Stick to baseball, 11/23/19.

For ESPN+ subscribers, I discussed the baseball case for trading Mookie Betts, and looked at the Yasmani Grandal and Will Smith signings. I also held a Klawchat on Thursday.

Over at Paste, I reviewed Watergate, a great and well-timed new two-player game where you play either as Nixon or as the journalists trying to uncover the scandal. For Ars Technica, I reviewed the social deduction game Game of Thrones Oathbreaker, a game with team & individual components that I think is too unbalanced.

My new book, The Inside Game, will be out on April 21, 2020, and you can pre-order it now. Stand by for news on store events, including Politics & Prose in DC and Midtown Scholar in Harrisburg.

I’ll send out the latest edition of my free email newsletter later today, talking a little about the philosophical debates I’m having with myself over this year’s Hall of Fame ballot.

My friend Jessica Scarane is mounting a primary challenge to Delaware Senator Chris Coons; Coons is a centrist Democrat who, among other things, thought Nats fans were wrong to boo President Trump, and who regularly works with the GOP. You can donate to Jess’s campaign on her website.

And now, the links…

Klawchat 11/21/19.

For ESPN+ subscribers, I wrote about the baseball argument for trading Mookie Betts, even though the Red Sox can certainly afford to keep him. Over at Paste, I reviewed the great two-player game Watergate, which whoa boy is that hitting the market at the right time.

Keith Law: Don’t you wish you knew better by now? Klawchat.

Merkle: Groshans future position? You like him or Bohm better as a hitter? Thanks Keith!
Keith Law: Any reason to think he can’t play third base? Bohm’s pure bat is better, especially since he’s ~3 years older and probably major-league ready in 2020. Would like to see Groshans go around the league twice.

JRussell: Hi Keith, do the Mets have a realistic package to offer for Betts? Would Dom Smith, Diaz and one of their better prospects (Baty, Jiminez) be enough? Figure Brodie may as well go all in even if the Kelenic/Cano trade was a fiasco?
Keith Law: The Mets should go all in but that package doesn’t get you close.

Jim: I’m shocked, yes shocked, to discover an MLB team recognizing the concept of sunk costs with the Yankees cutting Ellsbury!
Keith Law: If anything they’re a year late. Also, seeing media slagging Ellsbury on his way out the door is gross.

Mangle: Lucas Erceg will be 25 on May 1st. He hasn’t progressed much in Brewers system, but has shown glimpses. Maybe a change of scenery will do the trick. Good or bad lottery ticket for Rule 5 Draft?
Keith Law: I’d pass. .306 OBP over two years in AA and probably has to play 1b.

TomBruno23: Is there a resource that you recommend using to tell the story of the real Thanksgiving to my 8/6/4 year olds?
Keith Law: Yeah, that’s a tough one. This might get you started.

TomBruno23: White Castle Impossible Slider Stuffing. Are you in or out?
Keith Law: That sounds unpleasant. Is it with the Impossible meat substitute? I do like that as a burger but I don’t think I want any food product connected to White Castle.

addoeh: For whomever is the Democratic nominee, what percentage of their campaign time would you want to see them devote to talking about issues (healthcare, taxes, etc) vs. reminding voters of the current administration’s corruption? 80/20? 90/10?
Keith Law: I’m not plugged into that at all … what are voters most concerned about? Clinton basically won in 1992 because the economy was slowing and he talked about it constantly. If it’s health care now, the candidates should talk health care.

Jeremy: I’m leery of the Braves investing so much money in the bullpen. Individually, I don’t think the contracts are terrible…Smith’s isn’t my favorite, but do you think this is a good approach to the offseason?
Keith Law: Just posted an ESPN+ column that included that … I thought Smith was the best LHR on the market and would give him three years. Martin’s deal was pretty expensive especially given his age.

addoeh: If found guilty, do you see the MLB handing down stiffer penalties for the Astros pitch-tipping than the Braves international signing violations or the Cardinals hacking?
Keith Law: I’d say in between, closer to the Cardinals’ hacking. If the investigation finds that Luhnow knew and/or approved of the use of technology to steal signs, he might end up in durance vile like Coppolella did.

Hinkie: Haven’t had a chance to ask your opinion on the Phillies hiring of Brian Barber as amateur scouting director. Good hire, or could they have done better? Yankees drafts haven’t been great lately.
Keith Law: Good hire. Yankees’ drafts have been pretty good – not sure why you say that – and their process is one of the best at integrating traditional scouting with analytics.

Aaron G: 4/$73MM for Grandal? That seems…off.
Keith Law: Also in today’s column. Feels about right to me.

Jeff: If Gerrit Cole signs with the Angels (or the Yankees believe that he will), which starter do you think the Yankees should attempt to sign as a free agent?
Keith Law: Strasburg, Wheeler, Ryu … just work right on down the list. They need a good starter, and while Cole is the best, it’s not as if he’s the only viable choice for them.

Joe: Any idea why Didi didn’t get a QO? Seems like the team did him a favor.
Keith Law: I’m not sure either … I think he’s one of the best free agents on the market.

TP: Agree with you on Austin’s potential as an MLB city. But if the MLS stadium fight is any indication, there will be no public subsidies for an MLB stadium, and it won’t be built on public land within the city limits. You could build something between Austin and San Antonio, but it would be out in the country and require significant infrastructure upgrades just to get there. Not impossible, but hard to see it happening in Austin given local politics and current challenges related to growth, traffic, and gentrification.
Keith Law: Fair points, and in reality, MLB isn’t expanding to any city that doesn’t hand them a big publicly-funded stadium. That said, Orlando is a terrible market, even if the free stadium is there. MLB would just end up propping it up with revenue-sharing, and I can’t imagine the owners of the high-payroll franchises would be OK with that.

xxx(yyy): just found out wife may be lactose intolerant – any standout recipes you make that would work here?

(assume that vegan cheese tastes about as bad as sounds like it does)
Keith Law: I use lactose-free milk everywhere. You can make homemade ricotta from LF whole milk and it’s better than regular store-bought.

greggu: Do you come across restaurants that add 15-20 percent to the bill who also claim that it is NOT a tip that goes to the wait staff? We have a few of those here in Hawaii that simply pocket the service charge and put the burden on diners to give up an additional 20-25 percent for the workers.

I always accepted the service charge and added whatever additional amount was necessary to make it to 20 percent. Now I see this at a few of my favorite restaurants. I don’t think it’s fair for me to cough up to 40 percent of the bill so I just stopped going to these places, although some peeps at Yelp insisted I should feel free to add zero tip with a clear conscience. What would you do at a restaurant with such a practice?
Keith Law: I’ve never heard of this in the United States.

Tim Robinson: Home/road splits for OPS and wRC+ don’t show much difference for the Astros the past few years. Their scheme was elaborate but did it actually matter?
Keith Law: That is hardly exculpatory.

Jason: I know you’re a big proponent of compensating collegiate athletes. My question is do you think the ‘likeness’ issue being resolved goes far enough, or do you think the university/NCAA should directly compensate the athletes? Also, do you compensate wrestling, crew, T&F, and other non-revenue generating sports, or just MBB and FB… and maybe a few WBB and BB who do generate a profit… Just curious as to your opinions. Thanks.
Keith Law: Let the market determine who gets paid and how much. Players whose sports don’t generate revenue probably wouldn’t be paid, but the objection I have and many others do as well – that coaches and administrators, nearly all of them white men, are profiting off the free labor of student-athletes who are a far more diverse group – isn’t an issue when the sport doesn’t bring in the cash.

Joe: What happens to players not selected in the rule 5 draft? Do they stay with their original teams? Do they become free agents?
Keith Law: They stay with their original teams, and are just not on the 40-man roster, so to be recalled to the majors they must first have their contracts purchased so they are added to the 40-man.

The Sloth: Any surprises among those left exposed to the Rule 5 Draft?
Keith Law: No, not really. The rule 5 draft is a huge waste of time.

Heater: Byron Buxton is now 25 yrs old. Has his prospect of becoming a star faded and he is what he is? Or will there be more?
Keith Law: He’s been very good when healthy – worth about 3 WAR in half a season last year. I’m not sure why so many fans want to give up on him given how good he’s been when he can take the field. The concern is that he’s on the IL too often, not about his ability.

Aaron C.: 2020 A’s rotation is high on potential, but light innings/dependability past Fiers, I guess. What’s the best way to address this?
Keith Law: They should fish in the lower end of the starter market … I see a few good innings-eater types out there this year. And of course they know to target guys who fit that ballpark.

JRussell: Hey Keith, I See the Mets left Shervyen Newton unprotected in the Rule 5 and he has been on at least one top 10 list for them? Any chance he is selected and was leaving him unprotected a mistake?
Keith Law: He struck out (32.8% of his PA) more often than he got on base (28.3%) in low-A last year.
Keith Law: I don’t even see the issue. If someone wants to burn a 25-man spot most of the year and a 40-man spot all year on a player who has roughly a 0.0% chance to hit, go for it. It’s not even clear if he’s much of a prospect at this point.

Aaron C.: Been to enough new spots to possibly update your pizza rankings in the near future? Can I interest you in creating a new food ranking list like “best desserts” or something?
Keith Law: I have a list of dish projects for the offseason and that’s on it, but first I have to complete the first round of edits on The Inside Game and do some of the regular year-end posts (cookbooks, music). The top 100 board games post went up this week.

DEAN M: There’s alot of helium on Alek Thomas in the prospect circles recently of him becoming a 5 too all-star. Buy in? Too early to tell?
Keith Law: If someone talks about him as a 5-tool All-Star you shouldn’t listen to anything else they say, because they are clearly bullshitting. And I like Thomas a lot, had him on my midseason top 50.

Jason: Any interesting names that were not protected in the Rule 5 draft? I know the extra year has eliminated much of the value in it, but last year pundits were at least talking about Richie Martin
Keith Law: And then Martin was worth -0.6 WAR with a .260 OBP. The rule 5 draft is really bad. MLB ruined it to exert further control over players, and because those players were minor leaguers, the MLBPA didn’t stop it.

Moe Mentum: Lance Berkman finished in the top 20 for league MVP voting 7 different times in his career, but didn’t even get enough Hall of Fame votes to stay on the ballot after his first year of eligibility. Surprised? Bad news for Adrian Gonzalez (8 times) and Matt Holliday (7 times)?
Keith Law: He’s not a HoFer in any sense, and I don’t think the other guys are too. Top 20 in the voting is hardly an achievement with 10 spots on the ballot.

