The Wife.

The Wife, based on novel of the same name by Meg Wolitzer, has received early acclaim primarily for the performance of Glenn Close as the wife of the movie’s title. She delivers a solid performance, as you might expect, but the movie is dreck, the cinematic equivalent of painting by numbers, with moments so big and predictable that I actually walked to the back of the theater at one point to message a friend about how bad the movie was.

Close plays Joan Castleman, the wife of author Joseph Castleman (Jonathan Pryce) who, as the film opens, wins the Nobel Prize in Literature in 1993; the story takes us with Joan and Joe to Stockholm for the ceremony while giving us flashbacks to when they met and through the development of his career and their marriage. Joan was a student in Joe’s writing class at Smith, with Close’s daughter Annie Starke playing young Joan and Harry Lloyd hamming it up as young Joe, and they start an affair even though Joe is married and the two are teacher and student. Their romantic relationship also involves a professional partnership, as Joan is a gifted writer in her own right, but subverts her talents because she believes there is no market for a female novelist, while she can help Joe turn his writing into something that can succeed critically and commercially. Back in Stockholm, Nate (Christian Slater) is hounding the family so he can write a biography of Joe, while their adult son David (Max Irons) is there to sulk, smoke pot, and yell at his father. Of course, the tensions build over the course of the film to a melodramatic climax where we learn the truth about Joe’s work while Joan makes some major decisions about the rest of her life.

The hackneyed story runs through a series of coincidences, clichés, and outright groaners that destroy any suspension of disbelief because you can’t possibly accept anything this stupid as remotely realistic. Joe’s about to kiss the stunning young photographer who’s been assigned by his publisher to take pictures of him in Stockholm when the alarm Joan set on his watch to remind him to take his heart medication happens to go off at that precise moment. The winner of the Nobel Prize for Physics is supposed to be there for comic relief but is just an unfunny caricature of the overbearing, bragging parent, and of course we later find out that his kids are messed up. Nate is an even worse caricature of a mercenary writer, unctuous enough to soak the audience in grease, even dressed to depress with a cheap leather jacket and jeans while everyone else is attired for the occasion. David is the brooding young author and his fractured relationship with his father is overwrought and undersold. The scene with the walnut in the hotel room is insultingly trite. And if you can’t see the ending coming with all the clues the film positively throws at you from the beginning, the little plastic castle must be a surprise to you every time.

Close’s performance in The Wife has garnered substantial praise and she’s considered very likely to earn a Best Actress nomination, both for her performance and because the subject matter is clearly Oscar bait. Close is … fine. She gives a good performance in a role that is just not all that interesting – Joan’s character is just not that remarkable and the confines of the script do not give Close all that much room to stretch out. Joan says she doesn’t want to be seen as the long-suffering wife, but that’s just what she is, and we’ve seen this character a thousand times before. Close does what she can, but there’s no new thing under this sun.

Pryce is a scene-chewer by nature, although he deserves credit for how spot-on his Brooklyn Jewish accent is; he gives Joe a little charisma so you can see how women might still be interested in him despite his gruff manner and bombast. Irons scowls his way through the film, although the script gives him little else to do, and Elizabeth McGovern, whose bizarre diction was a constant distraction on Downton Abbey, tries to deliver some sort of weird 1950s dame voice to match an overblown speech that alters the course of Joan’s life.

The groupthink around this film just flabbergasts me – this is a badly written story with two competent performances at its heart, neither of which can elevate this movie beyond the level of dreadful. Even the few laughs are forced and the jokes frequently obvious. If Close gets a nomination over Rosamund Pike (for A Private War) or Melissa McCarthy (for Can You Ever Forgive Me?), it might be more a career achievement honor than a reflection of their respective performances.

A Private War.

Marie Colvin was a highly decorated war correspondent for The Sunday Times, a British newspaper, for more than 25 years, scoring interviews with major anti-American figures like Muammar Gaddhafi and Yasir Arafat while reporting from war zones in Kosovo, Sierra Leone, East Timor, and Sri Lanka, where she lost sight in her left eye during a grenade attack. She’s been credited with saving the lives of over 1500 women and children in what is now Timor-Leste from an attack by Indonesian-backed forces, and later revealed the existence of a mass grave in Iraq that had the remains of 600 Kuwaiti prisoners. She continued to dive into dangerous situations to report from Libya and then Syria, where she was eventually killed by Syrian artillery fire during the siege on Homs in 2012.

A Private War attempts to tell the story of this fascinating, complicated woman in under two hours, a near-impossible task, but one that this film comes close to approaching by limiting the scope of its chronology to the last thirteen years of her life. This narrow focus gives the film more time to spend with Colvin, played here superbly by Rosamund Pike, in those conflict zones, giving us gripping sequences to highlight her bravery while also showing the violence to which she was regularly exposed. That last point is crucial to the film’s primary theme – that Colvin herself battled post-traumatic stress disorder as a result of her dedication to reporting from conflicts, and engaged in some self-destructive behavior as a result. That “private war” of the film’s title is not sufficiently resolved in this film, but Pike does a remarkable job inhabiting this character and all her complexities, enough that we can get a picture of Colvin as a hero who was still very human.

The film thrives on Pike’s performance, which feels note-perfect throughout – she has Colvin’s voice and diction down pat, and shifts comfortably from the confidence, bordering on arrogance, of Colvin at work and in the field to the damaged side of someone suffering from PTSD and, for the first half of the film, refusing to acknowledge it. Colvin sought treatment, depicted in the film, but continued to drink heavily to try to mask it, telling friends she was “in the hole” when the flashbacks and night terrors became so overwhelming she would isolate herself for days. Pike’s Colvin drinks and especially smokes not just to forget but as a reflexive reaction to trauma, both first exposure and its return via flashbacks, yet she’s also compelled to return to the field and even to move further into danger. In the character’s own words, it’s because someone had to tell these civilian war victims’ stories, and if it wasn’t her, no one else would. The film is removed enough from her character to make her motivations ambiguous; her empathy for victims seems real enough, but she appears to be driven by something more, whether it’s adrenaline, ambition, or a need to prove herself.

A Private War plays a little loose with some key points in Colvin’s story, notably that her husband, Juan Carlos Gumucio, killed himself in 2002, within the timeframe of the film – he’s never mentioned at all. The scene outside of Fallujah where Colvin, her longtime photographer Paul Conroy, and a local crew uncovered the mass grave is depicted as the discovery of Iraqi bodies, but the story Colvin wrote on the uncovering identifies them as Kuwaiti prisoners executed and dumped by Saddam Hussein’s forces. Colvin entered Syria for the last time on a motocross bike to get over the border despite a ban on journalists, a scene that isn’t in the film but seems like it would have been tailor-made for Hollywood. The eleven-year-old Palestinian girl whose shooting death the movie version of Colvin describes seeing appears to have been a 22-year-old in real life, which may tie into a regular flashback we see Colvin experiencing throughout the film. And the movie version of Colvin tells a different, over-dramatized story of her childhood and her relationships with her parents, at least compared to the version she gave in real life.

(The film is based on a Vanity Fair article from shortly after Colvin’s death, titled “Marie Colvin’s Private War,” which I’ve used extensively here in this review. One fact in that article that I find fascinating is that she took a class from John Hersey where she read his New Yorker story “Hiroshima,” which still stands today as one of the greatest works of journalism to date. I can’t believe reading that had no effect on her choice of careers.)

If A Private War is flawed, it’s that no film of 110 minutes could give a complete picture of someone like Marie Colvin, who lived a life of enormous achievements, left a tremendous legacy of work and dedication, and was still a three-dimensional human with emotional problems, messy relationships, and demons she acquired through her work. Pike delivers an incredible performance, although it seems like there may be no room at the Oscar inn for her; I’ve only seen two of the five probable nominees for Best Actress but would rank Pike’s performance here over Melissa McCarthy’s in Can You Ever Forgive Me? It’s a more nuanced biopic than most are, and tells a story more people should hear – including me, since I was unfamiliar with her work or legacy before seeing this.

(One warning, however: the film has some harrowing scenes of flashbacks and nightmares to depict Colvin’s PTSD, which seems to me like a probable trigger for audience members with the same disorder, especially if it’s caused by exposure to violence.)

Stick to baseball, 11/17/18.

My one piece for ESPN+ subscribers this week looked at some major names on the trade market this offseason. I also held a Klawchat on Friday.

I appeared on the Pros and Prose podcast to talk about Smart Baseball and other topics related to the book and reading/writing in general.

I’m back to sending out my free email newsletter every week to ten days or so, as the spirits move me. The spirits usually include rum, of course.

And now, the links…

Klawchat 11/16/18.

Keith Law: Hate if you want to hate. It’s Klawchat.

Bruce: Does Corbin Burnes project as a top of the rotation starter or more of a mid? Should I be optimistic about the Brewers young starting pitching with Burnes, Woodruff and Peralta?
Keith Law: I think he’s more of a #2 starter, above league average, not someone who’s top 15 in MLB. I think Woodruff is a mid-rotation guy. Never a big Peralta fan – he’s too dependent on one pitch and the deception it generates.

