for Beth to go from the orphanage basement to a match against the best player in the world.

That wasn’t enough for me to dislike the show; I was still hooked, and my partner and I watched the whole thing inside of three days. It’s paced so well that my attention never flagged, and several of the episodes ended sooner than I expected. I could have used more balance in the story, and the way Jolene returns in the last episode is borderline cringey – a shame, as the actress, Moses Ingram, does the best with what she’s given – but I completely understand the hype. The Queen’s Gambit is worth the binge.

Fort.

The deckbuilder Fort is the newest title from Leder Games, who’ve had two pretty sizable hits with their medium-heavy games Vast and Root (which got a very strong digital port this fall from Dire Wolf). Unlike those games, though, Fort is light, quick, and whimsical, with artwork from Leder’s Kyle Ferrin that really works to enhance game play.

In Fort, two to four players compete to build the most appealing clubhouse or tree fort for neighborhood kids, playing cards from their hands each turn to acquire more pizza or toys and then using them to upgrade their fort from level 0 to level 5. All of your cards depict kids in the neighborhood, but they come in six different ‘suits,’ and cards may have a public action, a private action, both, or neither.

You deal yourself a hand of five cards after each turn, since you may get to play cards on other players’ turns, and when your turn begins you can play one card from your hand that has at least one action on it. You get to execute the public and private actions if you wish; other players can follow the public action, but not the private one. If either action has the symbol X and a suit symbol, you can play further cards showing that suit to multiply that action – gaining more resources, for example. (Other players can follow by playing one card of the matching suit, but can’t multiply by playing additional cards.)

Any cards you play go to your discard pile at the end of your turn, as do your two Best Friend cards if they’re still in your hand. Any other cards you didn’t play go to your Yard, where you might lose them to other players during the Recruit phase. During your own Recruit phase, you get to take one card for free either from another player’s Yard or from the display of three cards from the main deck. So turns are quick: play a card and use its actions, discard, recruit, deal yourself a new hand of five cards. At the start of your next turn, you’ll take any remaining cards in your Yard and put them in your discard pile.

Nearly all of the points you’ll get in Fort come from upgrading your fort, which you do by paying resources, with the cost increasing as you move up the fort track. However, you do have some other avenues to gain points from cards. One is via Made-Up Rule cards, which each player gets when they get to fort level 1, which are private objective cards that can give you additional points at game-end for things like all your blue suit symbols on cards, for trashing both of your Best Friend cards, or for stopping at fort level two. Another is the Lookout, where you can tuck cards under your board, up to your current fort size plus one, which makes them unavailable for the rest of the game. There are cards that you can play that will give you one point per card in your lookout, and those cards do count toward Made-Up Rules. Your storage is limited to four resources of each type, but you also have a backpack space on your board, and can store resources in there up to your fort level plus one, and can play cards that will get you points for what’s there as well.

Fort encourages player interaction, which distinguishes it from a lot of deckbuilders. You can steal cards from other players in the Recruit phase. You can also play certain cards that encourage you to trash cards from other players’ Yards or even discard piles, often netting you resources for doing so. The gist is that you’re all competing to build the coolest hangout, and then you have to entertain the kids you attract enough to keep your competitors from wooing them away.

Ferrin’s art is great – it’s colorful and imaginative, and each kid has a nickname, many of which are wonderfully goofy. We all immediately had our favorites, from Puddin’ to The Ant to Bug to the Noodle Twins (no actions, but worth two suits), and there are two copies of many of those cards, so there are only a few cards where if someone else gets it you’re out of luck until it ends up in their Yards. (There are two cards that are unique, but shouldn’t be, which let you score one point for each pizza/toy resource you have. At least one of those cards is essential if you get the Make-Up Rule for keeping your fort at level 2.) It might almost make you think it’s a game for kids, but it’s probably too complex for players under 10 – it’s actually a retheme of a game I’d never heard of before, 2018’s SPQR – between some of the strategy and the iconography, which is language-independent but not intuitive. There are too many cards that have actions written in forms like (do this -> that) X suit, and I don’t think that’s going to be obvious to new players unless they’ve played a lot of games before.

Fort’s definitely one of my favorite new games of 2020, between the art, the interaction, the smarter twist on deckbuilders (a genre that often disappoints me), the replay value, and the small box for portability. I would take this over Root, which is one of the most highly-regarded strategy games of the last decade, at least, because it’s just that much more accessible, and plays in well under an hour once everyone knows the rhythm of turns. It’s also just plain fun, which is something I think gets underrated by the online board game community, which values high strategy (and complexity) over everything else. There’s something to be said for threatening your daughter if she thinks about stealing The Ant from your Yard that you just won’t get in a two-hour worker placement game. Now if you need me, I’ll be in my clubhouse.

Borat Subsequent Moviefilm.

Borat: Subsequent Moviefilm can’t match the shock value of the original Borat film, since we already know the deal and that Sacha Baron Cohen is willing to do anything for the sake of the gag, but I think in the end it’s actually funnier for it. There are still a few moments here where he and his new co-star, the Bulgarian actress Maria Bakalova, go too far with a joke, but Cohen seems to have also realized that the real staying power of the original was that he could get the unwitting subjects to go along with him and show their worst selves on camera – which said more about America than it did about his fictionalized Kazakhstan.

After some early setup, the once-disgraced Borat returns to America on a second mission for the Kazakh government, this time to deliver a bribe to a high-ranking U.S. official – eventually settling on Mike Pence. He’s joined after some silly plot contrivances by his daughter Tutar (Bakalova), whom he decides to “offer” to Pence as a bribe, traveling across the southern United States and speaking with many ordinary Americans and some not-very-ordinary ones, most of whom come off far worse for the encounter. He gets a bakery employee to write “Jews will not replace us” on a cake, goes into a “pregnancy crisis center” with Tutar, and spends several days living with a pair of QAnon believers. He also meets a very kind and open-minded Jewish woman after he walks in a synagogue dressed as a giant pile of Jewish stereotypes, and hires a babysitter for Tutar who turns out to be the heart of the film and so popular with fans that a GoFundMe started by her pastor has raised over $180,000.