Aaron C.: Been listening to the “Slow Burn” podcast and wondering where you stand on the most divisive question of our time: Biggie or Tupac?
Keith Law: Tupac.

Nate: Why do you think cherington said yes to the pirates but not others?
Keith Law: Good opportunity for a player development guy to enact his own system without the win-now pressure of a Boston.
Keith Law: That’s my guess. I haven’t asked him.

Rob: What are your thoughts on the Jose De Leon trade by the Reds and Rays? Can he fill the fifth rotation spot or is he more of a middle reliever at this point?
Keith Law: I like De Leon as a back-end starter but he seems like a dubious fit for Cincinnati’s home park.

Frank: I read your piece on Mookie. To me the real question for any team interested is do your really want to give up top pieces in your farm system for undoubtedly a great player but one who is going to make 25-30M from arbitration and have no guarantee you can keep him next year. So it’s one year, a lot of money and a couple of high level prospects to get him. When teams trade for players of that caliber at least 1 of those 3 criteria should be in the acquiring teams favor. None are here. Seems like way too much of a risk for me and in turn Boston shouldn’t trade him unless they get that kind of return. I don’t see how a deal gets done.
Keith Law: Sure, all deals like that are unlikely unless the selling team has decided they just can’t (won’t) pay the player, which is clearly not true here. I just wanted to point out that there is a valid baseball reason for the Sox to trade him, beyond just treating the luxury tax like a hard cap.

John: No question but thanks for recommending Homegrown by Alex Speier, I’ve been tearing through it!
Keith Law: Great! Alex is a longtime friend and a fantastic writer.

JR: Torkelson the clear shot pick for the Tigers?
Keith Law: No.

Alan: Next move for the White Sox is?
Keith Law: It should be a starting pitcher.

Kip: Are the Braves still active in the international market with sanctions finally gone in the ’21-’22 class? I don’t really read them being “in” on any player and they’ve had lots of turnover in their scouting department.
Keith Law: They have to be involved now, since those guys agree to terms 2-3 years out, but it might be quiet because they’re trying not to get in trouble.

Todd Boss: Are you ready for another Hall of Fame season? I write this mostly tongue-in-cheek, but there seems like a real chance to get some backlog cleared out with just one sure-fire new candidate on the ballot this year.
Keith Law: I have contemplated my ballot and there’s a good chance I won’t vote for ten players. I think there are ~8 clearly worthy guys, then maybe 4 bubble guys, players I wouldn’t say *don’t* belong in but about whom you could have a good argument.

Ryan: How do you interpret Atlanta’s offseason so far? I would’ve put 3B/cOF/SP/C all ahead of RP as needs.
Keith Law: Signing RP first doesn’t mean the front office thought it was the biggest need.

Mike: How long will the MLB lockout of 2022 go on for?
Keith Law: With as much revenue as there is, I wonder if the owners would shoot themselves in the foot like that for an extended period … the goose still lays golden eggs, and I’m sorry if they’re not all 24 karats.

Mark: can you give a a few thoughts about the Giants GM and manager hirings? I know you like Kapler, any thoughts on Harris?
Keith Law: Heard nothing but good things on Harris from Cubs folks, but I don’t know him personally. Kapler I think is a great hire, especially since they’re likely to run some young rosters the next few years.

Sean: Great article on the Red Sox decision with Betts. Would Gonsolin / Gray / Cartaya be enough for you to pull the trigger?
Keith Law: That’s a good offer by value but if you don’t think Gonsolin is a sure starter it probably doesn’t meet the criteria I laid out.
Keith Law: I think he’s a likely starter, not a certain one. Gray is a certain starter.

Jennifer: Toughest part of being divorced?
Keith Law: Not even close – days without my daughter. I doubt I will ever get used to that. Fortunately she’s old enough that we text pretty regularly even if it’s just for me to joke around with her and her to say “ok boomer” to me.

Rob: How does Spiritual Instinct stack up to Kodama in your opinion?
Keith Law: I have to listen to SI more but i think I liked Kodama a little better?

TFT: Is Chatham a good enough hitter to become the Red Sox regular 2nd baseman?
Keith Law: I don’t think so.

Sean: do you think trent grisham can find 500 ABs for the brewers next year or will he be stuck in the OF4 role?
Keith Law: He’s good enough to be a regular somewhere, although Milwaukee may want more certainty, and he’d be a really valuable trade piece because he’s ready to play right now.

Eric: how enjoyable is it seeing every single hack gop talking point get destroyed in real time by every single witness?
Keith Law: It’s so perfectly timed that someone needs to send the script back for rewrite.

Sean: with jhoan duran added to the 40 man so you think he gets a crack in the majors in 2020?
Keith Law: Yes, in some role.

Todd Boss: I know you hate Rule-5 but the Washington Natsmosphere is kind of surprised we didn’t see a couple more names get protected yesterday; do you have opinion on Sterling Sharp in particular, or lesser candidates like Taylor Gushue, Mario Sanchez and Steven Fuentes?
Keith Law: I could see someone taking Sharp, not the others.

Congress: HEY LET’S ELIMINATE HUNDREDS TO THOUSANDS OF MINOR LEAGUE BASEBALL JOBS WHILE ALSO ALLOWING MINOR LEAGUERS TO BE PAID RIDICULOUSLY LOW WAGES!
Keith Law: Hundreds to thousands of minor league jobs? I mean, I know facility with math isn’t a requirement for elected office, but jeez.

Matt: KLaw, when you were with Toronto, was there any truh to the rumors of the Jays positioning men in the outfield bleachers and signaling signs to the home team’s hitters? Do you think any other teams today go as far as Houston does to steal signs?
Keith Law: That rumor was after I left.

Paul (NJ): Trying to cook a deep fried turkey for the first time for Thanksgiving. Have you done it and are you a fan? Any recommendations for someone trying it for the first time?
Keith Law: Keep a large, functioning fire extinguisher nearby. Or roast it.

Larry: Have you ever heard of a band called Wintersun? If so, what do you think?
Keith Law: Songs are a bit long for my taste but I do like that style of metal.

KillMonger: Hi Keith, we’ve had three of the year’s best films come out from Asian filmmakers. Knowing you liked “Parasite”, did you see “The Farewell”? If not, I’d highly recommend that along with “Ms. Purple”.
Keith Law: Not yet but it’s on the list.

addoeh: Hosting Thanksgiving this year? Doing the “traditional” chat while spatchcocking the turkey?
Keith Law: I’ll do the Periscope while hacking up the bird, yes. My girlfriend is hosting and we’ll split the cooking.

Davey: Can Dinelson Lamet last at the top or middle of an MLB rotation with a 4.0 BB/9? People knock him for it but he’s posted a 1.25 WHIP and 11.7 k/9 in 2017 and 2019. Heck his xFIP this year was 3.44.
Keith Law: He doesn’t have the third pitch he’ll need to start.

Ciscoskid: Is the middle/lower class of baseball in the greatest risk with the upcoming labor negotiations? Between platooning/load management, it seems Stars are the only people destined to be everyday players. Makes me think MLB needs a pretty big 21st century overhaul and expecting that from MLB owners seems a bit much. Thoughts?
Keith Law: Yes, I think that’s a real concern, and a good argument for the MLBPA to push for a much higher minimum salary.

Adam: Are the Padres and Red Sox each motivated enough to take on the “risk” of a Myers for Price swap?
Keith Law: Why on earth would Boston do that?

Rog: You interviewed for a job with the Astros, no? What do you think about this mess? Did you get any sense ownership was OK with skirting and/or breaking the rules?
Keith Law: I can’t believe they forgot to ask me in the interview if I’d be willing and able to help them cheat.

Adam: The Padres are reportedly surrounding Jayce Tingler with two Showalter guys, Bobby Dickerson and Wayne Kirby. I’m assuming these moves were made to appease Manny Machado, but what are your thoughts on their coaching/development prowess?
Keith Law: Why would that appease Manny Machado? He wasn’t a Buck fan.

Ollie: How much will the Dbacks regret trading away Chisholm?
Keith Law: It’s not how much, but how likely. If he’s any good, he’ll be great. They think there’s too much of a risk that he’s not any good, that the strikeouts and the slightly out-of-control playing style overwhelm his ridiculous talent.

Adam: How do you feel about the new Padres jerseys?
Keith Law: I really don’t care. I’m sure Fashiongraphs will have an opinion for you.

Joey: Can Alek Thomas or Corbin Carroll develop plus power? Which one is the better bet to stick in center? Thank you!
Keith Law: I like Carroll’s future power more than Thomas’s. Right now I have both staying in CF.

John Coppollela: In light of the pending penalties for HOU’s transgressions, was my lifetime ban a bit too Draconian?
Keith Law: We don’t know the pending penalties for Houston, but I think MLB made an example of Coppolella, and that the penalty didn’t fit the crime (or recognize how many teams did similar stuff because the lawless July 2nd market all but requires it).

Eric: Devin Nunes is clearly not a smart person. How the hell does he keep getting elected?
Keith Law: Matt Gaetz sees you and raises you -$50.

Dylan: Out of all the white sox outfield prospects not named Luis Robert or Steele Walker, who (Luis Basabe, Micker Adolfo, Blake Rutherford, Luis Gonzalez) has the Most realistic chance at making the majors and contributing
Keith Law: Adolfo is going to hit his way to the majors. I’d probably pick him.

Kyle: I have the Disney plus bundle that includes ESPN +. Does that allow me to read your insider stuff?
Keith Law: Yes, you can read my stuff while watching The Rescuers.

Paul: A’s DFAd Jharel Cotton. Are you out on him at this point?
Keith Law: Not at all – just waiting to see him return from TJ.

John Zirinsky: Keith if I recall correctly you were never a big Greg Bird fan, so I would imagine you think the Yanks did the right thing?
Keith Law: My issue was that he was a DH only. I think the reason they cut him was that he was so seldom healthy.

Tom: Does Austin Hays have a shot at being a decent everyday CF?
Keith Law: I don’t think he has any shot at CF.