Ken (Cleveland): I can’t decide what Corbin is. Assuming my Yankees (like I own them I know) sign him to a 4/110 or 5/130 type contract. what is he for the next 3-4 years. Is he a 4.5 WAR #2 or a 3.5 WAR #3?
Keith Law: There is no way anyone, especially not I, could pretend to offer that kind of precision in a forecast.

addoeh: Will you do your traditional Periscope chat while you spatchcock a turkey this year, even if you aren’t hosting? Maybe you can do the chat while making GBC!
Keith Law: Depends on what else I have scheduled for Tuesday. Hitting the road Wednesday, so that’s out.

Moe Mentum: I think you would make an ideal host for Jeopardy! when Alex Trebek retires (soon). Or at least a contestant. Any interest in auditioning?
Keith Law: I feel like they want someone with a very neutral personality to host that show. That’s … not me.

Bruce: Does Scott Kingery stick long term at SS? Do you expect to see more productivity from him at the plate this year?
Keith Law: Not a shortstop.

JP: what’s your evaluation of Michael King? the stat-line scouts think he’s a valuable piece, but seems more like an up-and-down reliever.
Keith Law: Reliever. You seemed to anticipate my response that you shouldn’t scout the stat line.

Moe Mentum: Hall of Fame question. As the list of enshrinees continually grows, would you endorse the establishment of a “tiering” system to rank the members based on (revisionist) merit? Or perhaps purging some less deserving members from membership? Or do you favor just leaving things alone?
Keith Law: Just leave things alone. But expand the ballot to at least 12 spots.

PhilliePhanDan: I know Kingery needs some more time, but do you have any thoughts on some other former Phillies prospects who seem to have not met expectations? ie, JP Crawford, Nick Pivetta, Roman Quinn, Dylan Cozens,
Keith Law: Crawford has a lot of untapped upside, and I think it’s up to him to decide what kind of player he wants to be. Pivetta has reached his ceiling. I was never a big Cozens fan and think he’s an extra guy at most. Quinn’s issue is staying on the field. He could sneak into a regular role if he stayed healthy.

Nate: What kind of return could the D-Backs reasonably expect for Greinke? True prospects, or just a salary dump.
Keith Law: True prospects. He’s good.

Ryan: I am sure someone is going to pay Bryce Harper $300M+, but is that really money well spent? Will he be able to live up to that contract? He has had 1 great year, 3 good years, and 3 bad years. If you pay that amount of money, are you getting the guy with a 10 WAR or the guy that has a sub 2 WAR two out of the last three years?
Keith Law: One of those sub 2 WAR years was due to playing through an injury, not lack of ability. I think he and Machado are worth that.

Bruce: How do you decide what books to read next? How come theres no website with an algorithm that tells you what you mike like based on what you have read.
Keith Law: I mostly read books in the order in which I bought or acquired them, since that’s how I put them on my shelf. As for how I choose what to buy, it’s a combination of things – authors I like, book lists/rankings I decide to work through, reader & friend recommendations, sometimes just browsing a bookstore and having a spine or cover catch my eye.

Brint: Assuming good health and ignoring service time, is Sixto good enough right now to help the MLB team? Anything he still needs to work on?
Keith Law: Yeah, kind of everything except throwing hard. Not MLB ready.

Bmosc: Time for Wilbon to step away from the mic: He argues that “winning the damn game” is more important than ERA in determining the Cy Young award. Such an antiquated way of thinking.
Keith Law: Yes. I don’t know what his knowledge is like on other sports, but when Wilbon talks baseball, he reflects a philosophy that is 20 years behind even the laggards inside the sport itself.

addoeh: Now that the election is over, do you know if Soros will continue to compensate us for protests until 2020 or will I have to find a real job in the meantime?
Keith Law: I haven’t gotten a check from him in years.

Rick Sanchez: There are 5600 members of the National Guard doing nothing in a desert right now with no AC who are going to miss Thanksgiving with their families, all so that Trump could squeeze a few more votes for the midterms from those willing to buy his BS. It’s also worth noting there hasn’t been a peep about the caravan post-midterms, after touting it as the effing apocalypse beforehand.
Keith Law: Yep. Support are troops (sic).

Ben: Reaction to Betsy DeVos’ proposal which makes it easier for sexual predators to get away with their crimes? What planet does she reside on?
Keith Law: I thought the swamp was drained!

Nate (Seattle): What’s your thoughts about Orlando Arcia’s bat? Is there still hope of him being an above average regular?
Keith Law: I’m still a buyer. I see an above average regular.

Dave: I’ve seen you say you don’t read popular fiction but you do read a lot of modern literature. For lay people, what is the line between the two? How is it determined what counts as ‘literature’ and what doesn’t?
Keith Law: Does it matter? That’s a serious question, not a flippant response. I don’t see where the distinction matters to anyone but the person reading the books.

Rob: I’m in new oreleans for a conference. Heard/been to any places you would recommend to eat?
Keith Law: Cochon/Cochon Butcher.

Ryan: what can the twins do to help rebuild?
Keith Law: Their system is very strong. I suppose they could trade from it to speed things up, but I’d recommend staying the course.

Rob: Any thoughts on the Orioles hire at GM?
Keith Law: Really strong choice, especially with Mejdal coming along to build their analytics department (which I think had nobody left?).

Brandon J: Good day sir. I was wondering if you’ve had a chance to see Jordan sheffield this fall? Looks like he’s working only in relief
Keith Law: I did. Not great. Arm strength, that was it.

Joe: Have the Braves started to fill out their International Scouting Department yet?
Keith Law: No since they can’t really spend for another year.

Mike: did you see Pearson pitch in AZL? he seemed to progress, do you see him as a starter or reliever?
Keith Law: AFL (not AZL, I know what you meant). Was awful for me, awful the next outing, gradually improved as the fall went on. Arm strength is absurd, looks like a starter. Reports I got from scouts who saw him late were good, still a top 100 guy, and third in that system for me.

Gumby: What are your thoughts on Yordan Alvarez’s ability to play the outfield, and his 2018 as a whole?
Keith Law: Zero chance that giant plays the outfield without someone getting hurt.

Dave: Would Harper be a fit at 1B for NY both positionally and as a lefty bat to level out the lineup? And is there really a “bad” contract you could give to either him or Machado? Two 26 year old future HoFers reaching UFA seems pretty unprecedented.
Keith Law: Waste of his athleticism.

Jill: What do Harvard College alumni, past and present, think of Harvard Extension School?
Keith Law: I can’t say I know enough to have an opinion.

Zach: The Reds pursuing top-line pitching in the middle of an unfinished rebuild feels like when I pull the Thanksgiving turkey two hours early because the cook time is done even though the bird’s not ready. No reason to empty the farm to gain 5 wins on a 70 win team. Agreed?
Keith Law: Agreed. Not sure they get it, though.

Joe: I understand if a voter refuses to vote for pitchers for MVP because he sees it as a position player’s award. I don’t necessarily agree with it, but I understand it. But it really doesn’t make sense when a writer gives de Grom a 5th place vote. If you see him as eligible, how can you possibly justify having him 5th on the ballot?
Keith Law: I agree with your second point, but as for the first one, it is definitively NOT a position player’s award. If you refuse to consider pitchers, that is your right … but DON’T FUCKING VOTE. Give the ballot to someone who will follow the actual guidelines.

Adam: If Thor is traded to SDP, realistically, what top prospect should they target? Gore? Baez?
Keith Law: Worth remembering that the Padres tend to show interest in everybody good – Preller is super aggressive and always exploring options. I would guess they’ll be linked to a lot of trade targets this winter. If I’m the Mets, I insist on Tatis. If I’m Preller, there is no way I give up Tatis. (shrug)

Mac: Where do you think the Sox will move Yoan Moncada? I can’t see a move to 3B or CF working out. He has ability but very little desire to be a good defensive player. They should just plop him in LF and let him concentrate on hitting the baseball.
Keith Law: I don’t know anything about his desire to be a good defensive player or lack thereof. I do know the infield is kind of tough for him given how he fields, but I thought CF would work with his speed and how fast he goes from 0 to whoa.

Guest: First, love your food reviews. My two friends and I relied on your Arizona Eats restaurant guide for our trip to the AFL and you were spot on. One highlight was Ocotillo, where I got the baked lumache pasta I’m still thinking about, five weeks later. Speaking of AFL, we were there in the first week and I was hoping to see some exciting play out of Estevan Florial but wasn’t impressed in the couple games I saw (small sample size and untrained scouting eyes acknowledged). His performance (at least in his stat line) doesn’t seem to have improved since. What do you see in him these days?
Keith Law: Same as last year – the guy doesn’t recognize pitch types well at all, chases too often, swings and misses way too often. Huge tools but no sign he’s converting that into the skills he’ll need to be even an average regular.

Rob: I asked back in June your Metal album of the year and you went with Tribulation. Still the case? FWIW I’m goo
Keith Law: I’d have to think about that one … the Riverside album was great, Toundra was great, solid but uneven records from Horrendous, Omnium Gatherum (maybe not uneven so much as lacking any standout tracks), Voivod, High on Fire.

D: Are there any non-baseball sporting events that you regularly watch?
Keith Law: Nope.