There are many laugh-out-loud moments in Borat 2, most of which come when one of Cohen’s jokes lands and the Americans he’s mocking do more or less what he’d hoped they would do. You’ve probably heard about the Rudy Giuliani scene – in which he doesn’t acquit himself well, at all, despite his later protestations to the contrary – but that’s not even among the top half-dozen scenes in the film for humor or impact. Borat takes Tutar to a Houston plastic surgeon, who takes the bait and describes how a “Jewish” nose would look by drawing the shape in the air – someone who’s highly educated and likely deals with high-income customers is completely comfortable trafficking in anti-Semitism. There’s a long setup to get to the pregnancy crisis center, but the result is a combination of old-school sitcom misunderstanding and the most cringey behavior imaginable by the pastor at the facility, who clearly has no concern at all for Tutar’s well-being.

Some of the jokes don’t land, though. There’s a menstruation joke that’s just about grossing out some Southern snobs at a dinner for debutantes, which is both unfunny and useless at exposing their elitism or the anachronistic nature of the whole practice. The end of the Giuliani sequence doesn’t really work either. It’s actually funnier to watch Cohen try to avoid fans who recognize him on the street in Texas than to watch those scenes or the drawn-out way in which he tries to reunite with Tutar after she runs away (thanks to the babysitter, who is beyond patient in explaining things to Tutar, including that women in the United States have actual rights).

Nothing is so damning as how easily many white Americans in this film show themselves to be racist or anti-Semitic, even when they know full well they’re being recorded, much as the South Carolina frat boys did near the end of the first Borat when they wished slavery still existed. The plastic surgeon is unapologetic for his comments on “Jewish noses” or his lecherous comments towards Tutar. I don’t think the bakery employee or the propane salesman who says his tank can wipe out a whole van of Roma people have said anything publicly or all the people singing along with the racist lyrics of “Country Steve.” And what would they say? This is who they are, and this is who we are. All Cohen had to do was turn his cameras on Americans and let us do the work.

Stick to baseball, 11/14/20.

For subscribers to The Athletic, I wrote about the major rule changes in MLB in 2020 that might stick around, and which ones might be worth keeping. I also held a Klawchat on Thursday.

Over at Paste, I reviewed The Search for Planet X, a deduction game that is one of the best board games I’ve played all year.

My guest on this week’s episode of The Keith Law Show was Fangraphs managing editor Meg Rowley, talking with me about the state of baseball, free agency, and some recent managerial hires. My podcast is now available on Amazon podcasts as well as iTunes and Spotify.

I’m due for another edition of my free email newsletter, this weekend, I hope.

As the holiday season approaches, I’ll remind you every week that my books The Inside Game and Smart Baseball make excellent gifts for the baseball fan or avid reader in your life.

And now, the links…

Klawchat 11/12/20.

I have a column up on rule changes from 2020 that might become permanent up for subscribers to the Athletic.

Keith Law: Pull my shirt off and pray … for Klawchat.

Guest: What is your take on what the orange POTUS is up to now?
Keith Law: I wish I felt more confident that Democrats were taking this more seriously. I don’t think this is all some harmless cover-up.

barbeach: You’re back!  Thanks for another chat.  If you are the Yankees, do you give Gleyber Torres another year at SS or move him back to 2B and figure out how to fill SS through trade/FA?
Keith Law: I’d let the market decide that to some extent – if they land one of the good SS on the market, then move Gleyber. I don’t think he’s as bad as he looked in 2020.

DRB: I’m sure you know the quote “History doesn’t repeat itself, but it often rhymes.”  I’m not smart enough (I wish more people would admit this about themselves), but do you think perhaps we need to split up the union like how the USSR was split up?   I don’t know why people in North Dakota should benefit from the work being done in Cali/NY, etc.
Keith Law: Or why Mississippi, where an elected official said the state should “succeed from the union” (a testament to their worst-in-the-US education system), should be propped up by taxpayers in blue states, only to exert undue influence over the country’s policies? That’s the real problem I see with our current system. Of course, eliminating the electoral college and making the Senate more representative of population would remove most of that problem and both are a lot less dramatic than, ahem, “succession.”

Jim: Keith, MLB.com just published the list of Rule 5-eligible MiLB players.  I know you firmly hold that there’s rarely a player worth taking in the draft, but will you be posting an article on the eligible players?  (What with everything going on, I can’t recall what you did last year.)
Keith Law: I probably won’t. There isn’t a list out yet because the rosters don’t have to be set until November 20th. If someone of note is omitted, I’ll write about him (or them, I guess), but usually I don’t because there aren’t any.

xxx(yyy): Any (new) cookbook recs for 2020? Either new to you or that came out this year?
Keith Law: Looking at my shelves … I think there are more books I’m hoping to acquire in the next two months (like Hugh Acheson’s How to Cook, Nik Sharma’s Flavor Equation) than new ones this year I’ve used. I’ve cooked a lot from books I already owned, but used new recipes because we joined a CSA.

Jim: So, everything points to the Republicans not having a leg to stand on re: “voting fraud”.  However, in light of the rhetoric, firings in Pentagon leadership, etc., how aluminum-foil-hattish is it to be worried about Trump deciding not to leave?
Keith Law: I don’t think it’s irrational at all to worry about it.

Eh Team: What is George Valera’s ceiling as a player?  And how has the lack of a minor league season impacted players, especially younger players like Valera?
Keith Law: The lack of a season is going to impact all players, but each of them will be hit differently. Some pitchers could be better off from the year of rest. Many hitters will be worse off – and I’d guess Valera might be one, given how raw he is as a hitter – but some won’t, because they’re just that good, or their approaches are that advanced. And players had access to different resources, depending on where they were this year and what funds were available. So there’s no one answer; it’s bad for the sport as a whole, and for most players, but the degree it affects players will vary by individual.