Marty: What’s up with teams not hiring minorities for managers and GM positions? White privilege alive and well. Writers like you sit on your hands and never question it
Keith Law: Oh fuck right off. I point that out all the time. I even spoke to a high-ranking exec last week who hired a white candidate for one such job to ask which candidates of color he’d interviewed. Someone asked me for suggestions for a director-level position they had open this fall, and I made sure to include candidates of color on that list too. And I am *far* from the only person in the media who has pointed out this issue, or the underlying issue that people of color and women do not get the same initial opportunities or the chances for advancement prior to director-level, manager, or GM positions to create a candidate pool beyond the same old white men. If you think no one is talking about it, you have your fingers in your ears.

Zach D: A well-known national baseball writer said that Albert Belle was “one dimensional player” and that’s why he’s not in the HOF…sigh
Keith Law: I think we know what “dimension” that would be.

Gary: MLB owners shielding media with police force is_____.
Keith Law: Were public funds used for that? I have no idea how that works but if Crane didn’t pay for that out of his own pocket I’d be furious.

Ron: A question for you that most likely never will happen. I own a MLB team and we need a stadium. I have so much money, the land to build on and love the city so much that I will build the stadium myself without tax dollars and work out parking and other logistics with the city. I reserve the right to name said stadium after some baseball icon or whatever and tell them to shove the corporate naming rights because I don’t want their money. Would MLB agree? Would it matter if they did or not?
Keith Law: They would. You just kind of don’t exist.

Ridley: FWIW, any non-discretionary amount, say an automatic 18% for parties of six or more, added to a check in a restaurant is considered a “service charge” and not a tip, and the restaurant has the right to do whatever they want with it. This has been the case since January, 2014 in the U.S. and the restaurant is under no obligation to disclose where the money goes. I’ve been in the restaurant industry for 35 years now and this is one of the shadiest aspects of a very shady business.
Keith Law: I didn’t know that those automatic service charges weren’t guaranteed to go to servers. I’ll ask from now on.

Nathan: No question, just wanted to acknowledge your awesome Coldplay reference in your latest article
Keith Law: Tried to keep it subtle, and stick with one of their actual good songs.

Josh : If the White Sox go after Rendon , would moving Moncada to RF make sense?
Keith Law: Or centerfield? Granted Robert’s there too but why couldn’t Moncada play it?

Alex: Is the guy from Vanderbilt who some think is a top 3 pick (name escapes me now), does he have enough arm to remain at SS or 3B? Thanks
Keith Law: Austin Martin, who is definitely a real person and not a knockoff sports car, played ridiculously good 3b when I saw him in May.

Chris: Hey Keith, Do you think Beltran can fix Edwin Diaz?
Keith Law: I don’t think there’s anything wrong with Diaz that a de-juiced baseball can’t fix.

Zac: Im surprised the Tigers decided to protect Derek Hill. I know you have always been high on him so has he done enough last year to belive he can be at least a bench piece?
Keith Law: He can definitely play CF in the majors. I don’t think he’s that far away from being a good bench piece but he isn’t there right now.

Black Cat: Not a question, but just wanted to let you know I’m about 40% through The Master and Margarita. It probably wouldn’t have crossed my radar had I not read your Top 100 list. Thanks for the suggestion! I’m enjoying it so far.
Keith Law: Glad you’ve liked it! It’s such a masterwork of imagination and layered meanings.

Brian: Keith, I just finished Exit West based upon your recommendation and absolutely loved it. Any similar books you recommend?
Keith Law: A Tale for the Time Being, Lincoln in the Bardo, Kafka on the Shore.

Georgie: How do some national writers still not understand trade value whatsoever? Saw an article today suggesting Bryant for Fried, Waters, Wilson, and Contreras.
Keith Law: Yikes.

Kyle: If the server says, “No, the restaurant keeps the 18%”, what will you do? Not tip? Tip and tell the owner you’re never coming back?
Keith Law: Tip, absolutely. It’s not the server’s fault. Sure, I’d call out the owner for misleading customers, but the most important thing is to ensure the servers are paid.

Phil: True or False: Irrespective of his playoff miscues, Clayton Kershaw is the finest starting pitcher of his generation.
Keith Law: True. He had some great playoff outings too, but no one wants to remember them.

Matt: It’s starting to get cold which means I love hot stews/soups. Any favorites and what’s the key to making a good stew?
Keith Law: The stock. Use real stock, make your own, and it’s hard to screw it up.

Craig: a person on the chat accused you of being insufficiently woke on MLB minority hiring
Keith Law: I’m sure I could do and say more, but to say that I and other writers like me haven’t done or said anything is nonsense.

Chris: Most underrated Thanksgiving food and most overrated?
Keith Law: Most underrated is a good-quality scratch pumpkin pie. Most overrated is that gloppy mess of green bean casserole.

Buscon Bob: Baltimore hired a female FO member yesterday, so is her rank higher than Kim Ng’s with LA?
Keith Law: I don’t think her rank is higher but I’ve met Eve and this is a great hire. She’s one of three women to leave Houston’s baseball ops department in the last four months, I think.

Chris: Rick Hahn just said that Grandal is “elite at at a premium position.” Agree?
Keith Law: Obviously yes.

Andy: Do you make money on this website? The ads aren’t obtrusive, thanks for that.
Keith Law: I make a little bit, although if you consider the hours I put into writing, it’s a labor of love.

Chris: Thoughts on Carlos Beltran as Mets manager?
Keith Law: Zero experience managing or coaching at any level. I do not favor those hires at all.

Buscon Bob: Have you seen Jo jo Rabbit yet?
Keith Law: No; the reviews by people I trust have been tepid to outright negative. If it gets some nominations I’ll double back to see it but I have other films i want to see (Pain & Glory, Knives Out, The Irishman).

addoeh: “Matt Gaetz sees you and raises you -$50.”

Steve King says “All in!”
Keith Law: King is a whole different breed than the others. Nunes and Gaetz are dunces. King is terrifying.

Snowy: Giants fans overwhelmingly hate Kapler already. Based on what Farhan has done so far, I think we have to give him the benefit of the doubt. Do you think Kapler is a good fit in SF?
Keith Law: Giants fans who hate Kapler are probably basing it off incorrect or incomplete information. That’s a shame.

Aaron: The Angels just added Jamai Jones to the 40 man to protect him from the rule 5 draft. Just looking at the stat line it looks like he’s been disappointing in his development the last couple of years. What have you seen or heard from a scouting perspective? Will he hit enough to start in the majors? How’s his defense developed since moving big to 2B?
Keith Law: He’s been disappointing at the plate when I’ve seen him. Swing is good, swing decisions haven’t been.

Guest: McCammond/Barkley issue – uncalled for by Barkley. But why do people not delete their twitter accounts when they become “famous”. Countless jokes/slurs by McCammond against the Asian and LGBT community. She doesn’t think people won’t find this?
Keith Law: Irrelevant to the issue at hand. What Barkley said should have been enough to get him fired. Any discussion of her is a de facto argument over whether she ‘deserved’ the insult.

Brett: Have you ever tried venison? If so, did you like it?
Keith Law: Yes, I think just once, and now I don’t eat any red meat other than pork.

Craig: Rumor is that Milwaukee wouldn’t guarantee Yaz a 4th year. I am thinking that is an AL vs NL thing — CWS was willing to go there because they could use him at DH to cut down on his wear and tear and to use his bat into his mid 30s; without that kind of option, MIL couldn’t justify the 4th year. Is this thinking valid?
Keith Law: I have no idea if that’s true but it is logical.

Jack: I saw your comments on twitter yesterday about Gladwell and his chapter on Sandusky and Nassar. Just wanted to see if you could provide more details on your thoughts I am curious to hear your full opinion
Keith Law: What I said covered it – he’s a Penn State truther and now has run roughshod over Nassar victims in some weird, misguided attempt to discredit some of their statements. I won’t read his stuff or listen to anything he’s on.
Keith Law: Gotta run to pick up my daughter for a doctor’s appointment. Thank you all for reading & for all of your questions. No Klawchat next week but as mentioned above I’ll do a Periscope while I spatchcock the turkey, either on Tuesday or Wednesday, so stay tuned for that. Enjoy your weekends!

The Cloven.

I had to finish B. Catling’s Vorrh trilogy, since I’m enough of a completionist that I can’t read the first two parts of a trilogy and not finish it. I really liked The Vorrh, the fever-dream opening novel that builds an incredible, dark, creepy world in a forest at the heart of Africa that is fighting back against German colonizers attempting to plunder its wood. Catling expanded the world in The Erstwhile with the strange maybe-alive creatures of the book’s title, but the story turned dramatically darker and graphically violent, to the point of abject cruelty, without really advancing the plots of the first book enough. The trilogy concludes with The Cloven, and unfortunately my fears from the second book were confirmed: Catling created a mesmerizing world, but he couldn’t resolve any of the plots. None of the various stories he opened up in The Vorrh gets anything close to a conclusion, and by the end of this third book, too much of the dark magic from the first book was gone.

The story in The Cloven mostly takes place in Essenwald, the German city next to the Vorrh, with brief passages back in England. Ghertrude and Cyrena return, as does Meta, while the Limboia – the natives who have had their minds largely wiped clean by the time they’ve spent in the Vorrh, making them something akin to slave labor – have returned to the forest for the time being. The Kin are also still here, and work alongside a character who makes a surprise re-appearance in this novel. All of the Erstwhile characters from the second book appear at least in passing, as do Oneofthewilliams and some form of the character Sidrus.

Catling brings them all back for one more go-round, but none of these storylines seems to go anywhere. Worst of all is how Catling has created this surreal world yet gives no explanation to any of its mysteries, or even a purpose to most of them. Who made the Kin, the so-called “Bakelite people” of the novels, or created the system that gives them power? What exactly was Ishmael, who isn’t quite human but lives in the world of men and is able to sire a child? What exactly is the Orm? What drives the Vorrh, and does it control the creatures within it or is it the other way around?

The first novel was an inventive playground of ideas that seemed to draw on millennia of myths from across the world, opening up numerous storylines that I assumed Catling would eventually draw together over the remainder of the series, but he does nothing of the sort. Many characters meet their ends in The Cloven, but it’s often in some ambiguous way and doesn’t seem to tie to the main story. Sidrus’ fate is especially gruesome and bizarre, deserving more explanation but getting none, and it contributed to my sense that Catling was too enamored of his ability to dream up new desecrations for the human form to focus on wrapping up any of the plot.