Mike: The starting 3B, SS, 2B for 2019 Chicago Cubs are___,____,_____
Keith Law: Bryant, Baez, TBD. I would still like to think they turn the page on Russell, with Baez emerging as a good shortstop who’s far more productive with the bat.

Chad: Do you think Max Fried has shown enough to be an impact starter? Or is he more of a back-end rotation and bullpen piece now?
Keith Law: I would absolutely start him now to see. He has the CB and CH to be an impact starter. The FB plays a little down from its velocity, so I think he’ll have to either have better command or, more likely, pitch more with his secondary stuff to get to that level.

Chan: Thoughts on the Marlins rebrand so far?
Keith Law: The what by the who?

Denji: Will the story on what’s going on behind the scenes in the Astros front office ever come out? I understand that sources might not want to go on record and the situation is still fluid, but there have been so many vague “yeah, there’s a lot going on” statements from writers that it gets a bit frustrating.
Keith Law: I actually don’t know what you’re referring to here. Just all the departures?

Jay: If you were running the Nats and the Lerner family said you can only sign one to a large, long term deal, would you choose Rendon or Harper?
Keith Law: Rendon, because they have Robles/Soto as Harper replacements but nobody behind Rendon.

Rob: It was fun as a Mets fan this week watching the Orioles (!) school the Wilpons on how a new FO is assembled. Ugh.
Keith Law: I had that thought too – the Orioles have so long been the punch line for ownership jokes, but they hired one of the best candidates and interviewed at least two more very good candidates (even with some folks declining interviews), while the Mets did something I can’t really justify.

Frank : What do you think the ceiling for Alex Lange is? Could he be a bottom or mid rotation guy for the cubs? Thanks.
Keith Law: Always been a reliever for me.

Josh: Lucas Giolito is only 24 but its feeling like he’s at a real crossroads. What does he need to do to be a useful ML pitcher?
Keith Law: I had him as a breakout candidate this year, only to see his mechanics fall apart right out of spring training, but I’m going to double down on it for 2019. It’s really about mechanics and staying healthy this year.

Ryan: Is Joe Mauer a Hall of Famer in your eyes?
Keith Law: He’s very borderline for me. I think he’ll have a hard time getting in, though.

Jennyfer: I read a lot, not as much as you. Do you finish everything you start? I get books based off recommendations, but if after 25-30 pages it doesn’t grip me, I’m out.
Keith Law: I bail on books too – not that often, but I do. I’ve quit books after a page or two if the prose really bothers me, or if there’s something early in the book that I find really distasteful.

Nolan: As a Padre fan who hated the Hosmer signing, how worried should I be about a deal for Thor? He’s better than Hosmer, obviously, but do you see any way the prospect cost would be worth it for a team in SDs position?
Keith Law: Probably not. I don’t see the point in such a deal right now, but maybe ownership is demanding more wins in 2019.

Dan: I know you’re not the biggest Gimenez fan, but say the Indians value him as a top 35/40 prospect, does Gimenez, Justin Dunn/Peterson, Matz and Dom Smith make some sense as a Kluber package for both teams ?
Keith Law: No.
Keith Law: I mean, he’s not a top 35/40 prospect for anyone. I’m not sure how to just assign the guy value he doesn’t have.

Alex: Hi Keith, seeing as though the Mets probably won’t sign Manny where do they go for impact bat? I don’t think trading Thor is the answer as I think his best days are still ahead of him. Do you think wheeler could get a good bat or maybe a buy low guy? Missing out on cain for leadoff and CF last year was a huge mistake. Also do you see new GM considering such things as I don’t know, defense being important?
Keith Law: If BVW has the same payroll restrictions Alderson has, then he’s better off trying to build from within. The system is in good shape; a deGrom trade would help that tremendously. But the free agent market would just be a waste of money for them, since they’ll be playing in the dangerous middle tier, not the top.

Raphael: Your take on the Mariners/Lorena Martin situation?
Keith Law: I know absolutely nothing beyond what’s been published and don’t feel qualified to comment.

Joe: Keith, thanks for the awesome insights. Interested in your take on a “change of scenery” swap of 2 underperforning young pitchers with some past health issues and equal number of years of control left…Dylan Bundy for Vince Velasquez. Fair deal for both sides?
Keith Law: Bundy’s health issues don’t seem “past” to me. I wouldn’t do that if I were the Phillies.

TK: Did you see Will Craig in the AFL? What do you think his floor/ceiling are?
Keith Law: I did, and saw him in August too. I think below-average or fringe regular.

Joe: Did we see enough of Julio Urias at the end of the season to better gauge his chances of being a starter again?
Keith Law: I didn’t. Besides, it’s a medical question, not so much a baseball one.

addoeh: Regarding the Braves not having an intl scouting department because they currently can’t sign anyone, would make any sense to have a few just to provide some evaluation baselines for players they could to trade for in the coming years?
Keith Law: Probably not worth the expense, although at some point they have to ramp up because there are already July 2nd, 2021 players getting locked up by teams.

Kevin: What’s the appropriate amount for a HS kid to pay for a weekend showcase ?
Keith Law: Nothing. Don’t pay for showcases.

JP: Vlad Jr and Robles the clear favorites for 2019 ROYs?
Keith Law: Vlad Jr. yes. Tatis vs Robles would be a fun debate; Robles has the job, clearly, while Tatis is the better player but may not be up until June.

Dave: Some Pirate fans seem to be overvaluing Tucker and Craig based on their AFL performance. Despite all the evidence this couple weeks doesn’t matter, do they have anything else to hang their hats on?
Keith Law: Both fringe prospects. AFL performance is really not reliable.

M: What is the market for Nelson Cruz. Seems like it’s bottoming out for aging players of this type even though he’s been successful
Keith Law: Very limited – what contenders have a full time DH spot open?

Kacey: I coach high school soccer. It’s not apples to apples with baseball of course as it’s more of a team game, but we have so many different personalities, effort levels and a ton of kids with emotional development issues. Do you find it hard to scout high school players because other than asking around (and if a scout asked me, I’d probably tell her most of my kids are great in order to support the kids) it’s hard to find out their true make up or know what it’s going to be? The difference of our kids who come back after one year of college is incredible.
Keith Law: I think that’s one of the hardest and most important parts of an area scout’s job, and something teams like the Astros, who have virtually eliminated area scouts, will miss on badly in the draft.

John: If the Braves trade Pache will they regret it? Why?
Keith Law: Yes, because he’s going to be really good?

Dee: Do you think Steven Avery did it?
Keith Law: The Atlanta lefty did something?

Adam Trask: When do you think the Padres profile as contenders? And how should that guide them this offseason?
Keith Law: That’s my objection – not this year, not with the Dodgers and Rockies still good and the Padres’ talent just starting to reach the majors, and a dead spot at first base and not much value from Myers. They’re not ready to make that big splash.

Tom: I’m not buying the Cubs not having the money to make a run at Harper/Machado. Everyone keeps saying they are at the top of budget but anyone who sees the organization knows they’re swimming in money especially with a TV deal a year away. Do you really think Theo doesn’t have the means to go after Harper or is it smokescreen?
Keith Law: Of course they have the money. Probably 28 teams have the money. It’s about willingness to spend it.

Randall: Cochon in NOLA is always a must for us. Any change to your opinion on Nico after strong AFL season? At Wrigley by 2020?
Keith Law: No change – didn’t see good contact from him, smart player, limited ceiling, moves fast but don’t see over a regular.

Zac: Where would you start Casey Mize this year and would you be surprised if he reached the majors this year?
Keith Law: Start in AA. Comes to the majors when he’s ready, which is probably this year.

John: How do you feel about Eminem as a rapper? I’d presume you have no time for him, given his history of um, problematic lyrical content – but wondered if you had a favorable opinion of his skills independent of the awful stuff he says.
Keith Law: His peak output – Slim Shady, Marshall Mathers, Eminem Show – established him as one of the best MCs of all time both for technical skill and lyrical ingenuity. I find a lot of his views to be trash, though, and never listen to him myself. From Encore on, I’ve had no use for him, because I think he’s also lost his fastball and still says the same hateful shit.

Mike: Is the AFL good for player evaluations, or too small of a sample? I’m trying to be encouraged with the hitting of Cole Tucker, but I’m not sure if its just SSS. Still not showing much power though
Keith Law: Great for scouting, bad for stat-line reading.

EG: Do you support the electoral college for presidential elections or would you prefer a true popular vote?
Keith Law: True popular vote. The Framers didn’t trust the voters to make choices of which the Framers would approve. Instead they created a system you can game.

JP: Yankees Twitter seems to think Florial is a 5-tool stud, while ignoring that the Hit Tool requires striking out in less than 35% of ABs. What’s a realistic projection for him? Outfielder Moncada?
Keith Law: Yeah, four tools, but the fifth one is a big deal. Moncada was better at the same age, though.

Ryan: Do you buy the Cubs actually are shopping Kris Bryant? I really like Buster Olney but that article screemed click bait and seemed to take what Theo said out of context.
Keith Law: They’re not shopping Bryant. I’m sure of it.

Denji: Yeah, I’m referring to the departures. Some people left before they had new jobs, and it seems like Fast made what reads as a lateral move (though I might be wrong). Yesterday in Kiley McDaniel’s chat when he was asked if there was a mass exodus or it was just a coincidence, said, “Lets just say there’s a lot going on there.”
Keith Law: Fast and Mejdal reached the end of their contracts and chose to go elsewhere. I don’t know what Kiley was referring to.