JC: What do you think the Rockies will do with their infield/outfield??  They going to leave Josh Fuentes at 1B? Ryan McMahon at 2B? Keep Brendan Rodgers in reserves if they trade Story / Arenado?  Do you like Raimel Tapia in LF? What is your thoughts on Sam Hilliard?
Keith Law: They should trade Arenado, although I understand any Rockies fan who loathes that idea; it’s just the best move for the franchise long-term. If they were to do that, they could try McMahon at third and Rodgers at 2b. If not, McMahon might still be their best option at 1b, although he has not hit up to my expectations yet. I like Hilliard’s power/speed/arm combo but you can’t punch out 37% of the time as a Rockie and be productive. IIRC it’s breaking stuff, especially sliders, that have always been his weakness.

Bill: As a Red Sox fan, I am not sure how I feel about the Cora signing.  He seems to be well respected and Boston is not the easiest place to work so its probably a good signing.  However, past events should be considered (yes people deserve a 2nd chance (even Bonds, Rocket) but for some reason ).    What are your thoughts?  Could tehy add Fuld as a bench coach?
Keith Law: No issue at all with Cora or Hinch getting jobs – they’re both highly qualified and both served their MLB penalties. I’m good with Carlos Beltran getting another shot at some point, although if I were him, I’d try to go manage a year in AA or AAA and then go for a job next winter, when I think he’d be an immediate front-runner.

Ben (MN): How did the local candidate that you were supporting do in the election?
Keith Law: She won! Flipped a seat that had been red for 40 years. We had 70% turnout in the district, so those of us who volunteered felt like we all made a difference. The incumbent is a very nice person, but the most notable aspect of her tenure was that she sent constituents cards on their birthdays (and several voters mentioned that while I was a poll greeter on Election Day … as if that’s a good way to fill out your ballot).

Mark: Is there a good product I can buy for home use to keep my knives sharp ?
Keith Law: I own this Chef’s Choice sharpener and I like it. Just don’t use it too often – it’s actually grinding the steel on your knives.

addoeh: With Stroman taking his QO, what does that say about the market this winter?  As Meg Rowley and you discussed on the pod, this is something owners have wanted to do for a while and COVID has just given them the opportunity.  I think the number of teams that are looking to add 10+% to their payroll this offseason is going to be low.
Keith Law: I’m not sure if we can generalize from that because Stroman didn’t pitch at all in 2020. He is the perfect example of a player who should at least consider the one-year deal, taking 2021 to reestablish his value (and health) and go for a multi-year deal next winter. Andrelton Simmons is in the same boat – his defensive metrics were down in 2020 because he was hurt.

Key Frederick: Zach Lowther of the Orioles doesn’t have the best velocity, but he seems to have been very successful in the minors. From what I read (I haven’t seen him) he sounds a lot like Sid Fernandez (which is super-optimistic, I know). I don’t believe he actually will be the second coming of Sid Fernandez, but can a pitcher with his pitch repertoir actually succeed as a MLB starter? Especially with the apparent change of focus in organizational pitching philosophy.
Keith Law: I would bet on yes, at least as a back-end starter. Huge extension, great spin rates. Will just never wow you with velocity or power, but hitters have a very hard time seeing the ball or squaring it up.

Ben (MN): I made Hugh Acheson’s carrot soup that you had recommended in a previous chat, and it was delicious even though I don’t have access to fresh carrots. I find myself doing more “real” cooking in the winter when it is cold, but find it a bummer that I don’t have access to any fresh produce in MN in the winter. I’d imagine you have a similar problem n Delaware too. Do you find that your cooking habits change in the winter, and if so, how?
Keith Law: Yes, especially since we try to cook a little bit seasonally, so the produce we use changes (and we use more frozen vegetables too). We work in more soups and other ‘hearty’ dishes in the winter, and do fewer salads or cold dinners.

Nick: Do you think the Dodgers see Kody Hoese as their future starting third baseman, or do they need to find an answer post-Turner (whenever that is) elsewhere?
Keith Law: No, it’s not Hoese. He’s not very good, and he’s not a 3b.

Guest: Keith, at what point this off-season are owners going to argue that they can’t afford to pay players their full salaries next year given likely attendance restrictions? And then what happens?
Keith Law: They will, and there will be an acrimonious negotiation.

Moe Mentum: Who has done more long-term damage to our system of government – Donald Trump (sowing public hysteria and mistrust) or Mitch McConnell (re-writing rules and revising protocols to suit the party in power)?
Keith Law: I say Trump, because he has convinced so many (gullible) Americans of so many false things.

Gerry: What is your honest opinion on ridiculous assessment by MacPhail re: uprooting during a pandemic as a reason for the Phillies “snails pace” FO search?  Embarrassing and bad optics I would think
Keith Law: I don’t agree with him. I know highly qualified candidates who are interested in that job right now.

Moe Mentum: Do you agree with Cash and Mattingly winning 2020 Manager of the Year awards? If not, who were better candidates?
Keith Law: (yawn)

ck: Kolten Wong would be a nice fit for the Cubs right?  Defense, speed, and obp at the top of the lineup.  Or do you guess they are not spending money again this year…
Keith Law: No idea on their budget but yes, Wong’s a good fit for most teams. Still shocked the Cards just let him go.

DRB: I want to ask your opinion on Blake Snell’s last start.  When does the long view of analytics become a disservice to individual games?  Blake Snell was dealing, just like pitchers have dealt since the beginning of baseball.  Even though if that game was played 100 times, going to the pen may have been the higher percentage play, doesn’t randomization mean that some times the manager should play a hunch and just leave Snell in the game?
Keith Law: Snell wasn’t dealing, though; wasn’t his fastball velocity starting to slip, which has always been the traditional indicator that a pitcher is tiring and needs to come out? Plus ‘dealing’ isn’t really a thing – you’re dealing until the moment you’re not. It has no predictive power.
Keith Law: (I would have left Snell in to face Betts, who nobody gets out, and then Seager, so you get the LHP vs LHB. But I don’t  share some of the ire for the decision that many people feel.)