This could have been such a great series, a dark fantasy that depicted the horrors and depredations of colonialism through rich metaphor. Catling gave himself so many lanes in which to work, from the living forest and the Limboia who mine it to the use of characters’ vision (or blindness) as a recurrent image and theme. The fertile material of the first book in the trilogy merely makes the failure of the third book that much more disappointing.

Next up: Hilary Mantel’s Bring Up the Bodies.

Top 100 boardgames, 2019 edition.

I do look forward to this now annual tradition of ranking my favorite board games, but I have to say it’s also become a bit stressful, because there are games I really like that I had to omit from the list – to say nothing of the neverending list of games I wish I’d played more. (Hat tip to readers & game groups in the area who’ve invited me to join them from time to time, since I bring new stuff for us to test out.) I’ve even met a few designers along the way, folks whose work I really respect, and their games have slipped off this list over the last couple of years. Anyway, this is the latest iteration of the list, with the same general introduction from previous years, updated for this year.

I first posted a list of favorite boardgames in November of 2008, just ten titles, only a couple of which were Eurogames, because I’d really barely started on the hobby at that point. I had seen a list somewhere else that I thought was bad, so I made my own list, which in hindsight wasn’t very good either, but it turned out to be an inflection point for me because so many of you responded with suggestions. I started to play some of those, and got a few as gifts, and the more I played, the more I realized how much I enjoyed the games themselves and just the hobby as a whole. I’d liked games as a kid, but games back then were mostly terrible, and the ones on the shelf in the coat closet – Monopoly, Scrabble, Sorry! – were all kind of terrible. (Don’t get me started on Scrabble; any game that requires preparation, such as memorizing word lists, is no longer a game. It is work. I have enough work in my life, thanks.)

The best boardgames combine some kind of puzzle that gets me thinking (or scheming), some social interaction, and that hard-to-define element of fun. I like learning, I like math, I like coming up with ideas and seeing how they work out – especially in the no-consequences world of boardgames. And while I enjoy playing games on mobile devices against AI players, just for the mental workout, I’d much rather play games live, which puts more emphasis on the last two criteria. Now that my daughter is twelve (I have to update that every year and oh my God the child is now nearly as tall as I am), and old enough to play any game I might bring home, it’s become an even more central part of my life. She even came with me to day three of PAX Unplugged last year, and told me as we walked out near closing time that she wished we had a few more hours to keep playing.

This year’s list is my twelfth one, which is both a point of pride and a sign that I’m getting old. I rank 100 games, although I think I’ve played more than 300 in total if we count demos, apps, and online play. 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 Res Arcana, Hadara, Clank! Acquisitions Incorporated, Maracaibo, Azul: Summer Pavilions, Ankh’or, Naga Raja, Little Town, Palm Island, Atlantis Rising … oh god I have a lot of games to play.

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. Maori, Petrichor, Port Royal, Santorini, Brass, and more titles slid off the list this year. The toughest omissions for 2019, were Tapestry, a great game I just think I need to play more to decide on its place; and Lords of Waterdeep, a D&D-themed title with a great app that I think is a really well-designed game but just not quite my cup of tea.

100. Photosynthesis. Full review. One of the most visually arresting games I’ve ever seen – you’re placing trees of three different sizes on a board, with each player playing with a different color of trees, so anyone who should happen to walk by as you play is guaranteed to stop and ask what you’re doing. The game play is quite simple – the sun rotates around the board through six spots, and from each spot it directs rays on the board from a different perspective, so different trees catch the light and give their owners light points. You can also be blocked from the sun by a taller tree between you and that side of the board. Eventually you harvest your trees for big points, with rewards higher the closer to the center of the board you plant. Replay value is a little low because the rules are so simple, but it’s still a fun, quick family game. Complexity: Medium-low.

99. Valeria: Card Kingdoms. Full review. This game knocked Machi Koro off my list completely, because it fixes that game’s major flaw – players can get totally left behind by a few bad dice rolls. In Valeria, you acquire cards that pay out on certain rolls, with each individual die counting as well as the sum of the two. You gain strength and magic tokens, and then use them to defeat monsters or capture domains for victory points and new benefits. It also has a bit of the Dominion feel in its expansions and ability to mix and match the available cards for enough combinations to last several lifetimes. Complexity: Medium-low.

98. Forbidden Desert. Full review. A medium-weight cooperative game from the designer of Pandemic (a top ten game for me, and the best coop game I’ve played), Forbidden Desert has players trying to escape a sandstorm on a board that changes every game, on which a sandstorm threatens to kill them all if dehydration doesn’t get them first. It’s more luck-driven than Pandemic, which doesn’t suit my particular tastes, but overall is a little quicker to learn. The iOS app is great, but it’s a bastard. The family now includes the lighter Forbidden Island and the new Forbidden Sky, which has players work to complete a circuit as they build out the board before they escape. Complexity: Medium.

97. Arkham Horror. I’ve played this game’s 2018 (third) edition now twice, both times solitaire, so its placement here is more of a rough guess, and I have no experience with earlier versions. It’s a cooperative game set in an H.P. Lovecraft-themed universe where players are detectives of a sort, trying to move around the board to gather clue tokens while fighting monsters and staving off insanity. If you collect enough clue tokens and get them ‘researched’ to the collective scenario board, you can win the game, but there are a few ways to lose as well. The smartest part of the design is that your investigator can be killed off without ending the game; you just lose that character and any items or goodies it had, and then pick a new one while continuing the game play. Complexity: Medium, with a long setup.

96. Asara. Full review. Light strategy game that feels to us like a simpler, cleaner implementation of Alhambra’s theme and even some of its mechanics, without the elegance of the best family-strategy games like Stone Age or Small World. Players compete to build towers in five different colors, earning points for building the tallest ones or building the most, while dealing with a moderate element of randomness in acquiring tower parts. It’s also among the best-looking games I own, if that’s your thing. Just $25 as of this writing. Complexity: Low.

95. Quadropolis. Full review. This Days of Wonder title has the company’s usual set of outstanding graphics and well-written rules, but as their games go this is on the more complex end of the spectrum. You’re trying to fill out your city board with tiles representing six or seven different building types; you’ll never be able to do or get everything you want, so the game requires some early decisions and some compromises. It’s a well-designed, well-balanced game, but I have it ranked here because it’s a little workish. Building a city is supposed to be fun, isn’t it, Mr. Sim? Complexity: Medum.

94. 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.

93. 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.

92. A Game of Thrones: The Card Game. Full review. A very rich deckbuilder and “Living Card Game” (meaning there will be frequent expansion packs) that is extremely true to its theme, with fairly simple mechanics that lead to very intricate gameplay and maneuvering … kind of like the source material. I hated the book, but love this game. The only negative is time, as it takes well over an hour to play a full game, as much as two hours with four players if no one gets an early lead. Complexity: Medium.

91. Architects of the West Kingdom. Full review. Designer Shem Phillips had no titles on this list last year, but now has three, including two of his Viking-themed games from the North Sea trilogy and the ongoing West Kingdom trilogy. This worker-placement game almost satirizes the mechanic by giving players way more meeples – I think it’s 20 per player – than you get in other games, but the placement mechanic is new, and best of all, you can capture someone else’s meeples and send them to jail for a reward. The heart of the game is a standard resource-collection/building game, with two main paths to victory – building your own buildings or contributing to the central cathedral, the levels of which can be ‘blocked’ by other players if they build them first. Complexity: Medium.

90. Point Salad. Full review. Yes, “point salad” is a derogatory term for board games with needlessly complex and disparate methods of giving points to players; Stefan Feld is probably the kind of point-salad games, with some very good ones and some kind of a mess, but there’s a real tendency among designers of midweight and heavier games, especially worker-placement titles, to just add more ways to score. Point Salad, however, is not that kind of game: It’s actually a light, fast-playing card game with a deck of cards that show six different vegetable types on one side and scoring opportunities on the other. You try to collect a few scoring cards and then the right combinations of vegetables to maximize your points. It works well with two players and can handle up to six.

89. Baseball Highlights: 2045: Full review. I was floored at how much I enjoyed this game; it is baseball-themed, but it’s really a fast-moving deckbuilder where your deck only has 15 cards in it and you get to upgrade it constantly between “games.” The names on the player cards are all combinations of names of famous players from history – the first name from one, the last from another, like “Cy Clemens” – except for the robots. It’s not a baseball simulation game, but that might be why I liked it, because it was easier to just let the theme go and play the game for what it is. It’s down from previous years as I’ve found the replay value is limited, even with the expansions. Complexity: Medium-low.

88. Bärenpark. Full review. A bit of Patchwork or Tetris but for more than two players. Each player tries to build out his/her zoo – for bears, of course – by placing tiles of various shapes and dimensions. Most tiles earn points, and there are bonuses for filling in entire boards. Covering certain squares allows a player to take better tiles from the central supply. End game is a little wonky, as it’s too easy for players to end up without a legal move in the last turn or two. Currently out of stock everywhere. Complexity: Medium-low.

87. 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.

86. 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. Complexity: Medium.

85. 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.

84. 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.

83. Discoveries. A nice little gem recommended to me by someone on a boardgame forum I no longer frequent – how’s that for an explanation – with a Lewis & Clark theme of exploration where the players build up skills that allow them to undertake longer or more complicated exploration routes. I will say that I liked this game a lot more than my daughter did, even though I thought up front this would be a fast favorite for her; I think the theme didn’t grab her enough at first sight. Complexity: Medium.

82. Second Chance. Full review. Uwe Rosenberg kicked off the Tetris-style (polyomino) game trend with Patchwork, which is further up this list, and has created a number of spinoffs since then, including the more complex season games of Cottage Garden, Indian Summer, and Spring Meadow. Second Chance is the simplest of all of the games he’s developed in this line, a flip-and-write game where you get to choose of two polyomino shapes in each round, filling in that shape on your grid, until you eventually run into a situation where you can’t use either of them. You then get a “second chance,” turning over the next card just for you, to see if you stay in the game – but you can still win if at the end of the game you have the fewest squares unfilled. It’s highly portable and very easy to learn. Complexity: Low.

81. Five Tribes. Full review. A very strong medium-strategy game from Days of Wonder, but one that hit some early backlash because of the heavy use of slaves within the game’s theme – as currency, no less. That’s been fixed in subsequent printings. The game 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.

80. 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.

79. 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.

78. 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.

77. 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.

76. 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 in general my daughter and I find them really 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.

75. 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.

74. 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.

73. 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.

72. 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.

71. 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.

70. 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.

69. 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.

68. 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.

67. 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.

66. 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. Complexity: Medium-high, due to the asymmetrical play.

65. 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.

64. 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.

63. 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 is publishing a new version with all-new art that’s currently on pre-order. Complexity: Medium.

62. 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.

61. 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.

60. 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).

59. 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. Complexity: Medium-low.

58. 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.

57. 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.

56. 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.

55. 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.

54. 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.

53. 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. 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.

52. 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.

51. 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.

50. 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.

49. 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.

48. 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.

47. 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. More than half off today at amazon at $19.59. Complexity: Medium.

46. 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. Complexity: Low.

45. 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.

44. 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.

43. 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.

42. 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.

41. 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.

40. 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.

39. 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.

38. 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.

37. 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.

36. 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. Complexity: High.

35. 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.

34. 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.

33. 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.

32. 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.

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

30. 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.

29. 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.

28. 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. Complexity: Low.

27. 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 is coming soon from Acram Digital. Complexity: Starts low, ends medium to medium-high.

26. 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.

25. 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. Complexity: Medium-low.

24. 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. I’ve just started playing Imhotep Duel, the new two-player version, which on first play is quite good, reimagining the game to make it more of a pure two-player, tit-for-tat experience. Complexity: Medium-low.

23. 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.

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

21. 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.

20. (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. We are fortunate to be in 24 A.C. Complexity: Medium-low.

19. Everdell. Full review. This is the best new game of 2018 for me, so far, although I still have a bunch to play and could change my mind between this and Charterstone. 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 November 2019, 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, France and The Old West, came out in the winter of 2018, with two new rules tweaks, one for each board. 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.

And, as with last year, my rankings of these games by how they play with just two players:

1. Jaipur
2. 7 Wonders Duel
3. Carcassonne
4. Imhotep Duel
5. 7 Ronin
6. Patchwork
7. Wingspan
8. Watergate
9. Baseball Highlights: 2045
10. The Mind
11. Stone Age
12. Ticket to Ride
13. Splendor
14. Agamemnon
15. Dominion/Intrigue
16. Small World
17. Battle Line/Schotten Totten
18. Samurai
19. Castles of Burgundy
20. Morels
21. Ingenious
22. Azul
23. New Bedford
24. Cacao
25. Targi

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, 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. 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. I’ll review Game of Thrones Oathbreaker (5-8 players, more hidden identity) soon for Ars Technica, and still have to play 3 Laws of Robotics (4-8) players, a game where you know everyone else’s identity but not your own.

Stick to baseball, 11/16/19.

I wrote this week, but nothing has been published quite yet. Some of it will be in bookstores on April 21st of next year, though, as I work on the first edit for The Inside Game, my new book combining baseball decisions and cognitive psychology. I also am tentatively scheduled to appear at Washington, DC’s, Politics & Prose on April 24th, with other events likely in that first week. If you’re with a bookstore and interested in arranging an event, feel free to reach out to me in the comments and I’ll connect you with my publicist.

And now, the links…

Sushi Roll.

Phil Walker-Harding is a mainstay on my year-end board game lists at this point, with Bärenpark (2017) and Gizmos (2018) making my annual top tens the last two years and Silver and Gold obviously set to appear on my list this year. He’s shown himself able to design clever, replayable games across a broad range of mechanics, with Imhotep and Cacao among his other hits and the new Adventure game series (which I have but haven’t tested out yet). He’s also the designer of Sushi Go! and its bigger offshoot Sushi Go Party, one of the best games I know of for 6+ players, and has now added a second brand extension to this title with the … eye roll-inducing title Sushi Roll, a dice-drafting game that captures some of the feel of the original but streamlines it for faster play.

In Sushi Roll, players will roll dice at the start of each round, choosing one die and then passing their ‘conveyor belt’ board with all remaining dice to the left, after which players roll their new dice, choose one, and pass them around. There are five different colors of dice, each of which has a totally different set of images and ways to score: nigiri, worth 1-3 points each; maki, where the player with the most symbols in each round gets six points; tempura, which you collect in sets that can be worth 8-13 points if you get three of a kind; desserts, which score only at game end, six points if you have the most but negative six points if you have the fewest; and green dice that give you extra menu or chopstick tokens, or let you gain wasabi, which can triple the value of a subsequent nigiri die you place on top of the wasabi.

Sushi Roll box and components

Let me see that Sushi Roll…

The menus and chopsticks give you additional abilities to use on your turns, with each player starting the game with three menu tokens for re-rolls and two chopstick tokens for swaps. You can spend a menu token to re-roll any or all of your dice after your initial roll. You can use a swap token to take one die off of another player’s conveyor belt in exchange for one of yours – one of the only ways that player order, which rotates after each player chooses one die, matters in the game, and the only time you’ll directly interact with another player during game play. (The maki and dessert scoring involves other players, but only at the end of rounds or the end of the game.)

Walker-Harding has definitely hit on the right balance of game length and strategy; there are enough dice in each round, ranging from 16 (two players) to 21 (three players), that you can plan ahead a little bit. You see all of the dice around you, and can at least sort of guess what dice might come your way over the next few turns, so that you can make more informed choices with each draft. Of the five types of dice, only one, the white (nigiri) dice, score immediately with no impact beyond that selection; three of the other dice colors score depending on other dice you collect and possibly what other players get, while the last color, the green dice, offers a little of both. That’s distinct from roll-and-write titles, which are all the rage this year, but which mostly comprise independent rolls and choices.

I’d still put Sushi Go Party! above Sushi Roll, since the former has less randomness and offers more choices within each game and from game to game, while also scaling up to 8 players where Sushi Roll plays 2 to 5. I also don’t think Sushi Roll plays that well with two because it becomes too obvious what dice you might get, and because it’s too easy for the players to take entirely different paths and end up with little to no conflict. (The -6 point penalty for having the fewest dessert icons doesn’t apply in a two-player game.) The two-player mode might benefit from the addition of a dummy player that, say, takes dessert tokens first, then maki tokens, which would directly impact the way the two players score those categories. For 3-5 players who either want a new twist on Sushi Go! or who just love dice games, however, it’s a credible re-imagining of the original that is very true to the earlier games’ mechanics.

The Calculating Stars.

Mary Robinette Kowal won the trifecta of sci-fi literary awards this year for her novel The Calculating Stars, taking home the Hugo, Nebula, and Locus prizes for the year’s best novel. (The Hugo’s list of nominees included six titles, five written by women, which I think is a record.) The book seems destined to hit the screen somewhere, given its popularity, themes of feminism/misogyny, racism, and climate change. It’s also utterly awful, a bit of trite juvenilia, easily one of the worst Hugo winners I’ve read, with silly plotting, stock characters, and prose befitting a first-time author. How this book won any of those awards, let alone all three, is totally beyond me, because, while I finished it since it’s an easy read, it is treacly nonsense.

Elma is the protagonist, and as the novel opens, she’s on a hillside north of DC with her husband, where they’ve flown in a private plane to get away for a little sexytime, only to have their reverie interrupted by a massive explosion somewhere to the south. After their initial fears that the Soviets have launched a nuclear missile appear to be unfounded, they realize it was a massive meteorite strike into the ocean, which they learn shortly afterwards has vaporized the mid-Atlantic coast, killing millions, and will eventually lead to runaway global warming because of all of the water vapor the impact sent into the atmosphere.

Elma and her husband Nat both work in aerospace, she as a computer (a term that used to refer to people, not machines), he as an engineer, and both are immediately involved in the international effort to race into space to try to get off this planet before it boils. Elma is also an experienced pilot, having worked as a WASP (Women’s Airforce Service Pilots, although I’m sure Kowal intended the wordplay around calling Elma, a somewhat observant Jew, a WASP) during World War II, and she seethes when she realizes that NACA (the actual predecessor of NASA) is only considering men as astronauts, even though colonizing the moon or Mars or anywhere else would obviously require women. (Actually, it only requires women; you can send the male contribution to reproduction to space in a test tube.) The bulk of the book covers her quest to become an astronaut, to change hearts and minds, to fight a little garden-variety racism, and to overcome her anxiety disorder enough to get a seat on the rocket.

There’s so much wrong with The Calculating Stars, but nothing is worse than how incredibly obvious the whole book is. Of course Elma is going to be an astronaut. Of course she’s going to fight racism and win. Of course everything she does is going to work out, because this is a children’s book – well, it would be, were it not for the frequent and very awkwardly written sex scenes, although even those are written as they might be in a young adult novel. Elma is ridiculously perfect as a person; the calculations she can do in her head defy credibility, and if there are people who can do what she does there couldn’t be more than ten in the United States. (Her obsession with prime numbers, however, is completely credible, and one of the only things about her character to which I related.) She nearly always has the right words, the right responses, and when she doesn’t, Nate does. It makes Kowal’s hamhanded attempts at cliffhangers fall totally flat, because they always work out within a few paragraphs in some ordinary fashion.

The science also feels incredibly dicey to me. Kowal refers to colonizing Venus, which scientists already suspect was inhospitable to life by this time period, as Rupert Wildt theorized that the surface temperature of Venus was above the boiling point of water due to all of the carbon dioxide in its atmosphere. She later creates a sort of cold fusion mechanism in a chapter heading, where “a catalyst” allows rockets to combine atomic oxygen in the upper atmosphere into O2, releasing substantial quantities of energy for free. Even throwing those small points aside, Kowal has 1950s science building and successfully launching an orbiting space station and planning a lunar colony several years before the MOSFET transistor, without which modern computing would not exist, was even invented. It’s a fantasy, and it detracts from the realism Kowal is trying to infuse in the cli-fi aspects of her story.

If I had to speculate on why this book won the big three awards, I’d guess it’s because the novel is, indeed, a climate change story. The climate isn’t changing because of man in The Calculating Stars, but it’s changing, and because the meteorite in the novel hit water and not land, it has probably pushed the climate past the point of no return. Kowal simply accepts that as a given, and then uses it to give us Republicans in Congress denying the accuracy of climate models, or average citizens asking why the government is spending money on long-term projects instead of helping people who need it today. It’s so thinly veiled you can see right through it, and even though I’m obviously on the side of the world’s scientists who say that climate change is real, I found Kowal’s approach graceless and infantile, including how easily some of the climate change deniers in the book suddenly drop their opposition. I don’t see the present GOP changing its tune on climate change quite so easily.