John: We have several of the board games you recommend each year and it’s become a Christmas tradition to buy two from Santa for the family. Recommend a game or two that came out this year?
Keith Law: Everdell, Charterstone, Reef, Forbidden Sky all come to mind. Probably forgetting some. I updated my top 100 all-time list this week.

Kacey: I was looking at Joe Mauer’s draft year. Not only were there only 3 All Stars from the first round (Mauer, Prior and Texiera), but the next best player drafter was probably Gavin Floyd and most players didn’t make the majors. Plenty of great players in other rounds. It seems the last 5-7 years or so first round picks make a quicker impact. Has scouting gotten that much better?
Keith Law: I think teams have gotten better in two major ways – they’ve incorporated more analytics into the process, from using traditional stats to now working with Trackman data, and they’ve started to value high school pitching differently, both drafting it later and treating those pitchers more carefully after they sign.

Steve: Should I be excited about any of the players the Pirates received in return for Moroff and Luplow?
Keith Law: Tahnaj Thomas is the sleeper. Least known of the three but an upside play. Chance for plus FB/CB combo, good body. The Bahamas are starting to churn out some serious dudes.

T: Joel Sherman seems to be super against signing Manny Machado because of hustle concerns. This whole thing is overblown, right?
Keith Law: Yeah, totally overblown for me.

Mike: Can you name names of anyone in the industry – player or office- who you walked away disappointed after meeting them? Either they’re a jerk or just overall not impressive person.
Keith Law: I could, but I’m certainly not going to name them publicly.

Damon: Donaldson a good option for the Mets? Obvious injury risk but could provide best production for someone who won’t cost Machado/harper money since the Wilpons won’t spend that much
Keith Law: Yes. If I’m Donaldson’s agent, I’m trying to sign the best one-year deal I can, hoping he gets healthy and posts a pre-injury stat line again.

Jared: For teams looking to rebuild, what allowed the Brewers do it so quickly? I know they had Gomez and Lucroy to deal, but still seems way faster than most.
Keith Law: They’ve hit on a lot of gambles, like the Chacin deal. That’s to their credit.

Brian: You’ve discussed the Jays system as obviously strong at the top but not as deep as other outlets seem to think. Given how 2018 turned out, what do you think is a realistic team outcome for 2019? And is true contention anywhere on the horizon?
Keith Law: I don’t see the pitching in that system to make them contenders any time soon; they’ll have to add it from outside, most likely.

Jared: I know Hiura didn’t hit for you while at the AFL, but do you think he is a future star with the bat?
Keith Law: Yeah, I am not really worried about it. Every scout I’ve ever asked about him has said they believe he’ll hit.

JG: BA didn’t have Nick Gordon in the top 10 Twins prospects? Has he fallen that much in your eyes?
Keith Law: He was atrocious in AAA – like he was swinging a wet newspaper. Hard to overlook that, and like I said earlier, that’s a really strong system.

Aaron: Who says no?
Keith Law: I do. Like, all the time.

Mike: I like board games but usually don’t have others to play with. Do you play with family? Friends? Groups?
Keith Law: Yep. All of the above.

Shaun: Would Manny Machado’s comments about hustling give you any pause about committing to him longterm?
Keith Law: Not a moment’s hesitation.

Steve: I’m a middle school baseball coach, and my varsity head coach loves the bunt a little too much for my taste. Is there a good way to approach this without damaging a very good working relationship? Or at lower levels of competition, does the relative lack of defensive skill and (at times) talent discrepancy make bunting a more valid strategy?
Keith Law: I know this book you could buy for him that covers bunting … but you are correct in that the sac bunt becomes a better percentage play the further down the ladder you go. Then the question is whether you are actually doing your job of teaching the kids to be better players, or simply taking advantage of children learning to play defense so you can win a few extra games.

Chris: Not sure if you heard about the SD guy who didnt vote for deGrom then hung up 10 seconds into a NY radio hit about his vote. Turns out he’s been covering HS sports in the SD area for some time. How can we purge these relics who arent even covering the sport anymore and still think pitcher Ws mean jack?
Keith Law: He hung up because the NY radio host attacked his integrity. That writer gave some of his free time to appear on that station without compensation. It was bullshit and I have no problem with him hanging up.

Greg: If he does come all the way back from Tommy John (no guarantee, of course), what is the role for Julian Merryweather? Is he a pure reliever or is there back of the rotation ability as well?
Keith Law: Sixth starter type for me.

Mike: i hear the comments that Boras made about teams not spending and then question why the BlueJays would not spend to compete. They have the Canadian market and huge TV numbers when the team is good. Did you hear Boras’ rant? i assume you agree with him
Keith Law: I do. He’s right.

Ted: When do your top prospect reports come out? I look forward to them every winter.
Keith Law: At some point in late january. I don’t know the dates just yet.

Tom: Were Robles and Soto top-tier international free agents? Product of scouting, or luck? To be in the position to lose Harper and fill in with that kind of talent is exceptional.
Keith Law: Soto was – he signed for $1.5 million. Robles signed for $225,000, so he wasn’t top-tier but not just signed to fill out rosters. They’ve done a good job on the international front.

Bruce: Do you see Josh James as a difference maker out of the bullpen? Could he be a starter?
Keith Law: Bullpen for sure. Maybe a starter. But the floor is high.

Aiden Elash: Have you much of Eric Pardinho?
Keith Law: I have not seen him live.

Ted: This might be weird, but have you ever thought about auctioning off your time for charity? I would love to sit down and pick your brain about baseball for a few hours.
Keith Law: I have done this at least twice before, attending games with readers who donated to a charity that approached me to ask if I’d do so. Obviously it would have to be a charity I would support myself, but yes, I’m up for it.
Keith Law: Sorry, had to take the banana bread out of the oven.

Chris: Did you see the Haren smackdown of Mulder on the twitter last night? Inject that into my veins.
Keith Law: Yes, I did, and yes, please to have more of that. Mark’s tweet was privilege exemplified.

Don: You are Mike Elias – you have a rebuild in front of you. Where do you start other than the first pick in the draft in June?
Keith Law: Elias’ first order of business is going to be rebuilding the organization’s staff. Player development has been bad for years. They’ve barely done anything internationally for a decade. The amateur side has fared better, but they’ve also lost a lot of staff in the turnover, even firing some guys within the last two weeks, which I think is totally bizarre (at that point, just wait for the new GM to come in). And they need a manager. Those decisions will have as much or more of a lasting impact on the future of the franchise as any trade Elias might make this winter.

Ted: Are you a believer in Corey Ray still? His hit tool was awful, but his other tools seemed to bounce back last year.
Keith Law: I didn’t see him in 2018 (I saw him a few times in 2017), but scouts who did told me he was selling out for power, so the K rate was high but he posted the high HR total. That’s not a great formula for long-term success and also not the hitter I thought he’d become.

Chris: Is Albert Almora an everyday center fielder for a contending club or just a platoon bat/defensive replacement? His 2nd half was seemingly nothing but weak contact left and right.
Keith Law: I think he’s a 50 – a solid regular in CF. Plus defense, contact without power.

Andrew: What are your thoughts on books on tape? I feel like I am cheating but at home I am chasing a 3 and 1 year old around and my 1 hour commute is a perfect time to “read”
Keith Law: I go through maybe a dozen audiobooks a year. Sometimes it’s actually better than paper, sometimes it’s worse.

Bill: Do you think young baseball fans would actually become more educated about the game if they were broadcast with no announcers?
Keith Law: I mean, it’d be nice if we didn’t have playoff game broadcasters talking about how bad the sport has become.

Ryan : Enjoying a snow day with the kids here in Siberia, err, Syracuse. My 5 year old loves playing baseball in the backyard and basement, but I have reservations about T-ball this spring. In so many ways it doesn’t even resemble baseball! Am I overthinking this one? As long as he’s having fun, right?
Keith Law: If he’s having fun, that’s all that matters.
Keith Law: Well, having fun, and isn’t at risk of getting hurt, but I don’t think T-ball poses much chance of that.

Bruce: Do you see Stephen Gonsalves as a mid rotation starter or could he be more?
Keith Law: Less.

Aiden Elash: Earlier you mentioned that Nate Pearson is 3rd in the blue jays system in your opinion. Where do you then place Danny Jansen who seems to be 3rd on most other lists? Does this mean you are lower on Jansen than others or higher on Pearson?
Keith Law: I don’t know or particularly care where others rank players. Pearson is over Jansen on my list; Pearson has huge upside Jansen lacks, and Jansen is probably below-average on defense.

Luke: What age did your daughter start playing board games with you (and what were some of the first ones you introduced her to?)
Keith Law: She started asking to play around age 4. At that point we would simply games so she could play along but we wouldn’t really keep score. Carcassonne was an early favorite because she loved the app – it’s like a matching game at that point.

Tim: Smith or Alonso for you? What should the Mets do with the other one?
Keith Law: Smith for me, but I think Alonso for them, and ultimately that’s the opinion that matters, not mine.
Keith Law: OK, I have some phone calls scheduled so I need to wrap. Thanks so much for joining me this week. There will be no chat next week for obvious reasons. Have a safe and flavorful Thanksgiving, everyone!