Jon: Keith, what can the average person do to help ensure that we don’t end up with a savvier, Trump-like individual take over in 2024?
Keith Law: Get more involved, starting at the local level. Don’t take the midterms off from activism. Register more voters. Fight voter suppression if it exists in your area. And support real fact-based journalism when you can.

Brian (Austin): Keith, have you had any experience with Goldbelly yet?  Thinking of ordering some Pizzeria Bianco and was wondering it if will be worth the price.
Keith Law: I have – a friend with the Bianco Group sent some of their pizzas through Goldbelly and they were great. It’s a different experience frozen & reheated at home, but the flavors were all still there. You just get more of a cracker-like crust than the softer version at the restaurant.

Tim: Any surprises to you on who did and did not accept the qualifying offers?
Keith Law: Nope. I assumed Gausman would, expected the four who declined to do so, and wasn’t sure either way on Stroman.

Todd Boss: Delaware certified their results 11/5/20!  First state to ratify the Constitution, and now the first state to certify the election that ousts the greatest threat to that Constitution since.
Keith Law: We do some things right here. And I like our chances to do even more with so many progressive voices in our legislature.

Matt: You gonna join Parler and give them your driver’s license and passport information?
Keith Law: Is there anything more telling than how many people signed up there and agreed to those absurd terms, and how those are the same people who believe bullshit conspiracy theories like QAnon? It’s all a grift.

DRB: Since you’re a big music guy, what do you use to listen?  What kind of speakers/headphones do you use?  I have the Harman Kardon set up in my car, and it’s life changing, highly recommend.
Keith Law: Nothing fancy. I have never really seen the value in those investments. Also I listen to a lot of music in the car or while moving around the house so I use speakers.

Todd Boss: The Nats are on the hook to pay significant amounts of deferred dollars in 2021 (somewhere in the $26.5M range including buyouts of 2021 options).  Do you think they’ll use these dollars (which are already accounted for in prior year’s luxury tax salary cap considerations) as an excuse not to go near the $210M 2021 cap figure?
Keith Law: Possibly, and we always knew eventually they would have to pay for the investments they made in some of those players (which helped them win in 2019). It may be more of an excuse to keep payroll down than an excuse to avoid the luxury tax specifically.

Todd Boss: Do you think newly-minted Cy Young winner Bauer will stick to his 1-year contract only demand?  What could he realistically command on a one year deal?  Could he beat his former UCLA teammate and best friend Gerritt Cole’s $36 AAV figure?
Keith Law: I’ve assumed he’d get to free agency and take a five-year offer, which he should get, but I don’t think he’d get Cole money – he just doesn’t have Cole’s track record.

Alex: Is there any doubt in your mind Steve Cohen is going to make at least one big FA signing if nothing else to appease the fan base and announce to MLB owners the Mets are going to be a serious contender for all free agents going forward?
Keith Law: I assume they’ll be among the biggest players in free agency, and given their roster, they should be.

addoeh: Just saw your new Athletic article.  Would a roster like the NFL, where there is a 53 man active roster but a 45 man gameday roster, work?  There would be a limit on how many relief pitchers you could have on a gameday, but you could have more on an active roster for the next day.  Guys could easily move between the two and would get service time “credit” just for being on the active roster.
Keith Law: I worry that that would be too easy for teams to manipulate.

Michael: Do you agree that the Dems didn’t fare as well as hoped in part because they are so wishy washy on what they stand for and using their power to affect change? E.g. lack of house subpoenas.  Also how do you feel about them trying to blame the AOC wing for their problems?
Keith Law: It seems that Dems fared worse where their candidates were more moderate; progressives have clearer, stronger messages about ways they intend to help the working class voter, and that resonated. That’s an overgeneralization across the whole country but my takeaway from the overall results is that the Democrats need to embrace progressive messaging and make sure they are explicit about policies they will enact. Running against Trump only worked to elect Biden this year, not the whole ballot, and that will not be a factor in 2022 (we hope).

Sammy So-so: Trevor Bauer seems really difficult to value based on his uneven career. Do you think he’s an elite starter now or will just be paid like one? Thanks.
Keith Law: He’s been an elite starter once in a full season, and again in this truncated season. I wouldn’t call anyone with that little of a track record an elite starter.

Seth: I know you generally think the Rule 5 draft is a lot to do about nothing but considering how many minor leaguers didnt play last year, do you think there maybe more to it this year where teams may be able to find someone available they previously did not?
Keith Law: I do not. Teams have no data or scouting reports to use to make those determinations.

Nick: The logic behind the Phillies not interviewing anyone for GM is…nonexistent? Are they just going to wait for Theo Epstein next year?
Keith Law: I’ve heard that hypothesis. Theo’s track record is superb, but I’m not sure waiting a year is in the franchise’s best interests.

silvpak: though they have insane roster flexibility, do you see the dodgers actually doing anything of real note during the offseason? i’d assume they resign turner to something like 2/22 or 3/30 (that’s a certainty if the universal dh comes in and beaty and rios can spell him at 3b) and i think they’ll resign kike, as that marriage makes sense for both sides, but that’s less certain pending lux. other than being opportunistic with the bullpen, i just can’t see la getting into any big ticket items  unless the lindor price drops to maybe 2/3 of what mookie cost (which would push turner and kike out, you’d assume), they want to drive the price up (lemeihu), or there’s a ‘steal’ on a one year prove it deal. thoughts?
Keith Law: I could see them extending Seager or trading for Lindor (it’s either/or, though). I’d guess they’ll surf the lower end of the market for one-year relief options, but do they have a substantial need anywhere else?
Keith Law: Glad you mentioned Rios. He can help a major-league team.

Guest: Minasian announced as Angels GM. Should I have more hope as a Halos fan?
Keith Law: He’s great. That’s a great choice. Super bright, energetic, comes from a great front office in Atlanta as well. We’ll have to see how he handles Trumpy Moreno, and of course there’s the endless mandate to build and win at the same time there. He does inherit a far better system than Eppler did, though.

James: Broke down and subscribed to the athletic because of you. Royals question – not likely competing until 2023 at the earliest, shouldn’t they trade soler, Duffy, merrifield and any reliever? I understand keeping salvy because of what he means to kc.
Keith Law: They don’t think they’re that far away given the wave of pitching coming. I would trade (or have traded?) Duffy, though, and would explore the same for Merrifield given his age.

J.O.: Instead of “runner at 2nd” – why not just have a tie after 12 innings?  I mean – there would be like 10 a year.
Keith Law: Ties are anathema to all baseball fans. I’m not even saying that’s right, but we are as opposed to ties as anybody.

Wadi: Will you be following Winter Leagues this year? Lots of prospects playing, especially in the DR.
Keith Law: Define “following.” I don’t know that I’ll pay any more attention than usual.

Jake: Brandon Nimmo has the 7th highest wRC+ in baseball amongst all outfielders since 2018 yet I’ve seen people treat him as a 4th outfielder or a throw in in Lindor trade packages, what gives?
Keith Law: Because he doesn’t hit LHP well and doesn’t face them as often as a full-timer. wRC+ and similar stats can be misleading for part-time players; if you had a hypothetical LHB who literally never faced a left-handed pitcher, his wRC+ would be much higher than it would be if he had a full-time role and faced lefties 1/3 or more of the time. He’s the same player either way, but how he’s used would dramatically alter his rate stats.

Steve Cohen: Do you want a job?
Keith Law: You have some great people there and can pretty much hire anybody you want … and I know a lot of people who’d like to be the GM there, too.

Communism: Is Stroman taking the Qualifying offer good or bad for the Mets?  Good or bad for Stroman
Keith Law: Good and good.

Martin: Which free agents should the Mets target?
Keith Law: Realmuto and another starter.

Jason (go brewers): What are your thoughts on how MLB handled the turner issue? My thinking is that if they really cared, they could have physically restrained him from going on the field.  It probably had to go through multiple levels of people saying “whatever” and letting him.  Pathetic.
Keith Law: Completely inexcusable across the board. The moment they got his positive test result he should have been isolated from everyone else. He should have received a lengthy suspension, and MLB should find out exactly how the protocols broke down and taken action against everyone who fell down on the job. Turner remaining in the stadium and going on the field meant continued exposure for his teammates and staffers, and thus increased risk of infection.
Keith Law: I wouldn’t sign the guy for any amount of money after that stunt. At best, it is a complete failure of judgment.

Chad: How ridiculous was Ke’Bryan Hayes finishing 6th in ROY voting?
Keith Law: The BBWAA did a pretty lousy job overall this year, not that I’m shocked, but Hayes finishing 6th was embarrassing for the ROY voters. Either a bunch of them submitted their ballots early, because they’re lazy, or they didn’t bother to check the players’ actual performances, because they’re lazy.
Keith Law: Voting for postseason awards is a privilege and a responsibility. If you’re not willing to make the modest effort to do it well, just decline to vote.

Guest: New Knizia game My City, good for 2 players?
Keith Law: Yes, that’s how we’ve been playing it. (My review.)

Brandon J: Hey Keith, what do you envision the Dodgers doing with May and Gonsolin next year? Full time starters, swing men, up and down to AAA?
Keith Law: Both should be full-time starters, behind Buehler, Kershaw, and Urías. (Did I forget someone?)

Chris: What do you think of the Yankees’ decision to leave Trenton and Staten Island for Somerset and Hudson Valley? What do you think are the chances that either lands another affiliated minor league team?
Keith Law: Personally disappointing as both affiliates are now farther from my house. (This is all about me.) I don’t believe either will end up with an MLB affiliation – certainly not Staten Island.

Mike: Hi Keith, do you think Spencer Howard’s future is as a starter? He seemed to have trouble after the first time through and lost velo. Could that be attributed to the weird offseason?
Keith Law: I attribute it to his on-and-off shoulder issues. More time off might be helpful for him, too.

Brian: How did Williams win ROY with only throwing 27 innings? Also is Arenado just winning the GG based on his reputation now? He missed 20% of the season and still won.
Keith Law: People were dazzled by Williams’ low ERA, when of course his RA and FIP and other stats were much higher.

agu_iii: The dodgers pipeline has been producing major leaguers for awhile.  I see  they have dropped in the rankings because of graduations. Are there more prospects coming up that have a chance of being quality players?
Keith Law: Yep, still more on the way, like Cartaya and Josiah Gray and Michael Busch, all top 100 prospects right now.

Sdewy: Have you played the AGoT board game? If so, have you had a chance to check out their Steam port of it? If not, then why are you a monster?
Keith Law: I’ve played the physical game but it’s not my cup of tea at all. Too convoluted and way too long.

Jibraun: Do you think playoffs will be expanded in any form in 2020? And beyond? And if so, does 12 teams look more likely or 14?
Keith Law: I’d bet on no fewer than 12.

Jake: Do you have a target date for rolling out your prospect lists this year? I believe last year they were later than usual with the move to The Athletic.
Keith Law: We haven’t discussed that at all yet, but on my end, I think the package overall will be smaller because I don’t have anything new to say on so many players. I’m not a fan of writing just for the sake of writing; I have to have something to tell you.

Matt: Do you have any clue what the White Sox are doing with this   “wait and see how this plays out” process? If there’s bloodwork showing he was above the legal limit, are they just hoping he gets off on a technicality? I know it’s hard to get inside the mind of the worst owner in baseball but hopefully there’s a path to get TLR out before the season starts
Keith Law: My guess is Reinsdorf doesn’t give a shit what anyone thinks. He hired his friend.

tom: It took maybe a hundred Facebook posts, along with a horribly botched pandemic response, but I FINALLY succeeded in convincing my Republican parents in PA to not vote for Trump. They didn’t vote for Biden, of course, but it’s still a huge victory. As awful as FB is, you gotta reach them where they are!
Keith Law: One of my best calls while phone banking involved convincing a woman in Arizona to vote for Jo Jorgensen rather than Trump. She was a Mark Kelly voter – no idea how you reconcile those two things – but repeated some alt-right claims about Biden that were utter nonsense. It’s sad when seemingly nice people are unable to distinguish real news from that kind of crap.

Johnny: Where do you see Abrams in ‘22?  2B or CF?
Keith Law: Why not SS?

Rey: If it was your choice, what would you do with the Pioneer League?
Keith Law: I was OK with losing the Pioneer and Appy Leagues. I’m not OK with losing short-season entirely. I think that hurts player development.

White Socks: does la russa cost the team wins? or just their soul?
Keith Law: Both. The guy hasn’t managed since 2011, he’s now 76 years old, and there’s no reason to think he can or will work with their R&D department, the way 29 other managers seem to.

BaseballThug: Jo Adell – how much of a hit did his trade value take? Are there real concerns, or can 2020 be thrown out because of COVID & him being rushed to the bigs?
Keith Law: None. Pretty sure every team would take him now in a trade.

Guest: I know there were no minor league games at all, but are there ANY players you can say improved their stock significantly this, based on info you’ve gathered from other sources, people you trust, etc?
Keith Law: No. It’s way too speculative.

Aaron: Hi Keith. Wondering if your opinion on Cavan Biggio has changed as we reach 600 major league PAs? The eye test does not seem to match some of the statistics that he has put up thus far (OPS+ 116, 368obp).  I see a player with a fairly passive approach and below average bat speed but his stats have thus far seemed to suggest an above-average regular.
Keith Law: Nope. He’s just not very good, and those stats are really skewed by a big September in 2019 when he feasted on some garbage pitching. Tampa Bay had his number – they attacked him with velocity and he couldn’t adjust.

Bryan (Montclair): Thoughts on the Steve Cohen/Sandy transition presser this week?  I don’t think I’ve heard even anything remotely negative from media or fans.  Also – any thoughts on Michael Hill as a candidate for the GM role?
Keith Law: Hill’s tenure in Miami doesn’t give me great confidence in what he’d do in New York. They drafted and developed very poorly while he was there, and I don’t think we can conclude anything from the major-league side because he was always constrained by ownership.

Greg: It’s it just crazy to think that losing one of those GA senate seats wouldn’t be the WORST thing? I’m a little worried about increasing Republican enthusiasm, and the Dems taking a slim margin into the midterms would put them in real danger of losing both houses. If they go into 2022 down 49-51 in the Senate, with the GOP obstructing everything, maybe they can make that the big midterm issue and win the senate by more than one seat?
Keith Law: I’d rather see the Dems take the Senate and get something accomplished in two years – including statehood for DC and PR – that they can use in 2022 if we survive that long.

Brian: Is there any team that’s surprised you with how they’ve handled their personnel (good or bad) in terms of either keeping employees employeed or laying off too many scouts/analysts/general employees and crying poor?
Keith Law: How about the Dodgers and Rays?

Tom: You keeping up with the running as the temperatures drop? I started running much more seriously during the pandemic, and now with less daylight and colder temps it feels much harder to motivate. Trying to overblast my goals now in anticipation of the holidays.
Keith Law: The temps haven’t stopped me but we’ve had a lot of rain lately and that does. I’m not unreasonably concerned about slipping on the wet leaves everywhere.

silvpak: re: trump – it is entirely a con job (he’s broke and the money people are donating will be used to satisfy his campaign debt) and a branding exercise for trump world news. the installation of trump loyalists in the governmental ecosystem is to slow transition down, ensure loyalists are locked into hard-to-fire positions, and lay the road for a 2024 run, or gubernatorial run in florida by ivanka. the reality show era of politics is in full swing and we will not be able to walk it back.
Keith Law: And the damage done will be permanent.
Keith Law: Also, the complicity of so many Republicans in Congress should concern everyone.

Mike Trout: Do you know what is actually in Biden’s power to make elections more fair for dems going forward, if he doesn’t have the Senate? The trends in the Rust Belt and Miami-Dade/Florida make it look pretty bleak for winning the Electoral College again.
Keith Law: Demographic trends across the south are favorable to Democrats, actually. Arizona turning blue was a result of that, and Georgia and Texas are heading that way. North Carolina might as well. They’re getting younger and more nonwhite. Getting more of those voters registered and to the polls, and even more white women to the polls, would help.

Jonas: Sportsnet in Canada suggested  Gurriel/Groshans/de Castro as a reasonable offer for Lindor from the Jays? Too much? Not enough?
Keith Law: LOL

bartleby: Understanding that weed is legal in California…how much were the Giants smoking when they agreed to Gausman for $18.9 million?
Keith Law: No issue here. One year for a guy who was very good for them and still has some upside remaining.

JR: Will you be reading JK Rowling’s new books (published either under her name or her pseudonym)? Or will you boycott based on her stance on transgender? Can you appreciate an artist’s talent in one area even if you disagree with their public stance on certain issues?
Keith Law: I don’t see myself spending more on her books … I read the first two Strike novels but skipped the third when I heard how transphobic it was, before her public comments. If she wrote something else in the HP universe, though, I’d probably read it.

JR: Personal question: have you had a vasectomy? I’m getting one in a few hours. Any last minute advice if you’ve had one?
Keith Law: I haven’t. Good luck though. I hear ice is helpful.

Brint: Any chance Bohm can stick at 3rd? If not and no DH in NL moving forward, should the Phillies look to move Hoskins this winter? While he’s affordable I can’t imagine his value is all too high right now.
Keith Law: IMO no. Bohm is 90% or better to end up at 1b.

Chris: IIRC you are a Taika Waititi fan; check out Hunt for the Wilderpeople, watched it last night, enjoyable 2016 film w Sam Neill.
Keith Law: Watched it this summer. It’s wonderful.

Zach: Never expected that DJ Lemahieu would leave Coors Field and suddenly turn into one of the 10 most productive players in baseball. Have you heard about or seen any mechanical or approach changes he made?
Keith Law: A lot of it was Yankee Stadium, especially the power.

Nate: We obviously saw Marcus Stroman say he would never play for Tony La Russa.

How much of an impact will his hire have on free agents? Surely some will be vocal, but most will remain fairly diplomatic about their displeasure.

Will they struggle to attract FAs they need/want because of La Russa?
Keith Law: I believe you are correct – most won’t say anything, but at least some players will simply decide to sign elsewhere even if the offers are comparable, without us ever hearing why.

Rob: In terms of prospect status, would current prospect Wander Franco rank ahead of pre 2019 #1 Tatis? Is Tatis current level of play within the statistical norm of outcomes for Franco?
Keith Law: I would rank pre-2019 Tatis higher – he added more value on the bases and in the field.

Chris: Surprised Justus Sheffield got no rookie of the year votes?
Keith Law: Yes. See above.

Jackie: I’m OK with Cora getting another shot, but Tony LaRussa … forget about the fact that he leaves a trail of empty syringes everywhere he goes.  You don’t get to have multiple DUIs on your resume, as well as the drunk driving death of Josh Hancock in 2007 when he was leaving Busch Stadium.
Keith Law: And his comments not too long ago about players kneeling for the anthem. I know TLR conveniently said the right things this week, but I’m not buying it until we see his players protesting in front of him and him having their backs.

Michael: Cases have doubled in the last 10 days. If that happens again we will be at 300k cases a day by Thanksgiving.  Will our country ever take Covid seriously?
Keith Law: No. We’re going to have to lock down again, and people will take it worse than they did the first time, in no small part because the Republican Party chose to politicize a virus.

Andrew: I was a little surprised by some of the bootstraps narrative that emerged about Bauer yesterday. It’s always been there (and seems to run counter to a more holistic view of his career–he as a #3 pick! he was really difficult in AZ!), but was put out by a few sources I was surprised to see it from. Were you?
Keith Law: Same. He grew up with plenty of privilege, and went to a college that has churned out MLB pitching prospects. We can respect the work he’s put in without pretending he’s some Horatio Alger story.

Lee: How is it possible that Trump got 10 million more people to vote for him than 2016?  How could people live through the last 4 years and want more of the same?   I just don’t understand how this many people can be this delusional.
Keith Law: Talk to some of them and hear the stuff they believe – conspiracy theories and just plain lies they saw on Facebook or alt-right sites, to the point that the beliefs become as immutable as religion.

Jeff: COVID has revealed how stupid college sports are, correct?  Sure, the pros had issues, but college football is a mess.  Why do we continue to tie athletic development to academic institutions?
Keith Law: The answer, always, is money.

Tom: Have you watched The Queen’s Gambit?
Keith Law: I believe that’s our plan for weekend watching. That and the Eagles/Giants summit.

Jesse: Do you have any fast casual chains you like?
Keith Law: Many I don’t mind – Panera, Chipotle, even Panda Express is fine. We have a local chain called honeygrow that’s quite good and is probably the best fast-casual place I know if you want a real vegetarian meal.

Rocky Balboa: There were 1,800 new virus cases in ND today. Unless my math is off, if you extrapolate that nationally, it’s like having 800K cases. And Mr P gives zero shits.
Keith Law: I can not believe officials in the Dakotas are still singing the same denialist tune they were in April. Both Dakotas have at least 140 new cases per 100K population a day, and positive test rates of 20% or more. South Dakota is likely to run out of ICU beds this month. Both states voted straight red, though.

DRB: Re: value in speaker investments…the value is being able to hear some of the more complex sounds.  The bass in some songs come through a lot cleaner and heavier that change the experience a lot more than you would think.
Keith Law: And as an amateur musician since I was a little kid … I really don’t care about that. I just don’t listen to music on a technical level like that.

Gary: Hey. Thanks for the chats! What are your thoughts on Bryson Stott? Has there been any additional reports that you have heard on him from any of the camps?
Keith Law: Same as last year. As I said above, anything from the satellite camp is unconfirmable enough that it won’t budge my opinion on any player.

xxx(yyy): Does John Coppolella ever get off of the permanently ineligible list? Was it an over the top penalty or reasonable in your opinion?
Keith Law: Over the top, by far, but they wanted to make an example of him, and he didn’t have the allies in MLB that John Hart did.

xxx(yyy): Do you use your Vitamix very often? What do you make in it these days?
Keith Law: Great for soups, actually.

Brandon J: For the Dodgers, Is Julio Urias more valuable as a starter, or as a “relief ace”?
Keith Law: I’d start him now, unless there is a reason (shoulder?) he can’t do that.

Jim: Speaking of the Turner issue, any evidence he infected anyone by going back out on the field?  Of course this doesn’t excuse his behavior; I’m just curious if you’ve heard anything.
Keith Law: Don’t they have 9 more positive cases? We can’t say exactly when he exposed them but it sounds like he was patient zero.

Chris P: Any word on college baseball in 2021? It seems like the NCAA is just crossing their fingers and letting everything go as if nothing’s happening
Keith Law: I believe that’s their strategy, yes.

Guest: With the lack of a minor league season, do you think there will be more draft picks in your top 100 than usual?
Keith Law: Probably fewer, with more players returning to the list than usual.

Chris P: How much of a slap in the face is it that both Cora and Hinch are managing in the majors again after 1 year?
Keith Law: How much of a leading question is it to ask “how much of a slap in the face is it?” (Answer: None.)

JR: Regarding TLR, he’s a repeat DUI offender too, so you can’t say “he needs a second chance” or “made an innocent mistake because no one was hurt.” Clearly he has no issues driving drunk and thinks he can get away with it.
Keith Law: Correct. And he needs help, not enabling.

Matt: How do you respond to people you like/respect saying reasonable sounding things that you know not to be true? I’m referring both to a bunch of people tweeting about suicide rates as well as a conservative (non-trumpy) friend quoting Alex Berenson as reasons to limit lockdown efforts.
Keith Law: Ask for evidence. The suicide claims are not backed up by any data at all. Berenson claimed we never interacted before I blocked him, but that’s false, as I blocked him for insulting another reader of mine (I was tagged) and told him as much, and he’s also a denialist on COVID-19 and the science around marijuana.

Jeb: Thoughts on Food Chain Magnate?
Keith Law: Never played, sorry.

Pat D: Joe Manchin has already said he won’t support DC or PR statehood.  I get where he’s coming from, being that he’s in such a RED state, but that kinda shows that even at 50-50, all it takes is one Dem defection from torpedoing everything.  So maybe the better strategy is to unite and do what they can and try to blame the GOP in the midterms?  (Despite the fact that the Dems can never strategize properly)
Keith Law: Or try to get one GOP Senator – perhaps one in a purple state – to go along. Manchin’s a DINO anyway.

Greg: How dangerous do you fear Qanon will become with a Democrat as President?
Keith Law: Actually I think they’ll struggle if the major social media platforms follow through on plans to crack down on that content.

Stephen: Your updated board game rankings coming out this month? I gotta know what to request for Christmas this year.
Keith Law: Yes, probably the week of Thanksgiving.

Phillip: Do you think Adam Haseley can be anything more than a 4th OF?  Nice level stroke in this Launch Angle world
Keith Law: No, I think that’s what he is.

Shane: Is Kingery a lost cause with the Phillies?  I know he had COVID but man, he’s a mess
Keith Law: Someone screwed up his swing, big-time. But I think it’s fixable.

Greg: Here in CO we voted to join the national popular vote interstate compact. Are you in favor of this? Seems like our only real chance to get rid of the EC.
Keith Law: I am in favor of it, but it may not be constitutional.

Michael: Ever take Metamucil?  It’s changed my life
Keith Law: I have remedied many of my lifelong stomach problems with psyllium husk (Metamucil) and a magnesium supplement. I understand why the former works, but not entirely why the latter does.

Stephen: Here is some info on the suicide rate not going up during the pandemic for people to send to friends using that argument:

https://www.washingtonpost.com/opinions/2020/10/21/suicide-rates-pande…
Keith Law: Hard evidence seems like as good a place as any to end the chat.
Keith Law: Thank you all for reading, and sorry it had been a while … I was as distracted by the election as most folks, and certainly didn’t want to try to do a baseball chat while the race was still sort of up in the air. I’ll keep these going at least every two weeks in the offseason, and there will be more video chats via Periscope or via The Athletic as well. Please stay safe, wear your masks, and listen to public health officials this month. This virus doesn’t know you’re just trying to see your relatives at Thanksgiving.

Lanny.

Max Porter’s second novel, Lanny, has a more conventional structure than that of his first, the brilliant Grief is the Thing with Feathers, but has the same ethereal feel and prose that’s entirely dialogue, inner and spoken. This story is bigger, but still short, with a sense of closeness about it that matches his first book and makes it another powerful, compelling read.

Lanny is an 8-year-old boy, an only child, different from the other kids – highly imaginative, prone to statements that sound like they should come from an adult, and possibly communicating with some sort of spirits in his small English town. His parents’ marriage is strained, but they do love him, and his mother is both incredibly attached to him and constantly anxious about his well-being, including his social life. Things look up a bit when the eccentric local artist, Pete, offers to give Lanny painting lessons for free, just because he enjoys Lanny’s company so much. Everything implodes when Lanny fails to arrive home from school one day, setting off a series of events, most of which you’d probably expect from this setup, but with the one complication that we knew from the start: one spirit with whom Lanny is probably communicating, a shapeshifter named Dead Papa Toothwort, exists, a legend among the village who has been there for centuries (at least) and who might be menacing Lanny from the start.

The bucolic town turns very dark when Lanny goes missing, like a shade going down on the story, with Pete coming in for obvious suspicion. He’s a bachelor! Why would he have such an interest in a little boy like Lanny! He’s devastated, and wants nothing more than to help find his missing friend, but the town devolves into gossip and recriminations against Pete and against Lanny’s parents, looking for anyone to blame for the unspeakable horror of a child gone missing and possibly dead. Once the search for Lanny starts, the attributions by character disappear, giving us as little as a sentence at a time from unnamed speakers, adding to the sense of disorder amidst a frenetic search.

Dead Papa Toothwort ‘speaks’ in a rambling stream of consciousness that also incorporates snippets of other, unnamed characters’ speech, presented on the page in a nonlinear and often overlapping fashion that looks like someone put an e.e. cummings poem through a Zalgo text generator. His intentions are unclear, but he seems to stand as a metaphor for nature and our environment, which we ignore at our own peril, and Toothwort’s goal turns out to be less evil than simply self-serving, as he feeds off the speech of humans while inhabiting the very soil beneath the village. (Toothworts are part of a broad genus of plants, Cardamine, that tend to grow on forest floors, especially where the soil is damp.) His connection with Lanny relies on the boy’s fairylike character, as Lanny often speaks in riddles or makes observations beyond his years, wandering off to places he finds to be magical, and gives the sense of being barely there even before he goes missing. His mother isn’t immediately alarmed on the day he fails to return home from school because it’s so in character for him to not be where she expects to find him.

There’s a film adapation of Lanny in the works, with Rachel Weisz attached, but I have a hard time seeing this translate to any screen given how much of the book’s value derives from Porter’s poetic prose. There isn’t even that much plot to go around, which makes me fear some screenwriter will invent something to fill in the gaps, rather than letting the search for Lanny play out in something like real time, emphasizing the agony faced by Lanny’s parents and Pete as days pass without any trace. Porter is such a gifted wordsmith that I doubt any filmed version can capture what he puts on the page.

Next up: I’ve been burying myself in genre fiction during these stressful last few weeks, but I’ve got David Mitchell’s Ghostwritten next up on the shelf.