That’s without even getting into how weak the characters are; most are more memorable for their names than anything about their personalities. Elma and Nathaniel are themselves just too good; he’s certainly a dream husband for the era, progressive and willing to stand up for what he thinks is right. People are flawed, even the best people, and protagonists like these two don’t really appear in adult novels, not in 2019, certainly not in novels that deserve consideration for major awards.

It’d be hard to be worse than the second Hugo winner, They’d Rather Be Right, which isn’t really even a proper novel, but The Calculating Stars comes close. After the Broken Earth trilogy won the last three Hugos – and while I had issues with those novels, especially the third, they are way better written and more intelligently plotted than this novel – Kowal’s book is a huge letdown. I need to read some of the other nominees because there is no way there wasn’t at least one sci-fi novel better than this one in 2019.

Next up: B. Catling’s The Cloven, the conclusion to his Vorrh trilogy.

Proving Grounds.

Proving Grounds is a solitaire dice-based game with a peculiar mechanic around re-rolling, giving you sixty seconds to settle on your rolls and then matching them up to the six enemy cards your character is currently fighting. It’s a fun little distraction but ultimately I don’t think it puts enough strategy or power in your hands to mitigate the randomness of the dice rolls and the restrictions around rerolls.

There’s a complicated back story to Proving Grounds, which comes with a novelette that gets into it, but it’s immaterial to the play itself. Your character faces six enemies at a time and must try to defeat eight enemies – they get replaced when you kill one – before taking five ‘wounds’ from all of your enemies. Enemy cards have battle tracks up their right sides that spell out how many dice and in what combinations you need to roll to hit them, moving the battle marker up one spot on the track. If a battle marker on an enemy reaches the top spot, you have defeated that enemy and get to remove that card from the game, replacing it with the next card from the enemy deck.

You start the game with eight dice to roll, and in each round you get sixty seconds to roll and re-roll until you get a result you like or the timer runs out. (Renegade has an app that includes a timer and lets you track how many enemies you’ve defeated.) When you roll the dice, you group them into sets by value. You can re-roll any set of dice, but if you have a single die with a particular value, you can’t re-roll that unless you end up matching it by re-rolling some other set. You can keep re-rolling sets and regrouping the dice, but you roll complete sets at once and you can only roll one set at a time.

When you’ve finished rolling, you assign each die or set of dice to the card in that value’s slot around the board. For example, if you have three dice with the value of 1, those dice go to attack the enemy in slot #1. If you have enough dice to meet the criteria in the next spot up the battle track on that card – usually a minimum number of dice, occasionally an extra criterion to have at least one nonwhite die – you may move the marker up. If, however, you have only a single die with that value, you move the battle marker down one slot. When the battle marker reaches the bottom spot, you sustain a wound, moving the wound marker down on its track, then restoring the battle marker on that card to its start position. This feature informs your re-rolling strategy, as you will want to try to avoid creating singles for any enemies with battle markers one spot above the bottom.

Some enemies have other unique features on them. One card’s battle track works in reverse – singles move the battle marker up, sets move it down. Most of your dice are white, but there are green, purple, and yellow dice as well, and some cards count those as two dice apiece, both for purposes of determining whether to move the marker up or down (one die that counts as two thus also counts as a set) and for determining whether you have enough dice to move the marker up the battle track.

When you sustain a wound, you take one die and place it on the top spot on the exhaustion track, which has three spaces on it (although you can stack dice on any space). At the end of each round, you move dice on that track down one space, so after a die has spent three rounds on that track, it returns to your pool. The health track also has additional dice you gain after you’ve sustained three or four wounds, helping shift the odds a little in your favor.

The best part of Proving Grounds is the timed feature: the added pressure of the timer makes the decisions of whether to continue rolling and which sets to re-roll feel more fun, like a real-time quiz or puzzle, and creates the possibility that you’ll rethink certain decisions after the round ends. But the game is overly dependent on the luck of the dice, and once you have a single, it’s not that easy to get rid of it in the base game or some of the additional modules that come with it.

Those modules tend to increase the game’s complexity while shifting around some of the balance of the game. One gives you a dragon die that has five sides that are beneficial and one that requires you to reroll all of your sets. Another includes chariot cards that will ‘activate’ unless you place the required dice on them, raising the level of difficulty. The Inspiration module gives you a single card with a power you’ll keep for the entire game. They’re all tweaks to the base game that add complexity and change strategy, but I don’t think any does enough to mitigate the randomness at the game’s heart. As solitaire games go, it’s probably just good enough to recommend, but is behind other solo games I like more, such as Coffee Roaster, Friday, Onirim, or even Aerion.

Stick to baseball, 11/9/19.

My ranking of the top 50 free agents this winter went up on Monday for ESPN+ subscribers, before the actual start of free agency and thus the deadline for some player options, so a few players are on there who ended up staying with their teams (J.D. Martinez, for one). I held a Klawchat on Thursday.

Over at Paste, I reviewed Silver, the new deduction/take-that card game from designer Ted Alspach, who set this new game in the same ‘universe’ (loosely speaking) as his One Night Ultimate Werewolf games.

My second book, The Inside Game: Bad Calls, Strange Moves, and What Baseball Behavior Teaches Us About Ourselves, will be released on April 21, 2020, and you can pre-order it now. We’re working on some bookstore events for late April as well, with Boston, New York, DC, and Harrisburg likely in that first week after release.

I also have this free email newsletter, you may have heard about it, it’s kind of cool.

And now, the links…

Klawchat 11/7/19.

You can pre-order my new book, The Inside Game: Bad Calls, Strange Moves, and What Baseball Behavior Can Tell Us About Ourselves, now through any bookstore.

Keith Law: I am unwilling to uncover my eyes. Klawchat.

Tony: It seems pretty interesting to me that all the coaches the Phillies fired this year (Young, Mallee, Kapler) have either immediately new work or seem to be on the verge of new work. Makes me think that maybe it wasn’t the coaching that was the issue in Philadelphia
Keith Law: I wondered if the Kapler dismissal, at least, was from ownership, not baseball operations. It came far later than a GM would ordinarily like to make such a change, and during the season I never heard anything from their front office that made me think Kapler’s job was in jeopardy.

Royal Pains: You referenced seeing Erick Pena, last week in the chat. Any initial thoughts other than the advanced physique? And being forever away
Keith Law: Not really. I saw one instructs game and wrote him up briefly on ESPN.com, but I don’t want to draw big conclusions from a few at bats in a barely-game from a 16-year-old, either.

Nate: Keith, accepting the QO for Jose Abreu is a no-brainer, right?
Keith Law: I think so.

Jeffrey : Did Tony Clark overreact? Is this sounding like a bad divorce where if somebody sneezes looks at you the wrong way it’s time to close the lawyers? Is this good for baseball? Kind of fans have their say at the table when all is set between labor and management?
Keith Law: I did not read Anthopoulos’ comments as indicative of collusion – it sounds like a GM describing the typical due diligence he would do with the GM meetings coming up. You call other GMs and ask what their plans are to try to see if you might line up on any trades. “Hey, we have extra starters we’d part with in a deal for X, and you have needs in your rotation. Do you plan to fill those via trades or free agency?” That’s not collusion. Asking if another GM intends to bid on Gerrit Cole would be collusion, of course, or even asking how much they might have budgeted to spend on free agent starters would, but I didn’t read the comments like that at all.

Mike: Favorite book and movie of all time?
Keith Law: My favorite book of all time hasn’t changed. As for movies, I don’t have a single, clear favorite. Many I love and recommend, but it’s hard for me to compare watching Double Indemnity and Eternal Sunshine of the Spotless Mind and Amelie. They’re all such different experiences, and Double Indemnity didn’t have the technical advantages of the latter two.

Dan: Favorite razor / shaving cream?
Keith Law: That’s a fun one. I’m boring, though: Gillette Mach whatever razors, Nivea shave gel. And I only shave about every week and a half.

Nate: Keith, will you put out a draft prospect watch list before the season?
Keith Law: Yes.

Sean : Hi Keith, I have a question that I hope isn’t getting too personal.. I know you have mentioned your anxiety before.. I also deal with anxiety quite often – maybe not as much as someone else but still feel like it still takes over a good portion of my life. What are some ways you have found work for you to combat with your anxiety?
Keith Law: I’ve mentioned this acronym before, EMMET: Exercise, Medication, Meditation, Eating, Therapy. That’s not in order but it’s easy to remember. I would say therapy is probably the most important component, and it’s possible that that’s most of what you need. I just would emphasize that you shouldn’t resist medication like I did for years – my life is substantially better across the board since I started taking a low dose of an SSRI.

JJ: No chance Chaim Bloom can trade David Price this off-season, right? Some media types in Boston are playing up an idea that the Rangers might be interested, but I can’t see a reason why any team would be interested in paying $32 million a year for the next three years for his past glory.
Keith Law: His elbow would be the obstacle. I can’t see how the Red Sox could effectively insulate the acquiring team from the risk of Price’s elbow blowing up.

Jacob: Is there an Ivy League school you would discourage your child from attending?
Keith Law: No. They’re all good schools, and they all confer positive name value on graduates in just about any field that might matter – academic, corporate, nonprofit. The biggest reason to go to an expensive private school is either the value of its name or the network of contacts you develop there. I don’t think the typical private school is providing that much higher quality of an education, and your child will likely have a great social experience at less expensive schools. But elite colleges have brand equity that makes a tangible difference.

Ken: How’s your Josh Ritter fandom coming along? He is my favorite live performer.
Keith Law: I’m not a fan, sorry.

Sven Goindon: Hi Keith: where do you think Dellin Betances ends up next year and what kind of contract do you think he’ll get, given he missed all but 2/3 of an inning this season. Thanks.
Keith Law: I imagine a one-year, incentive-laden deal. $2-4 million base, chance to get to $10MM if he’s healthy all year?

Jackie: Anybody catch your eye on the “Modern Era” ballot for the HOF? I would say that the Harold Baines selection last winter really lowered the bar to an unacceptable level, so it would probably be for the best if the veterans’ committee only selected Marvin Miller, just to restore a level of exceptionalism to the player’s side of things.
Keith Law: Whitaker and Evans belong in the Hall, as does Miller. Don’t let the Baines fiasco hurt players who are truly deserving.

xxx(yyy): any major changes expected to your cooking gift guide this year?
Keith Law: Tools, no, but cookbooks yes. I think the biggest addition to my cooking gear of the last 12 months is an Ooni outdoor pizza oven, which I absolutely love, but which isn’t exactly a necessity.

Bruce: Reynaldo Lopez has a few brilliant starts each year that give you hope and then follows that up with a bunch of awful starts. Can he be a reliable starter or should he be in the pen?
Keith Law: I’ve always maintained he needed to go to the bullpen. His delivery is tough to repeat – it’s similar to Severino’s, so I suppose there’s some injury risk too – and he doesn’t have a viable way to get LHB out.

Heather: Which team should offer the most for Mookie Betts this winter, regardless of the fact that he’s definitely hitting the FA market after next season?
Keith Law: A team trying to contend right now that would probably be on the outside looking in if they don’t acquire someone of Betts’ caliber. San Diego, the White Sox, and the Mets all fit. The Cubs would too, but if the Red Sox want young pitching, as I suspect they do, that’s not a fit.

Gene: Kieth, I wanted to ask for clarification regarding your opinion on Buck Showalter. I am a regular reader, an occasional submitter, and, generally, like minded with your opinions in most cases, but I don’t understand your feelings regarding Showalter. I know from past comments that you feel he is an old school instinct coach rather that committed to data application, and you have also voice concern regarding his use of pitchers like Bundy. The Bundy thing always stuck with me because he seemed to have been damaged in high school and travel ball from over use. After the arm injury in the minors, I thought the O’s were just trying to get what they could out of a perishable commodity. While I never understood some of the things the O’s did with pitching prospects during his tenure, the side of the rubber or the insistence of having pitchers shelving the pitches that got them drafted in favor of the FB, CH, CB, repertoires, I wasn’t sure how much of that was on Buck or was organizational.
Keith Law: That was entirely on Buck, as was some of went wrong with the use of Hunter Harvey and Cody Sedlock, as well as the constant messing with Kevin Gausman’s and Jake Arrieta’s positions on the mound, and some other stuff that I’ve heard on background that involved coaches Buck employed. Maybe he’d be different the next time around, but I can’t look at his tenure in Baltimore without noting how young pitchers failed to develop under him.

xxx(yyy): what happened with Jurickson Profar? Literally had the lowest BABIP of any qualified hitter in 2019, and one of the 4 lowest of the last 10 years. While there is hope for some level of bounce back is he cooked?
Keith Law: I don’t have a good answer for that, other than to say I was floored by the low BABIP. Maybe the shoulder isn’t fully healed, or he’s pulling his punches out of fear of reinjury? Either way, if that doesn’t improve in 2020, he’s probably done.

Alex: More viable market for an MLB franchise: Tampa or Montreal?
Keith Law: Tampa, but not with a stadium in St. Petersburg.

brett: when will you start your offseason articles series’?
Keith Law: Prospect stuff? End of January/early February.

@Tepper: Has your opinion changed at all on Willie Calhoun? Seems like he acquitted himself OK in his first year in the Majors…
Keith Law: .323 OBP for a well below-average defensive LF who probably needs to DH. 93 outfielders had 600+ innings in the field in 2019; Calhoun’s UZR ranked him 85th, and his dRS was worse.

Steve: Will Harris should also take his QO, right?
Keith Law: Yes.

Brett: Do you still believe in Corbin Burnes as a SP? He was electric in his first year as a RP but was lost this year. Brewers need him to pan out as a SP?
Keith Law: I do, if he’s healthy. Also heard of a small mechanical flaw the Brewers are hoping to fix … we’ll see if that comes to anything.

HH: Is Triston McKenzie still progressing? I don’t see him talked about much at all anymore.
Keith Law: He missed all of 2019 due to injury.

Nash: Mr.Law, has Twins pitching prospect Jordan Balazovic propelled himself onto your radar?
Keith Law: He was already on my radar.

Pat D: I remember you had a harsh view of the current committees for HOF voting. I think that their ballot for this year has 4 guys who I could easily vote for (Evans, Simmons, Whitaker, Miller). Is it at least a decent ballot in your view?
Keith Law: Agreed, and I wouldn’t object to Simmons getting in.

Jacob Zaldin: What do you think is the biggest problem around the league right now? Do you think that the Nationals winning the WS and the subsequent articles ran about their use of old-fashioned scouting over analytics will affect how other teams operate?
Keith Law: I think those subsequent articles were about 90% bullshit, so, no, I don’t think so.

Tracy: Yan Gomes not in your Top 50 FA. Was your list compiled before the Nats declined his option or is he not in your top 50 b/c he’s not that good?
Keith Law: He’s not that good. I considered everyone with an option for the list and adjusted if I guessed wrong (I had Quintana on the list, for one).

Eric: Favorite something/other?
Keith Law: Oh definitely other. Big fan of other.

Hubert: Hi Keith, I was wondering how do you assess the Rays front office after the departure of Chaim Bloom?
Keith Law: He’s great, and I think he’ll do great things in Boston, but the Rays’ front office is very strong down into scouting and R&D and I think they can weather the loss.

Brandon J: I’m not suggesting that the dodgers don’t “go for it” every year, but if you were running the team, would you blast past the CBT to make a couple of big signings this offseason?
Keith Law: Yes.

John: Do you think Odorizzi gets signed to a long term deal with the draft pick penalty or is he a player better off taking the QO?
Keith Law: I would be concerned if he doesn’t get a long-term deal. That would feel suspicious to me.

Dave: Do you have a favorite album of 2019 or one you’re particularly looking forward to in 2020?
Keith Law: I will do my annual best albums of the year post in December; I have several candidates, with a bunch of new ones hitting the last few weeks (Alcest, White Reaper, Michael Kiwanuka).

AA: If you are the Braves would you rather sign Donaldson for 3 years or trade something like Fried and Wright for Kris Bryant?
Keith Law: I’m a big Fried booster so if that’s the requirement, I’d probably pay Donaldson. If they could trade Wright and two other pitchers below Fried, sure.

Jon V : What’s your view on Oscar Mercado? Can he take another step forward next year or was this year a peak performance type year? How about another reclamation project in Daniel Johnson? Indians seem to have quantity but maybe not quality in the OF
Keith Law: Mercado’s a starter in the long run, IMO, while I think Johnson is a fourth outfielder or platoon guy.

Jay: Any thoughts on why the Yankees didn’t give Didi a QO? Seemed strange he didn’t get one, and I feel like I’m missing something.
Keith Law: Same. Didn’t understand that at all.
Keith Law: Like, if he takes it, so what – isn’t one year of a healthy Gregorius at that salary a valuable commodity in trade?

BuccoFan: You worked with Tony LaCava in Toronto. Would he be a good fit as the Pirates GM? A lot rumors about him in the media
Keith Law: Yes, he absolutely would.

Dave: Your piece on the minor league realignment proposal indicated that you were (at least) sympathetic to the idea that the overall population size of the minor leagues is currently too large. From a baseball standpoint, do you have a sense of your ideal minor league population size (and, how that compares to now)? Clearly you’d want a population large enough to occasionally hit on ‘diamonds-in-the-rough’ or late bloomers, but not so large that (for instance) I’m pitching to your elite hitting prospects; but I don’t know how to go about figuring that out.
Keith Law: I don’t have a specific league/system size in mind, other than believing the current system is too large … we don’t need the Appy/Pioneer Level at all, although I think the Rockies should be mandated to add an AZL team in that case. I’d be fine with losing that level and having every MLB org have seven teams: DSL, complex, short-season, A, A+, AA, AAA. But I think some minor league contraction would also be a function of changing demographics and market sizes. Not every town with a team is capable of supporting that team at a financially sustainable level.

greg: what was your major in school and did you know what you were doing when you went in?
Keith Law: I started out as a government major (like political philosophy), switched to a joint sociology/economics major in my third semester, and I would say I still don’t actually know what I’m doing.

Noah: You know that Emmet is Hebrew for “truth”, right?
Keith Law: I did not know that, since I speak no Hebrew at all. Thanks.

Chuck: Is Tork going #1 or do the Tigers load up on pitching with Hancock?
Keith Law: You left out option C, which might be Austin Martin, or perhaps another candidate like JT Ginn if the changeup he’s flashed in the fall is still there when he starts.

Dave: As a relatively new subscriber, I’m enjoying the newsletter so far. Have you considered a section on what you’ve been cooking lately (specific dish, ingredient, technique)? I tend to enjoy your culinary content!
Keith Law: Good idea, thank you.

Morris: My parents never hit me, and I turned out fine
Keith Law: Funny how we don’t hear that line – it’s always the people who were spanked or otherwise received corporal punishment who insist they’re okay.

Zach D: So republicans don’t like the AZ election results because a democrat won when AZ is a “conservative State” because metro areas rule the elections. I can’t keep up with their nonsense anymore.
Keith Law: Vote them all out. There is no other solution; if they think this strategy keeps them in office, they will continue to pursue it. That’s only rational.

Scott: Austin Riley had an odd year. What do you ultimately see as his big league role?
Keith Law: Extra guy.

Jacob Z: What do you think is a good path to get into the industry? Is it really Ivy league/big name school or bust?
Keith Law: Data science. That’s where the jobs are.

Chuck: Does Josiah Gray make double digit starts for LA next year?
Keith Law: How about 2021 for that?

Sok: How egregious is it that Larry Walker is on his 10th HOF ballot? Guy was an absolute stud
Keith Law: I will vote for him; I think he’s deserving. Decent shot since it’s his last year and we did clear a few names last offseason. I have pondered my ballot and there’s a nonzero chance I’ll leave at least one spot blank. There are about eight definites, and then it falls off into borderline guys.

Sam: If you were the Yankees, would you rather give Cole a deal in the 7yr/$245M (35M/yr) range or give Wheeler and Odorizzi each a 4 year deal with a combined annual value of 35M/yr?
Keith Law: Cole. I mean, option 2 isn’t bad, but I think they need the frontline guy for the regular season AND postseason.

Vandal Cunningham: The Braves are allegedly prioritizing a front-line starter, but they’ll surely be out on Cole / Stras, and Bumgarner doesn’t fall into that category. Who can they realistically target? Is Syndergaard an option?
Keith Law: They’re well-positioned to acquire someone in trade rather than free agency (can’t imagine Liberty letting them go get one of those top SP).

Sam: As a Mets fan, am I crazy for wanting them to sign Gregorius and move McNeil to 3B and Rosario to 2B?
Keith Law: No. The one downside I would see is that you might stop Rosario’s development at SS – he was much better in the second half, and I think he can do it long-term.

Ira: Should the MLB have a spending floor to force teams to at least pretend to be competitive while also not letting them take advantage by collecting revenue sharing w/o spending money?
Keith Law: I don’t like the straight salary floor idea, which would provide incentive for teams to pay for veterans who aren’t necessarily any better than the younger players they’d be replacing. I would prefer a system that says, “OK, you can field whatever team you want, but if your total payroll for this year falls below $FLOOR, you pay the rest into a union fund that the PA would distribute to unsigned free agents.” That would solve the problem of teams just pocketing shared revenue without asking anyone to field a worse team just to spend more money.

Roger: Can’t too much go wrong with young pitching for the Red Sox to be like, “Ian Anderson is the main piece for Betts.” Wouldn’t they be better off getting Waters, if not Pache?
Keith Law: If your question is just position player vs pitcher, then yes, better to get the position player, all else being equal. In this case, the Red Sox have a more acute need for starting pitching than anything else, though.

Josh G.: current book you are reading? side note: how many books do you read at a time?
Keith Law: Usually one book/ebook and one audiobook at a time. I’m reading Mary Robinette Kowal’s The Calculating Stars and listening to Safiya Noble’s Algorithms of Oppression.
Keith Law: I think my next read will be The Cloven, the last book of the Vorrh trilogy.

Connor: You wrote “inconsistent arm swing” in George Kirby’s writeup in the top 100 draft prospects. Is that something that, if unaddressed/unchanged, you think will negatively affect his command?
Keith Law: Yes, that is the #1 concern with an inconsistent delivery.

Zach D: How is releasing a whistler blowers name not illegal? And now republicans plan to subpoena the individual in a public hearing. What a s-show
Keith Law: This is the world we chose in 2016.

Jeff: Just a Reds fan, reading an old Klaw article from 2012 with my “Insider” account. “Votto’s 10-year contract might look good for the next four or five seasons, but the deal threatens to be an albatross around the neck of a low-payroll team in a market that might generously be called middle of the pack“
Keith Law: I don’t even remember saying that, so thank you.

Millennium Sports: Hearing LHP Dan Tillo is up to 98 with a wipeout slider for Team USA. He a DUDE for you?
Keith Law: Wrote about him after seeing him in the AFL, where he was throwing harder than I’d ever seen (not 98, IIRC).

Eric: How sad that Bill Gates is so worried he may have to live on $8 billion dollars vs. $108 billion if Elizabeth Warren is elected, right?!
Keith Law: The struggle is real, my friends.

Matthew : Does caffeine help with memory and studying?
Keith Law: I sure hope so!

Josh G.: when is the next periscope happening?
Keith Law: I do not schedule those … it’s a matter of having the time, and the quiet around here.

Max: The Astros should be all over Jon Gray, right?
Keith Law: Did I suggest that last week? I feel like I did.

Geraldo: I have the flu and feel like crap. Tell me something good about the Giants to temporarily relieve my pain.
Keith Law: I have a lot of trust in Farhan to modernize this org and get them moving forward again.

Dan W.: Any thoughts on what happened at Deadspin and/or on the next best way forward for those of us who relied on it?
Keith Law: Follow those writers to their new spots, and read what they write. Also, pay for some content, somewhere. You probably pay for mine if you’re here, and I appreciate that. I pay for the Athletic, Baseball America, the Washington Post, and the New Yorker, plus a cooking magazine or two (Bon Appetit, at the moment). I want to support writers i like, and to support good journalism, period. The best way to do that is with my wallet.

Ryan: How is Wingspan as a 2 player game? My wife and I love Azul, which has been our first real venture into boards, so I’m wondering if Wingspan is worth the purchase or if I should go for 7W Duel instead, thanks for all your work!
Keith Law: Wingspan works well with 2, but 7WD is ‘optimized’ for two-player.

Portmantotebag: Can you give a Tigers fan any hope?
Keith Law: There’s some pitching coming.

OC Joe: Did you have any reaction to MLB’s proposal of a free agent multi-year deadline this winter, which would have come…I believe sometime in mid-December?
Keith Law: The dumbest fucking idea of the year … in a year of some DFIs. Teams would just refrain from offering multi-year deals till after the deadline.

Dave: Scale of 1-10, what’s your excitement for Rise of Skywalker?
Keith Law: 3 or 4.

GF: is there a way to view all the articles you have written over at espn? i just subscribed to espn+ and would like to do some reading of yours but i can’t find a way to view prior posts
Keith Law: There is not an easy way to do that. I’m sorry.
Keith Law: I have asked for an index page that just lists all my pieces chronologically, but was told no.

Andy: Keith–I’m in the same boat at Chris P from last week’s chat. I would much rather read your top 50 FA list than, eg, someone’s who was repeatedly fired for unethical behaviour and doesn’t believe in using evidence. If you don’t jump elsewhere, eg The Athletic, and re-up with ESPN can you please negotiate to be able to send subscription-fee newsletter your Insider content to foreigners?
Keith Law: I am sorry about this as well.

Brian: Keith, we know the idea of “momentum” is bunk in baseball. I know you’re not a huge fan of other sports, but do you think it’s possible that it has an effect on the outcomes of games in other sports, or does the data suggest it’s total nonsense?
Keith Law: I would insist on seeing evidence before believing it is anything other than woo.

TomBruno23: It’s me again saying thanks once more for the book recs…blew through The Queen this week. What a crazy, crazy story interwoven with US Social Welfare Policy.
Keith Law: So, so good. Also, congrats to Tom Baxter, who won our giveaway of a signed copy of The Queen, provided by Josh Levin & his publisher.

Sam: Can you please explain why you ranked wheeler over bumgarner? Virtually the same age, wheelers injuries have been more prevalent and baseball related than madbums and the actual performance year over year favors madbum? Madbum seems like a much safer investment than wheeler.
Keith Law: Wheeler is way better right now. He had ~5 mph more on his FB, was worth about 1.5 more WAR last year, started more games and threw a lot more innings the last two years. I don’t think this is even a little controversial.

Dave: Just for general knowledge, the Ryan Thibs tracker is live https://onedrive.live.com/view.aspx?resid=F2E5D8FC5199DFAF!17003&ithin…
Keith Law: Excellent, great resource. I always make sure Ryan has my ballot.

Jose: Where do you have Nick Neidert’s ceiling at?
Keith Law: Fourth starter.

RAWagman: If the launch angle revolution is not largely a function of the juiced ball, what impact does that have on the importance of fielders? Thanks, and good luck with the new book
Keith Law: Doesn’t it make them more important? Balls are being hit harder, and more frequently as line drives.

Linus: During the writing of your new book- how much did you interview researchers, or were you primarily reliant on their publications?
Keith Law: My interviews were with baseball people. I exchanged emails with a few researchers – I can think of two immediately – but largely relied on their published papers so that interested readers could follow up and read them if so inclined.

TomBruno23: Your “this tweet just won the 1985 NL MVP” tweet made me smile. Talked with Dave Parker at a card show in STL several years ago and made a point to bring that voting up. “I’ve read where you think you’d be the HOF if Willie McGee hadn’t stolen your 1985 NL MVP.” “Yeah, that’s right. Where you at, McGee?” as he’s mock looking around the room.
Keith Law: I’m not sure if that gets him in the Hall, but it wouldn’t have hurt his case, at least.

TestaDuda: It’s not my money, but doing the math based on known revenue streams and free agent variables and it seems like the Red Sox should be going for it all this year and then trying to get under the tax AFTER 2020. If free agency of Betts, JDM (opt out) and JBJ aren’t enough, Price and Sale have chances to prove health (reducing underwriting on a trade) plus a new CBA all seem to make sliding under more conducive after 2020. Agree?
Keith Law: Here’s my counter to that: Who pitches? Price isn’t 100%, Sale isn’t 100%. Eovaldi wasn’t good. They have one decent, healthy starter right now, and nobody coming out of the system to help them. If they keep Betts, can they build a contending rotation through trades and free agency?

xxx(yyy): bottom of the 9th, 1 run lead in Game 7 of the World Series…do you prefer the best starting pitcher in baseball to come in for 1 inning (say G Cole? Scherzer?) or the best “relief” pitcher to come in for 1 inning (say J Hader) to close it out? Why?
Keith Law: Would depend on matchups (if you have LHB coming up, you want Hader) and how much rest everyone has had.

Ben: Do you think Carter Kieboom could be an every day starter next year?
Keith Law: At 2b, I’d say a strong possibility. I don’t see where else he could reasonably play.

Eric: At early look of the HOF ballot, I think a good ballot would be: Bonds, Clemens, Jeter, Rolen, Sheffield, Walker, Andruw, Helton, Manny
Keith Law: That’s not a bad ballot at all. You do have some of the borderline guys I struggle with, though.

Austin L.: also, favorite baseball book ever?
Keith Law: Lords of the Realm is pretty great, if dated now.
Keith Law: If you want something recent, Alex Speier’s Homegrown was a great picture of how the Red Sox built the 2018 team, with a lot of inside information from their scouts & player development folks.

scott: when does your espn contract expire?
Keith Law: In (checks calendar) 54 days.

Connor: Keith, any tips for pizza dough? Mine frequently comes out a little to dense for my liking
Keith Law: Dense sounds like you’re overworking it a bit. Also would check your hydration levels.

Rob: Thoughts on the new Opeth album? And are you listening in Swedish or English?
Keith Law: English, and I was very disappointed after the first track. Too proggy without the metal.

thatssotaguchi : A loud segment of the St. Louis Cardinals fan base is appalled that Mozeliak was just extended. Good move for the team or nah?
Keith Law: Yes, good move. Mozeliak has done a very good job, as has Girsch. I didn’t get the Shildt extension after we all just saw him playing Candyland and making Snitker & Martinez look like they were playing Gloomhaven.

Bruce: Will the Reds move Nick Senzel to second base?
Keith Law: I’d like to see that; I don’t think CF is a great fit for him, although I worry 2b isn’t going to do anything to keep him off the IL.
Keith Law: OK, that’s all for this week. Thank you all as always for reading, and for all of your questions. I’ll be back next week for another Klawchat and hope to start my annual offseason dish posts (top 100 games, cooking posts, etc.) next week. Enjoy the long weekend!