They’ll Love Me When I’m Dead.

No story has a happy ending unless you stop telling it before it’s over. — Orson Welles

Orson Welles’ spent about a decade on his last film project, The Other Side of the Wind, but never completed it before his death in 1985, having shot the film for over five years and spent several more editing it, or simply tinkering with it, before he lost the rights to the footage in a legal dispute. Netflix has commissioned a completion of the film with what was shot, in line with what’s known of Welles’ plans, as well as a companion documentary about the making of the original project called They’ll Love Me When I’m Dead. The former film holds little interest to me, for many reasons, but the documentary is one of the most purely entertaining things I’ve seen all year. Morgan Neville, who also had a hit this year with Won’t You Be My Neighbor?, spoke to just about everyone involved in the making of The Other Side of the Wind who is still alive, used archival footage from others, footage from the movie itself, plus recorded interviews with Welles and bits of his other films to create an informative and fast-paced look at a slow-moving cinematic disaster.

The documentary covers the period from when he began the project on The Other Side of the Wind in 1970 through the Iranian Revolution of 1979, which, for reasons explained in the documentary, cost Welles control of his project, with a quick run through the last few years of Welles’ life and some of the other projects he left unfinished. Welles appears to have had a general vision for the movie, which was itself a film-within-a-film and had a clearly autobiographical bent that he repeatedly denied, but the script and that vision kept changing, while Welles, strapped for cash, kept improvising on matters of location, crew, and even cast. He tried to use impressionist Rich Little in the film, and later cast a local waitress with no acting experience (or, it would appear, talent) in an important supporting role. He tried to work with a skeleton crew of people especially loyal to him, but the set is described by surviving members as “a circus” where it was often unclear why Welles was doing what he was doing, or if he even knew.

Welles comes off as a narcissist and megalomaniac who openly lies to his cast and crew to avoid any admission that things weren’t going well. He was also a perfectionist, in the worst way that can be, in that he couldn’t bear to let films go, leaving at least four projects unfinished at his death — this one, The Deep (an adaptation of the novel Dead Calm), The Dreamers, and Welles’ adaptation of Don Quixote. The perfectionism meant that scenes were reshot and rewritten many times, often on the fly, while the editing process also took years as Welles, in the retelling of people who worked with him, altered his vision for the film as he edited it – while doing so as a squatter in the house of director Peter Bogdanovich, Welles’ friend and one of the stars of the film.

The documentary doesn’t so much address the question of why the movie wasn’t finished – that’s straightforward – or what Welles hoped to accomplish with the movie beyond making his magnum opus, which is unanswerable. It seems more a study of Welles the character, a man undone by a massive early success in Citizen Kane, subsequent betrayals by Hollywood, a lack of contemporary acclaim for later works – many now seen as great films, as his entire legacy has undergone a total reassessment since his death – and strained personal relationships. There’s even a hint at the end of They’ll Love Me When I’m Dead that Welles’ upbringing played a substantial part in his perfectionism and constant need for approbation, although it’s underexplored, likely because there was no one to interview on camera about it. Instead, Neville seems to ask this question about The Other Side of the Wind: Did Welles ruin his own movie or did the movie ruin him?

The film also includes vignettes from Welles’ personal life in the 1970s and early 1980s that both flesh out (no pun intended) his character while further explaining, or trying to explain, the endless story of the making of his movie. That includes the story of Welles’ friendship with Bogdanovich, which ended, per Bogdanovich’s telling, when Welles and Burt Reynolds mocked him during a television appearances; his longstanding affair with Oja Kador, a Croatian artist and actress who also starred in his film; and his extensive working relationship with cameraman Gary Graver, which crossed into the abusive. Those three relationships were essential both to the making of The Other Side of the Wind and its unmaking as well, as there is no way Welles would have fallen so far down this rabbit hole were it not for the devotion he inspired in his friends and colleagues.

Neville uses some quirky devices to keep the pacing brisk, especially at the beginning, such as using clips of Welles from his films to create a false dialogue with the narrator, Alan Cummings, something that I found amusing but is certainly atypical for serious documentaries. There’s also a clip of his wonderful appearance in The Muppet Movie, likely the first appearance of Welles I ever saw, which forever cemented his image for me as a hefty, silver-bearded man with a deep voice and great charisma on the screen. As it turns out, Welles had a spectacular sense of humor as well, which comes across as a side effect in They’ll Love Me When I’m Dead; he had a huge laugh and a quick, dry wit, never evident in his films but very much a part of his persona and likely a reason people in his orbit were so willing to throw their lives into chaos when he called. I can’t say anything here made me more interested in seeing The Other Side of the Wind, but it did remind me of how much I enjoyed his work behind the camera (The Magnificent Ambersons, Touch of Evil) and in front of it – especially The Third Man, a film so good that for years I assumed he directed it.

Hardback app.

The game Hardback, now available as an app for iOS and Android, is a quirky combination of Scrabble (or perhaps Boggle) and deckbuilders like Dominion, where players draw hands of five letter cards, play them to form the most valuable word they can, and use the coin values on their cards to buy more powerful letter cards from the table. It’s probably much better as an in-person experience, because playing the AI means you’re going up against a dictionary, but I will say even thinking of it as a solo game, since there’s little interaction between players, makes for a fun puzzle to try to maximize your score by building the best deck possible. (Hardback is a prequel to another game, Paperback, that I haven’t played or seen.)

The game is almost as simple as what I described above. Basic cards grant you either one point or one coin. You use coins to buy better cards from the scrolling market; such cards cost 2 to 9 coins, and grant you more coins and/or points as well as all kind of special abilities, some of which are only triggered if you have two cards of the same “theme” (color) in your word. These can include more coin/point bonuses, doubling the value of an adjacent card, “jailing” a card from the market for you to buy later, trashing a card from your hand for an immediate payment of one or two coins, and more. Thus building a deck requires some planning so that you concentrate your purchases in maybe two colors.

You can also flip any card over to its other side and use it as a wild card, representing any letter you want. You get no return for the card (unless you have an adjacent special card that lets you gain a card’s bonus even when it’s wild), but you’re going to do this often so you can complete words, and often make longer ones. You can use coins to buy ink, which lets you draw one card per ink unit – but the catch is that you have to use drawn cards in your word without flipping them unless you happen to gain ink remover from green special cards. So there’s some risk to drawing cards, although the app lets you peek at what’s in your deck, just not the order. Since your deck will tend to be small, you can play the odds a little.

The app is good with a few issues. One is that the hard AI player is just too good, because it’s using obsolete, archaic, and sometimes questionable words (I’ve seen a proper noun or two slip by). There are also many things in the game that should have an undo option – for example, if you buy one ink, then realize you’d rather buy a card, there’s no way to back up in that phase – but I can’t see an undo option for anything. Some actions shouldn’t have it, but some clearly can because revoking them doesn’t affect the game state or subsequent options. Also, once you hit Submit, if the word is invalid the app won’t accept it, but if it is valid, you’re stuck with it, so there is no testing to see if a word is valid or not, even against the AI.

I have beaten the hard AI players a few times, but generally lose while they play words I’ve never seen before. I don’t mind as much, however, since you barely know the other players are there until the final scoring – there is just one quirky ability, called Timeless cards, that lets you interfere a little with other players’ strategies, and it’s very small – so I’ve found it’s easier to think of it as a solo challenge where I’m just trying to build the best deck I can by anagramming the best words and making good buys. I’m at least intrigued enough by the app to check out the physical game at some point now.

An Economist Gets Lunch.

EDIT: As of March 2020, when Cowen argued that elite universities shouldn’t worry about paying their service workers, I can no longer recommend Cowen’s book for any reason whatsoever.

One of you was kind enough to give me a copy of Tyler Cowen’s book An Economist Gets Lunch: New Rules for Everyday Foodies earlier this year, buying a copy for me at Politics & Prose for me to pick up when I spoke there at a book signing in June. The book was very much up my alley, combining my passion food with my newfound interest in behavioral economics, as Cowen offers a breezy look at why we eat the way we do, and how someone who wants better food can use a little rational thinking to try to identify new places to eat. It’s a quick read, and maybe a little too nonchalant in spots when Cowen talks about foreign food cultures, with more than enough information on our modern food culture and economy to satisfy me (especially since I didn’t pay for it – thanks again, Haris!).

Cowen is a professor of economics at George Mason University who tends to favor a more libertarian, free-market approach to domestic policy, and that philosophy is very apparent throughout this book, as the focus is very much on taste rather than other modern foodie concerns like sourcing, environmental impact, or fair labor practices. Cowen’s survey of the modern food scene explains why, for example, chain restaurants will nearly always provide inferior food (they have to aim for the largest possible market, which means standardizing flavors and avoiding anything near or at the extremes that might alienate a large share of customers), or why so many highly-rated restaurants lose their edge within the first year after opening. I’d say I probably already knew much of this, just because of my years of exploring the food scenes in American cities and my conversations with so many people working in the industry, but would also guess that most American diners haven’t thought about these questions to the same extent because they don’t eat out as often as I might (due to travel) or Cowen does (because I think he just loves to eat out).

The early parts of the book cover things like the above-mentioned “how American food got bad” or how the typical supermarket has helped ruin our diets. Cowen mentions visiting Asian supermarkets around him that offer better and less typical produce at lower costs – but, more importantly, are organized entirely differently than the U.S. groceries are, with more square footage devoted to produce, meat, or fish, and less on packaged goods … and, I suppose not shockingly, to cheese, since lactose intolerance is higher in Asian populations. To some extent, his suggestions of visiting multiple stores to prepare meals is a manifestation of privilege – I work at home, so it’s nothing for me to split my weekly food shopping between Whole Foods, Trader Joe’s, and a local farm stand, but I also recognize I have the flexibility in my schedule to do so where many other people don’t.

One particularly interesting if specific chapter delves into American barbecue, explaining why regional variations in the cuisine arose and how developments like mechanical pits have changed barbecue (I’d argue for the worse). The chapter opens up some gaps in Cowen’s knowledge of culinary history, however, as he gives short shrift to the cooking method’s roots in Africa, something that comes up a few times as the book progresses – his lens on cuisines is very much that of an American, and the concluding chapters on what foods to hunt when traveling in various foreign cities read like the words of a tourist, not a native or an expat who’s lived in those places.

Cowen doesn’t ignore other topics than the search for better food at a cheaper price – there’s a chapter that touches on environmental concerns, called “Eating Your Way to a Greener Planet,” although the complexity of ethical eating is enough to fill a book or two – but that’s very much his core philosophy. It’ll work for a lot of readers: Often that is just what we’re trying to do – cook better food for less. I’ve at least changed my own eating patterns, in part because I have the time and means to do so, to try to make better choices for the planet and the people involved in growing, preparing, and selling me the food I eat. That made Cowen’s book an interesting read for me, but perhaps more of a novelty than a work that changed my outlook on food.

Beautiful Boy.

Beautiful Boy, the film, is based on twin memoirs by a father and son, titled Beautiful Boy ($5.18 on amazon right now) and Tweak, respectively, of the latter’s long struggle with drug addiction, especially to crystal meth. It’s by turns a bleak portrayal of the effects a child’s addiction can have on the family and a distant, almost toneless depiction of what should be a gut-wrenching subject, saved primarily by yet another star turn by Timothée Chalamet as the son in the one great performance in the film.

Steve Carell co-stars as David Sheff, the father in the story, looking very paternal, as a successful journalist who is surprised to find out that his son has a serious drug problem and tries to throw himself at the issue to solve it. His son, Nicholas, behaves as you might expect an addict to behave – lying, stealing, deceiving, and then collapsing in apology and self-loathing. The cycle repeats multiple times until Nicholas eventually overdoses in New York, the event that more or less closes the movie and in real life marked the start of his journey to sobriety.

My experiences with this kind of addiction are mostly through depictions in writing and on screen; I had one relative who dealt with it, hiding it from me for most of my life, until the last few years before his suicide when he was probably no longer capable of the deception required. So when I say I think Beautiful Boy does a solid job of showing Nicholas’ addiction, and his up-and-down cycle through rehab, recovery, and relapse, or that I think the way his disease tears his family up is accurately portrayed, bear in mind that I’m playing with a handicap here.

But the rest of the script feels heavy-handed and even one-sided. Nicholas’ mother (Amy Ryan) lives in LA and is only on screen a few times, but the character is a shrew, and the fact that she takes care of Nicholas for about a year when he’s clean is brushed under the rug so she can fall apart again on the phone when he relapses after a weekend of visiting David. David’s second wife, Karen (Maura Tierney), is an artist, the mother of Nicholas’ two step-siblings, and is something of a cipher of a character, given more screen time but no development. There’s one scene near the end where she takes action after years of watching the damaging David-Nicholas dynamic, a wordless sequence that is the best thing any woman gets to do in the film – but that just speaks to how little the script regards its women, and I can’t believe that neither Nicholas’ mother nor his stepmother was that important in his early life or his path through addiction.

Chalamet is superb, again, probably earning his second Oscar nomination in as many years for this performance; he physically fits the part, looking a little haggard for someone with such a young face, earning the plaudits every time Nicholas experiences moments of clarity and remorse. It’s Carell who disappoints here – he looks right, but he’s just inert in this performance, and I found myself without any emotional connection to his character, even though I am a father myself and should at least have felt that paternal anxiety and grief through his eyes. If David Sheff is just a bottled-up guy, maybe Carell’s performance would make a little more sense, but it doesn’t translate well on screen. I needed a lot more here to feel what the character was feeling and didn’t get it.

There’s also a bunch of stuff in Beautiful Boy that a decent editor would have clipped – the weird, incongruous sex scene between Nicholas and a girl he hooks up with late in the movie served no purpose, and I’m not sure why we saw Karen working on her art at all – and the flashbacks to Nicholas’ youth aren’t well integrated into the primary narrative. Andre Royo has a nice bit part as Nicholas’ sponsor in NA, a fun bit of casting for viewers who remember him as Bubs on The Wire, but the fact that he’s so little used in the story also points to how little we see of Nicholas’ time in those meetings or in the process. There is one little fact delivered toward the end of the film by a doctor played by Timothy Hutton, where he explains to David that the rehab facility director lied to him about success rates of rehab from meth addiction – that the success rate tends to be in the single digits because meth damages the user’s nerve endings. Nothing shook me in this script more than that scene; even I, someone generally empathetic to addicts because I understand it’s a disease and saw it lead to the suicide of a loved one, didn’t quite understand just how brutal it could be. Nicholas Sheff recovered, and is still alive today, working, writing, and living a life that was probably unimaginable for him or his father during the time covered in Beautiful Boy. That miracle needed to come across more in the film.

One postscript: Nic Sheff did an interview with The Fix where he praised the film and Chalamet’s performance in it. It’s worth reading even if you have no interest in the movie.

Top 100 boardgames for 2018.

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 eleventh one, so I should probably stop counting now. I rank 100 games, although I think I’ve played more than 250 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 The River, Kero, Shadows over Amsterdam, Welcome To…, Reef, Coimbra, Century Eastern Wonders, Mercado, Cryptid, Wildlands, The Quacks of Quedlinburg, and more.

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. Mole Rats in Space came off the list this year. So did Seikatsu. Russian Railroads is a brilliant, high-strategy game, but I couldn’t justify including it again. For 2018, Forbidden Sky and Mesozooic are both very good, but again, they just couldn’t crack the top 100.

100. Maori: A light two- to four-player game, relatively high in the luck department for this list, with more opportunities to screw your opponent in a two player game, whereas with four players you’re focusing more on your own strategy and less on others’. In the game, players compete to fill out their own boards of 16 spaces by drawing island tiles from a central 4×4 grid, where the available selections depend on the movement of a boat token that travels around that grid’s perimeter. Players must form completed islands to receive points, and lose points for open spaces. Currently out of print, but amazon frequently has copies through marketplace sellers as does boardgamegeek. Complexity: Low.

99. Petrichor. Full review coming soon. I saw this at Gen Con 2017, but it came out over a year later, so I didn’t play it until the fall of 2018. It’s a gorgeous game where players place clouds on a variable board, filling them with their own raindrops – and can put drops into other players’ clouds too (I know, phrasing, boom). When clouds are saturated, the raindrops go on the crop tiles below them, and players earn points in different ways for each crop. The twist is that players also get to vote on what weather will occur after each round, and there are big bonuses for winning the votes too. It’s a little point salady but the theme is great and the scoring isn’t too complex in the end. Complexity: Medium.

98. Port Royal. I believe this was just released in the U.S. for the first time in 2017, and it’s great value at about $14. Port Royal is a push-your-luck card game where you’re trying to collect points by buying point cards and completing expedition cards, gaining money by drawing ship cards with gold on them … but if you keep drawing and two ships of the same color appear, you bust. There’s also an engine-building element here that does give it a strategic element beyond shouting “No whammy!” Complexity: Medium-low.

97. Santorini. Full review. Abstract two-player game invented by a math professor, with a pasted-on Greek mythology theme that opens up a number of variants that tweak the base game’s rules. Very chess-lite, which I mean as a compliment. Complexity: Medium.

96. Brass. Full app review. Also known as Brass: Lancashire. Designer Martin Wallace has two major high-strategy games on his C.V. in Brass and Steam, and you could argue for either or both to be on this list. Brass is a game of economic development in England in the Industrial Revolution, where players build rail routes and factories and try to ship or sell goods so they can keep upgrading facilities to rack up more points. One key to the game is borrowing money from the bank early in the game to keep financing your expansion. Steam is a little simpler to learn, sort of a Ticket to Ride for more serious players, where you build your own rail routes and then deliver goods along those for points and other rewards, with Brass having the better theme and more well-rounded design of the two.. Both also have strong app versions, but again I think Brass’ is stronger. Complexity: Medium-high.

95. 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.

94. Tak. Full review. This very simple, chess-like (or chess-lite) two-player game is based on a description in Patrick Rothfuss’ Kingkiller Chronicles novels, but unlike those massive tomes, this game is quick to get into and to play. There’s some strategic density here below the surface despite the limited number of pieces. Each player tries to be the first to construct a path across the board (usually 5×5), but players can stack certain tiles and knock some over, and you quickly end up in a back-and-forth pattern that forms the meat of the game. Complexity: Medium-low.

93. 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.

92. Eight Minute Empire. App review. Haven’t played the physical game yet, but the app is great. I love the idea of a quick game that can satisfy the 4X itch – that’s eXplore, eXpand, eXploit, and eXterminate – in a few minutes with just a handful of rules. Players move out on the map from a central starting region, adding units, collecting goods for points, and trying to control regions or continents before the game ends. The money you start with is all you get, so managing that is a huge part of the game. Complexity: Medium.

91. 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.

90. 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.

89. Bruges. Full review. An indirect descendant of Agricola, Bruges also has players adding abilities from a giant deck, encouraging long-range planning that racks up points if you get the right cards played in the right combinations. You don’t have to feed your family here; instead you’re a noble in the beautiful Belgian town of (fookin’) Bruges, building stuff for points, because that’s how these games all work. It’s a pretty game as well, although I take a few points off for the disjointed scoring mechanisms. Possibly out of print. Complexity: Medium to medium-high.

88. 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.

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

86. The Blood of an Englishman. Full review. An asymmetrical two-player game where one player is Jack and the other the Giant, playing on a tableau of five columns of cards. Each player has specific goals to win and distinct actions to take by moving or removing cards that either complete his/her own sets or make the opponent’s task more difficult. Tremendous artwork too. It’s $9 right now. Complexity: Low.

85. Alhambra: Full review. One of my least favorite Spiel winners, with a good tile-placement and scoring system, but the method used to acquire money is an awful mechanic that really screws the game up (for me) with more than two players. One of the cooler-looking games in our collection. There are many, many expansions, but I haven’t tried any. Complexity: Medium.

84. Saint Petersburg. A classic Eurogame, recently reissued in German with better artwork, at which I am particularly bad for some reason. It’s all money and cards – you buy cards from the central supply, and each round has three separate scoring events, some of which provide money and some of which provide points. The unique aspect to Saint Petersburg is that you can gain discounts on future purchases by virtue of what you buy now: further copies of the same card cost one coin less for each copy you have, and some cards can be upgraded to more valuable versions, saving you the cost you paid for the card in the first place. I’ve played online a few times, and I found it becoming a bit repetitive over regular plays. You also have to play well in the first round as the game has no real mechanism for players to come from behind. Out of print in English, unfortunately. Complexity: Medium-low.

83. 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.

82. 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.

81. 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 we’ve found the replay value is limited, even with the expansions. Complexity: Medium-low.

80. 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.

79. Lords of Waterdeep. I have only reviewed the app version of this game, and it apparently hews very closely to the physical version. Despite the grafted-on Dungeons and Dragons theme, it’s just a worker-placement game where players compete across eight rounds to acquire scarce resources, build buildings worth victory points, and occasionally sabotage other players. Agricola has similar mechanics and constraints, but its greater complexity makes for a more interesting game; Lords is better if you don’t want to spend an hour and a half playing one session. Complexity: Medium.

78. Ra. Full review. One of Reiner Knizia’s classics and one of the great auction games in the genre, Ra got a well-deserved reissue earlier in 2016 from Asmodee. Players collect Egyptian artifacts in groups of tiles. On a turn, a player may bid on the group on display or choose to add another tile; most tiles are worth acquiring but the bag has a few ‘disaster’ tiles that force you to discard something of value. It’s a little long, but it’s a deep economic game with many paths to victory. Complexity: Medium-high.

77. 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.

76. 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.

75. 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 we find them really fun and engaging. Complexity: Medium-low.

74. 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.

73. Century Spice Road. Full review. A fun, light, family game from a new but very prolific designer who already has a sequel out to this game (Century Eastern Wonders) and several other new titles out in 2018 alone. Century Spice Road is the perfect game 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. Complexity: Medium-low.

72. 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. Complexity: Low.

71. Forged in Steel. Full review. A late 2016 release that has been consistently hard to find – it’s out of stock everywhere right now, without so much as a listing on amazon – Forged in Steel is a very complex economic and engine-building game that works because it’s so imaginative and integrates its citybuilding theme so well into game play. Players are building out a Colorado mining town, putting up different building types, controlling mines, and competing for votes to be the town’s Mayor. There’s also a newspaper stand on the board, with three headlines visible at a time, most of which alter game play in significant ways for that round. Complexity: High.

70. Yamataï. Full review. One of the most maligned releases of the year because … reasons? A Days of Wonder release from a well-regarded designer, Yamataï is a stunning game to look at, and manages to make some quirky mechanics work well over a game of manageable length, which I’d consider a big achievement considering how many games fail to do all that in a game under 90 minutes. Players place boats along tracks among the archipelago of islands on the board, but they can build on any island, even if they didn’t place those boats there – it’s the colors of the boats that matters, not who set them afloat. The ninja cards players can acquire are the real key, as many offer players greater benefits for certain core actions that can reap huge rewards if bought early in the game. Complexity: Medium.

69. 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.

68. Ex Libris. I used spot #50 as a placeholder last year for a game I loved on first play; I’m doing that again with Ex Libris, of which I saw a demo at GenCon, then played in full (and won!) in the new games section at PAX Unplugged. I have a review copy and have it in my queue for a full review soon. 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.

67. Lost Cities: Full review. This was once our 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. We’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.

66. 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. Complexity: Medium.

65. Jambo. Full review. A two-player card game where the deck is virtually everything, meaning that there’s a high element of chance based on what cards you draw; if you don’t draw enough of the cards that allow you to sell and purchase wares, it’ll be hard for you to win. Each player is an African merchant dealing in six goods and must try to buy and sell them enough times to go from 20 gold at the game’s start to 60 or more at the end. We played this wrong a few times, then played it the right way and found it a little slow, as the deck includes a lot of cards of dubious value. 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.

64. 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.

63. 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.

62. 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.

61. 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.

60. 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.

59. 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.

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. 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.

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. 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.

54. 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.

53. 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).

52. 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.

51. 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.

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. I’ve never played the designer’s next game, Lancaster, even though I have a used copy, but I just noticed it’s $13 on amazon. Complexity: Medium.

49. 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.

48. Skyward. Full review. One of the most visually striking new games of the year, Skyward also has a novel card-drafting mechanic where one player, the Warden, draws a fixed number of cards and then separates them into piles, one per player, in any way s/he wishes – so if the Warden wants to try to get a certain card, s/he would try to put it in a pile with less attractive cards. Players then take a pile apiece and can discard cards and/or point tokens to build, trying to maximize their points by playing cards that share colors or bonuses. It plays very quickly and the artwork is stellar. Complexity: Medium-low.

47. 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.

46. 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.

45. T’zolkin. T’zolkin 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. Complexity: Medium-low.

41. 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.

40. 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.

39. Through the Desert. Full app review. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Finally reprinted in 2018 by Fantasy Flight. Horse with no name sold separately. Complexity: Low.

38. 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.

37. 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.

36. 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.

35. 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.

34. 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.

33. 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.

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

31. 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.

30. 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.

29. Ingenious. Full app review. Ingenious another Reiner Knizia title, a two-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 catch: The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute (and maybe more). It may return under a new name, Axio Hexagonal, but it’s not anywhere yet. Boo. Complexity: Low.

28. 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.

27. Kodama: The Tree Spirits. Full review. Definitely among the cutest games we’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.

26. Battle Line: Full review. Reissued this year as Schotten Totten – same game, different theme, better art, $5 cheaper. Among the best two-player games we’ve found, designed by Reiner Knizia, who is also behind half the 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. 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.

24. 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. Complexity: Starts low, ends medium to medium-high.

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

22. 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.

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

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

19. (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. We don’t pull this game out as much as we 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 22 A.C. Complexity: Medium-low.

18. 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.

17. 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. Complexity: Medium.

16. 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.

15. 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. My wife felt this game felt way too much like work; I enjoyed it more than that, but it is undeniably complex and you can easily spend the whole game freaking out about finding enough food, which about a billion or so people on the planet refer to as “life.” 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.

14. Takenoko.Full review. If I tell you this is the cutest game we 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.

13. 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.

12. 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. We 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.

11. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of November 2018, 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.

10. 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. Complexity: Medium-low.

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

8. Ticket To Ride: Full review. Actually a series of games, all working on the same theme: You receive certain routes across the map on the game board – U.S. or Europe, mostly – and have to collect enough train cards in the correct colors to complete those routes. But other players may have overlapping routes and the tracks can only accommodate so many trains. Like Dominion, it’s very simple to pick up, so while it’s not my favorite game to play, it’s my favorite game to bring or bring out when we’re with people who want to try a new game but either haven’t tried anything in the genre or aren’t up for a late night. I do recommend the 1910 Expansion< to anyone who gets the base Ticket to Ride game, as it has larger, easier-to-shuffle cards and offers more routes for greater replayability. We also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don't recommend them. 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.

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

7. 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.

6. 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.

5. 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 are 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.

4. 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 we have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. 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.

3. 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.

2. 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. We saw no dominant strategy, several that worked well, and nothing that was so complex that we couldn’t quickly pick it up after screwing up our first game. The only negative here is the poorly written rules, but after one play it becomes far more intuitive. Plays best with three or more players, but the two-player variant works well. The brand-new iPad app version is amazing too, with an Android port released early in 2018. Complexity: Medium.

1. Carcassonne: Full review. The best-of-breed iOS app has only increased my appreciation for Carcassonne, a game I still play regularly by myself, with my wife and daughter, and with friends here or online. It brings ease of learning, tremendous replayability (I know I use that word a lot here, but it does matter), portability (you can put all the tiles and meeples in a small bag and stuff it in a suitcase), and plenty of different strategies and room for differing styles of play. You build the board as you go: Each player draws a tile at random and must place it adjacent to at least one tile already laid in a way that lines up any roads or cities on the new tile with the edges of the existing ones. You get points for starting cities, completing cities, extending roads, or by claiming farmlands adjacent to completing cities. It’s great with two players, and it’s great with four players. You can play independently, or you can play a little offense and try to stymie an opponent. The theme makes sense. The tiles are well-done in a vaguely amateurish way – appealing for their lack of polish. And there’s a host of expansions if you want to add a twist or two. We own the Traders and Builders expansion, which I like mostly for the Builder, an extra token that allows you to take an extra turn when you add on to whatever the Builder is working on, meaning you never have to waste a turn when you draw a plain road tile if you sit your Builder on a road. We also have Inns and Cathedrals, which we’ve only used 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.

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. 7 Ronin
5. Azul
6. Stone Age
7. Ticket to Ride
8. Splendor
9. Patchwork
10. Everdell
11. The Mind
12. Agamemnon
13. Dominion/Intrigue
14. Small World
15. Battle Line/Schotten Totten
16. Samurai
17. Castles of Burgundy
18. Morels
19. Ingenious
20. New Bedford
21. Cacao
22. Targi
23. Lost Cities
24. Pandemic (and the Forbidden games, which all use the same mechanic)
25. Jambo
26. Baseball Highlights: 2045
27. Blood of an Englishman
28. Through the Desert
29. San Juan
30. Tak: A Beautiful Game
31. Santorini
32. Tak
33. Photosynthesis
34. Maori

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders and Citadels, both 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 I believe Crossfire requires five players. Sagrada with the expansion plays up to 6, but I haven’t played it with more than three.

Stick to baseball, 11/10/18.

I didn’t have any new ESPN+ posts this week, with my free agent rankings going up on November 2nd and my trade market overview due to run this upcoming Monday. I did hold a Klawchat on Thursday, and did a Periscope video chat on Wednesday (and even played a little something on guitar).

My latest board game review for Paste covers the cute, competitive, asymmetric game Root, where cuddly forest creatures fight battles for control of the forest, and each player has unique pieces, abilities, and paths to victory. It’s quite clever.

Feel free to sign up for that free email newsletter I keep talking about and occasionally remember to send out.

And now, the links…

  • Longreads first: Undark exposes the conservative groups fighting climate chance education in Florida classrooms, as well as how they wage this war and their efforts to bring it to other states. The irony of failing to teach the reality of anthropogenic climate change in a state that might be the most adversely affected by it should not be lost on you.
  • Working conditions in the Tesla factory would make Upton Sinclair blush; medical staff are “forbidden from calling 911 without permission,” and five former clinic employees told The Center for Investigative Reporting’s writers that the on-site clinic’s practices are “unsafe and unethical.” One source was fired in August by the clinic, which she says is because she raised concerns about the clinic’s treatment of workers. Tesla’s pricing starts around $35,000 for its model 3 sedan to over $140,000 for its Model X P100D SUV.
  • Alexandria Ocasio-Cortez was still working in a Manhattan Taqueria when she began her campaign for Congress, and Bon Appetit spoke to her there about the intersection between food and politics. She points out that food is intertwined with climate change, minimum wage laws, immigration, health care, education, and more (I’d add trade policy/protectionism, other environmental regulations, and water rights to the list.)
  • Anti-vaccine PACs helped shape this week’s midterm ballots, as those groups fought to defeat Republicans who weren’t sufficiently anti-vax during primary races. Dr. Paul Offit, who helped develop the rotavirus vaccine, wrote about how he’d like to answer anti-vax loons who still argue that vaccines cause autism.
  • Ninety-eight year old Roger Angell penned this wonderfully angry essay on the power of voting for the New Yorker, which ran it the day before Election Day.
  • The deputy editorial page editor for the Washington Post writes that new acting Attorney General Matthew Whitaker is a crackpot.
  • Wisconsin Republicans are trying to strip the incoming Democratic governor of much of the office’s power right now, which is particularly sad given the mess the outgoing Scott Walker leaves in the state’s education budget. Most notable is that he gave Taiwanese company Foxconn up to $4 billion in subsidies and tax breaks, a deal that would have resulted in the state paying about $230,000 per job created … if it had even created the number of jobs promised, which it hasn’t. That money would have filled the education budget gap and then some.
  • If Brian Kemp wins the gubernatorial race in Georgia, his victory would need an asterisk, according to Prof. Carol Anderson, who has written a book on voter suppression called One Person, No Vote. I said in my Periscope chat this week that when leaders in less-developed countries steal elections, the citizens take to the streets in peaceful protests and workers strike. I never thought we’d need that here, but that may be the only response Georgians have here.
  • The Kansas City Star exposes the overconfidence and disorganization that sank Kris Kobach’s campaign and gave Kansas its first Democratic win for a statewide office in 12 years.
  • The Houston Chronicle has had to retract eight stories written by Austin bureau chief Mike Ward after discovering that he’d fabricated dozens of people he quoted in those articles.
  • Adam Serwer writes in the Atlantic that America’s problem is not tribalism, but base racism, given how one of our two major parties seems to rely on race-baiting and trafficking in stereotypes to rally its base. And it works.
  • Trump mouthed off last week about making the Federal Reserve less independent; Venezuela’s experience demonstrates why that’s a foolish notion. Of course, Trump also blamed the three eastern Baltic nations for starting the war in Yugoslavia, so I don’t think we’re dealing with the brightest bulb in the chandelier here.
  • A giant supernova named Cow appeared without warning in June and has given scientists a rare look at the birth of either a black hole or a neutron star.
  • Oakland chef Charlie Hallowell, whose restaurant Pizzaiolo I visited and really enjoyed, is trying to come back to his old life after more than a dozen women came forward to say he sexually harassed them. He’s facing some backlash, but also getting frankly unwarranted support from other men in the business who seem to gloss over his behavior. The landlord for his newest restaurant, Western Pacific in Berkeley, is Lakireddy Bali Reddy, who pled guilty to human trafficking, bringing underage girls from India to the United States so he could have sex with them.
  • A mob of protesters gathered outside Fox News host Tucker Carlson’s house and threatened his safety. Reason argues it’s not just wrong, but actively harmful to the cause. I have zero sympathy for Carlson, who has chosen this life of fomenting bigotry for profit, but I agree with the column. Don’t threaten him or his family. You want to make him stop? Go after his advertisers. Cut your cable subscription. Ask public places you frequent to stop showing Fox News. But threatening journalist won’t help … although one protester says the reports of threats are highly embellished.
  • Dr. Christine Blasey Ford continues to face death threats, moving four times this year, while the man who assaulted her gets to sit on the Supreme Court and decide how the rest of us can live our lives.
  • A fake doctor in California who promises a “miracle cure” for cancer using baking soda was sued by a patient and hit with a $105 million judgment. The money seems tangential – the point here is that these charlatans prey on the desperate, and the law seems too slow or simply unequipped to stop them.
  • Dr. Devah Pager died earlier this month of pancreatic cancer at age 46. Her work helped demonstrate that being black in the job market was, in effect, as big of a negative as having a felony conviction was
  • Comedian Patrick Monahan (no, not the Train guy) wrote about Louise Mensch’s legendary tweet about Steve Bannon possibly getting the death penalty for New York magazine’s The Cut. I take no pleasure in reposting this.
  • New York beverage director, author, and bitters expert Sother Teague writes about how he uses his role to espouse important causes, as with his NYC bar Coup, where proceeds go to groups fighting the worst policies of this administration. I appreciated this quote in particular: “Diminishing language such as ‘stick to sports’ holds no place and only serves to display the ignorance of those who say it.”
  • In the last two years, two mental health professionals in Monterey County have taken their own lives, including David Soskin, who drove off Highway 1 at Hurricane Point in June. Less than two years previously, a colleague with whom Soskin had clashed, Robert Jackson, took his own life, having left his job with the county after accusing Soskin of creating a hostile work environment.
  • This (unrolled) Twitter thread shows the bonkers elections in Alaska from Tuesday, with ties going back 40-plus years. Don Young won re-election yet again; he’s been Alaska’s at-large Representative since 1972, before I was born, after losing the election but taking the seat because his opponent died before election day. Young is still just the fourth Representative in the state’s history, even though he refuses to hold town halls and holds many views best left in the 19th century.
  • My employer did a nice thing for longtime employees, shutting down the Magic Kingdom for a night to allow Disney cast members of 40-plus years of service to enjoy the park for themselves.
  • Finally, this magic trick won for the best close-up trick at the International Federation of Magic Societies’ 2018 World Championship of Magic, and it’s dazzling: