Music update, November 2021.

I lowered the bar a little bit this month to make the playlist a more suitable length, as it seemed like the tide of new releases finally slowed up a bit as we approach the end of the year. I’ll post best of 2021 album and song lists later this month, probably the week of the 13th but possibly the week after that, depending on how busy I am with prospect calls. As always, you can find the playlist here if you can’t see the Spotify widget below.

Charli XCX featuring Christine and the Queens & Caroline Polachek – New Shapes. This is hands-down one of the best pop songs I’ve heard this year. I’m not a big Charli XCX fan, but she chose the right collaborators on this track, and each of them gets a distinctive verse to show off their vocal skills.

Bruno Mars and Anderson .Paak – Fly As Me. I didn’t love the Silk Sonic album as much as I expected to, but this song is a perfect mix of ’70s funk and ’80s R&B. Paak sure sounds a lot like Skee-Lo on that second verse, though.

Foals – Wake Me Up. These guys are good for one solid banger every album, but singer/guitarist Yannis Philippakis has promised that the next LP will be more rave-influenced like this track is, so gird your loins.

CHVRCHES – Screaming. The “director’s cut” of Screen Violence adds three more tracks and runs nearly an hour; this is the best of the additional songs.

The War on Drugs – Harmonia’s Dream. I Don’t Live Here Anymore is my favorite TWoD album, and it seems like the critical consensus is that it’s their best. I still think the songs are too long, but that’s just who they are. There’s just more here this time around: stronger melodies, more energy, more prominent drum and bass lines, even some better lead guitar work.

Chime School – Radical Leisure. Chime School is San Francisco musician Andy Pastalaniec, mixing jangle-pop sounds of the 1980s and some elements of Britpop. It’s sunny and bright and takes me back a few decades every time he opens a verse with “Tell me what it’s like…”

Potty Mouth – Not Going Anywhere. An ironic song title for a band that just announced they’re breaking up. At least they’re going out with a few bangers on this final EP.

Gang of Youths – tend the garden. I’ve never heard a band remind me so much of U2 without explicitly sounding like U2. There’s a little something in the singer’s laconic delivery that reminds me of Bono’s quieter moments, but otherwise I can’t pinpoint a specific connection. I’m a fan based on their last few singles.

English Teacher – Good Grief. This Leeds quartet is rather unapologetically English, with that certain style of sing-talked vocals and witty lyrics by lead singer Lily Fontaine. I’m kind of a sucker for bands like this when the lyrics are strong.

The Wombats – Everything I Love Is Going to Die. A bit morbid, I suppose, but this is how Matthew Murphy rolls.

Bob Vylan – GDP. I am not a fan of this kind of artist name, riffing on a more famous musician but changing one letter or sound, but this rap song with metal riffs behind the rhyming is actually pretty strong, and I can’t argue with the sentiment.

Frank Turner – Miranda. This song is based on the true story of Turner’s parent Miranda, who came out as transgender at the age of 72.

Bloc Party – Traps. They’re back – the band’s sixth album, Alpha Games, their first since 2016, is due out in April. “Banquet” is a forever track for me, so anything they do in that vein is right up my alley.

Yard Act – Payday. Yard Act are another of those post-punk sing-talk British bands I just can’t seem to get enough of. It doesn’t hurt when the song beneath the lyrics has a solid groove to it, and the chorus has me shouting along. “We all make the same sound when we’re mowed down” is grim, but rather well sums up our dystopian experience.

Robert Plant & Alison Krauss – It Don’t Bother Me. Plant and Krauss’s second album together, Raise the Roof, came out this month … and it’s kind of tame. I was hoping for more of Krauss’s bluegrass roots to show through, but it’s a muted affair throughout.

Cate Le Bon – Moderation. I’m contractually obligated to put a Welsh artist on the playlist whenever possible. Le Bon’s sixth album, Pompeii, comes out on February 4th. Wikipedia calls her music “baroque pop;” I hear a lot of Roxy Music here.

Aeon Station – Fade. Aeon Station is three-fourths of the indie band the Wrens,butall I hear here is Arcade Fire, in a positive way.

IDLES – The Wheel. Critics love IDLES; I don’t entirely get it. I don’t hear the hooks or the energy I want from a punk band. This song, however, has all of that. I’m in by the end of the first measure.

Tony Iommi – Scent of Dark. The iconic metal guitarist returns with this menacing, instrumental doom track that always sounds like it’s about to turn into a vocal track, like there’s a verse just around the next beat, but instead it sludges forward with Iommi’s trademark detuned riffing. Not bad for a 73-year-old who’s been playing with prosthetic fingertips for a half-century. Iommi’s former band, Jethro Tull, also released a new song this past week, and Ian Anderson’s voice hasn’t held up as well as Iommi’s fret hand.

Porcupine Tree – Harridan. I assumed Porcupine Tree was done, at least as a recording act, but their eleventh album Closure/Continuation comes on next June. It’ll be the prog-rock band’s first record in 12 years. I mostly know of them through their association with Opeth; he co-produced Blackwater Park, which I would probably rank as the best metal album of all time, certainly the best extreme metal album, as well as Deliverance and Damnation, all of which showed Opeth moving in a more progressive musical direction.

Animals as Leaders – The Problem of Other Minds. This instrumental trio’s album The Joy of Motion made my top albums of 2014 list, but they’ve only released one album in the intervening seven years. This track and its B-side Monomyth (are B-sides even really a thing any more? The term seems like an anachronism) are the first from the band’s Parrhesia, due out on March 25th.

Cynic – In a Multiverse Where Atoms Sing. Another band I assumed was through, with co-founder Sean Reinert and longtime bassist Sean Malone dying in 2020, although Reinert had left Cynic in 2015. Anyway, Cynic just released Ascension Codes, its first album in seven years, last week. It’s just their fourth album in over 30 years under the name, with singer-guitarist Paul Masvidal the only remaining founding member.

Mastodon – Sickle and Peace. Hushed and Grim cameout early in November and it’s a mammoth record, running almost an hour and a half, with some incredible guitar work and huge changes in style and tone. I almost went with “Gobblers of Dregs,” but that track is eight and a half minutes long, and I prefer the guitar riff in this song anyway.

Toundra – El Odio, Parte II. One more instrumental metal track to wrap things up this month, this one another monster track from this Spanish metal act, whose sixth album Hex comes out on January 14th.

Furnace.

Furnace was one of the big hits of Gen Con in 2021, earning a big crowd around the two booths demoing it (Arcane Wonders is the U.S. distributor and had copies for sale, while the original publisher, Hobby World, offered demos). It’s a brilliant game that combines resource trading with engine-building over four rounds, with some simultaneous actions that can keep game play to 30-40 minutes once everyone knows the game. If you’ve played Century Spice Road, Furnace takes that game’s main feature and builds a way better game around it – and I like CSR quite a bit. Furnace is out of stock at amazon now but I believe another printing is coming.

In Furnace, players will bid on cards from a central market and add the ones they win to their own play areas, where they will create engines of card actions they’ll execute in order, one card at a time, to try to convert resources into other resources and eventually into money. Furnace’s most notable new mechanic is that there is value in losing the bid for a card: If you bid on a card but don’t win it, you get “compensation,” which is shown at the top of that card, separate from the card’s actions (shown on the bottom). Compensation can be straight resources, or the right to convert resources you already own into others. You get that compensation multiplied by the value of your losing bid, which can be up to 3 – so if you bid 3 and lost, you triple the resource gains, or get to do the conversion up to three times. Thus you will often bid on cards you intend to lose, or will bid on cards hoping someone else will outbid you.

The bidding is independent of your cash and your resources; each player has four tokens, numbered 1 through 4, that they bid on the cards in the display. Players go around the table, bidding one token per turn, until everyone has used all of their tokens. After the bidding is completed and players receive the cards they won or compensation they receive, they place those cards in their play area, next to the cards they already have – the basic game lets you reorder the cards every turn, but I prefer the advanced rule where you must keep them in a row and can’t re-order the ones you already have – executing the actions on those cards, top to bottom on each card, then left to right. You repeat these steps over four rounds, and the game ends.

The cards you acquire all have at least one action available now, and each has one action that is shown only in outline at the bottom. That action is available after you upgrade the card, which requires an upgrade token and an upgrade action, both of which are shown on every player’s start card; you can upgrade as many cards with that action as you have available tokens. The resource exchanges are always in your favor, as in CSR, so the only reason you might choose not to use one of those actions is later in the game when you won’t have a chance to cash out the second resource type. Early in the game, at least, it’s usually a good idea to convert everything you can, and then tailor your bids in the next round to whatever resources you seem to have and are able to generate.

The game also has five Capitalist cards that you can distribute randomly that give every player a special ability throughout the game, such as an extra value-2 token for bidding, or the ability to gain extra compensation when losing a bid. There’s a fair dispute among players about whether these cards are balanced enough, but they also aren’t necessary to play or enjoy the game.

Furnace is easily one of the best games of 2021, and has the advantage of being accessible, both in terms of rules and playing time, while also presenting players with sufficient challenge for even more experienced gamers. There’s some randomness in the card draws – when I taught my parents at Thanksgiving, we had an unfortunate first round where almost none of the eight cards in the market offered resources as compensation, so everyone got off to a slower start – but after that, it’s all up to you. It’ll certainly end up in my top 10 for the year, which is scheduled to run next week over at Paste.

King Richard.

Will Smith is already receiving Oscar buzz for his performance as Richard Williams in King Richard, currently streaming on HBO Max, in which he gives Venus and Serena Williams’ father a more three-dimensional depiction than he’s received in extensive media coverage before this. It’s the kind of performance – playing a real person while convincingly mimicking their voice and mannerisms – that tends to win awards, but the film itself is far more well-rounded and nuanced than recent Oscar bait like Judy or Bohemian Rhapsody were.

Richard Williams (Smith) is the father of Venus and Serena Williams, and decided before the girls were even born that he would raise them to become world-class tennis players, writing out a plan with the help of his wife, Oracene (Aunjanue Ellis), who also worked extensively with them to help them improve as players. They lived in Compton, and as Black players in the extremely white tennis world, faced racial and socioeconomic discrimination, with coach after coach declining to work with the girls or hear Richard’s (possibly crazy) requests for funding for a tennis academy. He does eventually coax Paul Cohen (Tony Goldwyn) into taking them on, but Richard’s plans for his girls – including emphasizing their development as people, not just athletes – clash first with Cohen’s plans and later those of legendary coach Rick Macci (Jon Bernthal), who pays for the entire family to move to Florida as part of the deal to train both Venus and Serena. Richard pulls them from the junior circuit, against the advise and wishes of Macci, driving him towards a conflict with Venus, who sees this as a sign that her father doesn’t believe in her, which gives the film its one real story arc and allows for the resolution when she re-enters the competitive sphere by turning pro.

The film, with a script written by Wilmington native Zach Baylin, starts when the girls are preteens and Richard is trying to find a coach willing to train them, and takes us up through a 14-year-old Venus Williams facing then-#1 ranked Arantxa Sanchez-Vicario (who is probably going to jail soon for fraud and tax evasion). That allows Baylin to show us Williams’ persona as more than just the stage dad from hell, hinting at his actual flaws while centering his love and concern for his daughters, and still leaving room for Oracene, whose role is often diminished or erased from the Williams sisters’ legend. We’re seldom without Richard on screen, but he is also counterbalanced by other strong personalities – Oracene, Cohen, Macci – who at least prove different perspectives and often push back against his monomania, once or twice giving him the shadow of a doubt about his plans.

King Richard is still a showcase for Smith, though, and he answers the challenge with something more than just an impersonation. The voice, lisp, and slight hunch are all true to the actual Richard Williams, but Smith gives Richard an emotional depth that is beyond mere mimicry. The movie can’t work if you don’t buy him as a loving father who’s wildly overconfident in himself and his plans, rather than the crazy, overbearing father of the media narrative when Venus and Serena first emerged on the national scene. He also has to show weakness when his plans don’t quite work – although that’s infrequent in this script – and when his wife confronts him multiple times, including an argument about his infidelities, which only scratch the surface of some of his worst behaviors. Smith maintains the veneer of confidence while hinting at some inner vulnerabilities, which Oracene exposes in that argument scene, which also gives Ellis one of her strongest moments in the script. Indeed, one of this film’s greatest strengths is the room it gives Ellis to make Oracene a three-dimensional character who is a major part of the girls’ personal and professional growth. The two young actresses who play the Williams sisters themselves, Demi Singleton and Saniyaa Sydney, both had to learn to play tennis for their roles, and the hours of work paid off, as they look more than passable in numerous scenes on the court, helping the film avoid the common pitfall of sports movies that get the sports stuff wrong.

It’s a crowd-pleaser of a film, but does so without becoming saccharin, or excessively revising history – we could hear more of the more unsavory parts of Richard’s history, certainly, but at least his infidelities made the cut – and the choice to end the film with a match Venus lost was a sharp one, because one thing the film lacks is much drama on the court. The sisters crush all opposition on their way to Venus turning pro, which doesn’t make for great cinema on its own, and including that loss – which still rankles her – at least allows the narrative to turn on a different point than the obvious point that they were just better than everyone they played. Smith deserves the awards buzz he’s getting, but Baylin’s choices, from adhering to the true story to not pandering to the audience, made this film work for me.

Stick to baseball, 11/28/21.

I had two columns this week for subscribers to the Athletic – one on the Puerto Rican Winter League, and how MLB needs to support the league more; and one on the Starling Marte, Mark Canha, and Steven Matz signings.

My guest this week on the Keith Law Show was Oliver Burkeman, author of Four Thousand Weeks: Time Management for Mortals. You can subscribe and listen on iTunes and Spotify.

I appeared on the Five Games for Doomsday podcast, talking mostly about boardgames – my favorites, my interest in them, writing about games and about baseball, and more.

I’ll send out a new edition of my free email newsletter Monday or Tuesday this week. And, as the holidays approach, I’ll remind you all every week that I have two books out, The Inside Game and Smart Baseball, that would make great gifts for the readers (especially baseball fans) on your lists.

And now, the links…

Puerto Rico eats.

I had a lot of mediocre food in Puerto Rico this time around, which was disappointing, as I would have generally said I like that cuisine, but did manage to sneak in a couple of good meals before we headed home on Sunday night. Most of the good eats are in San Juan proper, in the Viejo San Juan, Santurce, and Miramar neighborhoods in particular, while we stayed at a hotel near the airport for the conference my wife was attending, so that limited our options a bit.

Jungle Bird was by far the best place I ate on the trip, which is funny because it’s more of a kitschy tiki bar than restaurant. Their “crack eggplant” lives up to the name, though – the eggplant is dried and I assume quickly pan-fried, then doused in a mildly spicy sambal sauce with slivered almonds. It is addictive, and messy, and I think it’s the best eggplant dish I’ve ever had. Usually the texture of aubergines throws me off, and the seeds can be rather bitter if it’s not cooked correctly, but this dish had none of those issues; whatever they’re doing to the berry, it gives it a toothy, chewy texture closer to that of grilled meats. The coconut and corn fritters with queso fresco (pictured here) were sweet, balanced by the spicy and slightly tangy sauce and the salt from the cheese. The kimchi fried rice was a giant plate of exactly what it sounds like, with the kimchi well-integrated into the dish, so that it was present but not overpowering, boosted by a generous helping of peanuts and some fried chicken thighs (an add-on). That was actually the spiciest of the three dishes we tried. Everything was fantastic, although I actually thought the cocktails were on the weaker side for tiki drinks, which tend to hide a lot of rum – especially the Zombie, which contains some 151-proof rum – behind fruit juices.

I didn’t expect to find Neapolitan-style pizza in San Juan, but I stumbled on Verace while walking around the Isla Verde area outside our hotel. It’s located in a boutique hotel just off the main drag, but caught my eye for the actual wood-fired pizza oven on its patio. I ordered the prosciutto and arugula pizza, which had some other name, and got exactly what I expected: fresh mozzarella, prosciutto di Parma, and a modest serving of arugula on top, with crushed tomatoes rather than sauce (and certainly not sweetened like so many sauces). Everything on top of the pizza was superb. The one knock I have on Verace is that they didn’t cook their pizzas at anywhere near 800 degrees – the patio oven wasn’t even lit, so I’m not sure how they were cooking the pizzas that day – so there was no charring on the outside or underneath, and the outer crust didn’t have any crispness. The flavors were great, including that of the dough itself, and they were using good-quality ingredients for the toppings. I am just a little skeptical about the veracity of their claims to be Neapolitan-style.

Breakfast options were scant, but if you’re on Isla Verde, at the eastern end of that main road with all the hotels is a bakery called Las Canarias that does a credible job with fresh breakfast sandwiches, made to order, along with pancakes and waffles – the closest I saw to an “American” breakfast outside of hotel restaurants. (I’m aware Puerto Rico is American, too.) I had an egg and bacon sandwich on a crusty baguette, less airy than French bread but crunchy and sturdy enough for the fillings, which were a little saltier than I’d like – but I’ll take that over undersalted eggs. It was more than I could finish, too.

A friend introduced me to Gustos Coffee on my last trip to Puerto Rico, and I was dying to get back there both to drink their coffee and buy some local beans to bring home; Puerto Rico has a small coffee-growing industry, but the beans generally don’t leave the island. Gustos has a large, gorgeous new café in the Miramar neighborhood of San Juan, offering a full array of coffee drinks and beans of varying roasts as well as some breakfast and lunch items. They do offer pour-overs, which the day I was there was made with a blend that included Puerto Rican and Central American beans. I might just take drip coffee if I went again, as they use the same beans in that, and in the espresso drinks as well. They had several options for locally grown beans for sale, roasted either medium or dark (they don’t do light roasts – my recollection is that they felt it wouldn’t sell), picking the ones grown at the highest altitudes. I’ll update this post when I try them.

If you can’t make it to any of their locations – they also have one at the airport that is open quite late – there’s a tiny coffee stand inside the Verdanza hotel, right by Verace, called Espresso Lab that is more than adequate. They know how to pull a shot correctly, and that’s all they do – they don’t offer drip coffee, just an Americano if that’s your speed – although their milk game isn’t as strong.

The airport also has one of Metropol’s eight locations on the island (there’s a ninth in Miami), and you’re not going to do much better with airport food. It’s mostly Puerto Rican food with some Cuban dishes included, and their specialty, a stuffed Cornish game hen with maduros (fried sweet plantains), was actually great, even for something that was obviously not made to order, given how fast we were served. The menu has a lot of options, although it is heavily weighted towards meat eaters. They offer the Cuban rice dish arroz congri (black beans and rice, cooked together) and the Puerto Rican arroz mamposteao (rice with stewed red beans) as side options, or as individual small plates, and I’d be happy with a big bowl of either of those.

We had a full afternoon before the flight back to Philly, so we took a day trip to Charco Frio, a series of small waterfalls in the same rainforest as the famed El Yunque (which required more time than we had). It’s a lengthy hike, 15-20 minutes, along a muddy trail, so I recommend bringing water shoes if you go there. On the way back, we visited Luquillo, a gorgeous beach on a small peninsula the north shore that faces west, so the water is calmer than it is at the hotel beaches in Isla Verde and San Juan. Towards the southern end of the beach is a long series of food stalls offering all manner of food – mostly Puerto Rican foods like alcapurrias (corn meal stuffed with meats or fish or cheese), bacalaitos (breaded and fried dried salt cod), and surullitos (fried corn and cheese sticks), all of which we tried. It’s all greasy and mostly good and I think best served with a cold beer. And a lot of napkins.

Stick to baseball, 11/20/21.

I had two new posts for subscribers to The Athletic this week, one on the Noah Syndergaard signing and one on the Eduardo Rodriguez signing.

Over at Paste, I reviewed Genotype, the latest boardgame from Genius Games, a company that creates games that incorporate real math/science concepts into its titles so they’re educational as well as fun. I think this is their best effort yet.

No podcasts this week, but my show will return next week. I did send out a new edition of my free email newsletter earlier this week. And, as the holidays approach, I’ll remind you all every week that I have two books out, The Inside Game and Smart Baseball, that would make great gifts for the readers (especially baseball fans) on your lists

And now, the links…

  • Longreads first: New York has the inside story of reporter Felicia Sonmez’s lawsuit against her employer, the Washington Post, with some damning details about the now-retired executive editor Marty Baron, one of the heroes of Spotlight.
  • North Carolina Governor Roy Cooper (D) pardoned Dontae Sharpe, who was wrongfully convicted of a murder he didn’t commit and served 26 years for it, even though a key witness recanted her testimony just months after his trial.
  • Coffee, and specialty coffee in particular, is a Yemeni product, but the Yemeni people have not benefited from its explosion into a high-end product consumed around the world. Some Yemeni entrepreneurs in Brooklyn are trying to change that, with coffee shops that use Yemen-grown coffee – no mean feat given the chaos and devastation of seven years of civil war there.
  • A Latino police officer in Joliet, Illinois, leaked official video that showed a colleague choking and slapping a suspect who was dying of a drug overdose. The police union’s response was to kick him out, and the DA has filed criminal charges against him.
  • Meanwhile, Ohio Republicans in the state House have passed a ban on vaccine mandates. I thought Republicans opposed excessive government interference? I must be thinking of some other brand of Republicans.

Infinite Powers.

I’m a sucker for a good book about math, but a lot of books about math aren’t that good – either they’re dry, or they don’t do enough to explain why any of this matters. (Sometimes it doesn’t matter, as in Prime Obsession, but the author did such a good job of explaining the problem, and benefited from the fact that it’s still unsolved.) Steven Strogatz’s Infinite Powers: How Calculus Reveals the Secrets of the Universe manages to be entertaining, practical, and also educational, as the author builds up the reader through some essentials of pre-calculus before getting into the good stuff, to the point that I recommended that my daughter check it out before next year when she takes calculus in school.

Calculus underlies everything in the universe; it is the foundation upon which the universe, and everything in it, functions. It is also one of humanity’s most remarkable discoveries, one that required multiple leaps of mathematical faith to uncover hidden truths about the universe. Physicist Richard Feynman quipped that it is “the language that God talks,” although he meant it in a secular sense, while mathematician Felix Klein said that one could not understand “the basis on which the scientific explanation of nature rests” without at least some understanding of differential and integral calculus.

 The story of how both Isaac Newton and Gottfried Wilhelm Leibniz simultaneously discovered calculus in the late 1600s, doing so both with their own remarkable insights and by building on the discoveries of mathematicians before them, going back to the ancient Greeks, would by itself be enough for an entertaining history. Strogatz does start with that, and uses the history as scaffolding to bring the reader up from algebra through geometry and trigonometry to the mathematics of limits, which is the essential precursor to calculus, before getting to the main event.

Or I should say “events,” as differential and integral calculus, while two sides of the same analytical coin, were discovered at separate times, with separate methods, and Strogatz tells their stories separately before bringing them together towards the end of the book. Differential calculus is what we learn first in schools, at least in the United States. It’s the mathematics of the rates of change; the rate at which a function changes is the derivative of that function. Acceleration is the derivative of velocity – that is, the rate at which velocity is changing. Velocity, in turn, is the derivative of position – the rate at which an object’s position changes. That also makes acceleration the second derivative of position, which is why you see a 2 in the formula for the acceleration of an object falling due to Earth’s gravity (9.8 m/s2): a position might be measured in meters, so velocity is measured as the change in position (meters) by time (seconds), and acceleration is the change in velocity (meters per second) by time (seconds, again).

Integral calculus goes the other way – given an object’s acceleration, what is its velocity at a given point in time? Given its velocity, what is its position? But Leibniz and Newton – I expect to hear from Newton’s lawyers for listing him second – conceived of integration as a way to solve an entirely different problem: How to determine the area under a curved function. Those two didn’t think of it that way – the concept of a function came somewhat later – but they understood the need to find out the area underneath a curve, and came up, independently, with the same solution, which broke apart the space into a series of rectangles of known heights and near-zero widths, giving rise to the infinitesimals familiar to any student who’s taken integral calculus. They aren’t real numbers, although they do appear in more arcane number systems like the hyperreals, yet the sum of the areas of this infinitesimally narrow rectangles turns out to be a real number, giving you the area under the curve in question. This insight, which was probably Leibniz’s first, opened the world up for integral calculus, which turns out to have no end of important applications in physics, biology, and beyond.

Strogatz grounds the book in those applications, devoting the last quarter or so of Infinite Powers to discussing the modern ways in which we depend on calculus, even taking its existence for granted. GPS devices are the most obvious way, as the system wouldn’t function without the precision that calculus, which GPS uses for dealing with errors in the measurements of distances, offers – indeed, it’s also used to help planes land accurately. Yet calculus appears in even less-expected places; biologists used it to model the shape of the double helix of strands of DNA, treating a discrete object (DNA is just a series of connected molecules) as a continuous one. If your high school student ever asks why they need to learn this stuff, Infinite Powers has the answers, but also gives the reader the background to understand the author’s explanations even if you haven’t taken math in a few decades.

Next up: David Mitchell’s The Thousand Autumns of Jacob de Zoet.

Top 100 boardgames, 2021 edition.

I’ve done board game rankings here every winter for fourteen years now, and this is the sixth year when I’ve ranked 100 games, which is a small fraction of the games I’ve played in my life (which I think is approaching 500, if not past it). 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’m way behind in my review queue as well, with something like 30-40 games here to try out, many of which I won’t crack open until after the holidays.

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. Raiders of the North Sea, My City, Scotland Yard, The Taverns of Tiefenthal, Five Tribes, Mystic Market, and more titles slid off the list this year. They’re good games, Brent. I just didn’t have room for all of them.

If a board game’s title is hyperlinked, it probably goes to the Amazon page for the game, and I would receive a commission from any sales there as a member of Amazon’s affiliate program. Links to Miniature Market do not generate any commissions.

100. The Isle of Cats. I’ve played this once, and enjoyed it quite a bit, even though I got trounced by two people who’d played before. It’s a medium-weight game of card drafting and polyomino tiles, where you try to rescue cats, on tiles of varying shapes, and use them to cover as much of your personal board as you can, scoring bonuses for covering specific squares or areas. The box is massive, though, which might lead folks to think it’s a heavier game than it actually is. I probably should rank this higher, but I want to play it again.

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

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

97. 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.

96. 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.

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

94. Agamemnon. Full review. An underappreciated 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. Probably one of the least-known games on this list, unfortunately. Complexity: Low.

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

92. 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.

91. Noctiluca. Full review. Shem Phillips’ Raiders of the North Sea just fell off the list this year – it would be in the 101-110 range – so this is now his only game on this ranking, a dice-drafting game with clever rules on how you place your tokens to pick dice from a specific row on the board to try to fill out either of your two objective cards at any given time. The dice come in four bright colors and the turns move quickly, with the entire game comprising two rounds where you fill the entire board from scratch. There’s a solo mode that isn’t too bad, but it’s definitely best as a two- to four-player game. Complexity: Medium-low.

90. 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.

89. Calico. Full review. A surprisingly hard tile-laying game with a cute (maybe cutesy) theme of cats and quilts. You place tiles on your board to create patterns that will match your objective tiles or attract cats to your board for points. Your individual board has a frame around it, limiting your options and making every decision critical – place the wrong thing at the start and you might make scoring points extremely difficult later on. There’s some luck in the tile draws as well, so even a good plan might not come to fruition, but without that randomness I’m not sure you could play this well with inexperienced players. There’s a spiritual sequel game called Cascadia that came out this summer, although I’ve played it just once. Complexity: Medium, at least.

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

87. 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.

86. 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.

85. Seven Bridges. Full review. Seven Bridges came out right before Christmas of 2020, too late for my best games of the year post, but it is one of the best roll-and-write games I’ve ever played, and certainly the best one that I would say is at all complex. The title refers to the Seven Bridges of Königsberg, a famous problem in mathematics eventually solved by Leonard Euler – could you walk a path through the city, crossing each of its seven bridges exactly once? (The answer is no.) Here, you roll dice showing segments of paths, and must fill out parts of the roads and footpaths on your personal scoresheet, showing a city map with those seven bridges. You get points for crossing bridges, passing monuments, and other achievements, and you can unlock bonuses on the left side of the sheet that can help you get specific shapes you need. It’s extremely easy to teach, but I believe it’s hard to master because of how many ways you can score. The first print run sold out; it’s unclear when the next one will be. Complexity: Medium.

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

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

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

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

80. 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 when she was nine. Players take on various roles to move their witch tokens around the board, gathering potions or delivering them to various towers for points, or collecting wands and clouds to gain other bonuses. There are multiple paths to win, but they’re all fairly straightforward; the role selection process is unique and takes some getting used to for younger players. It was a well-deserving winner, but requires a minimum of three players. It’s hard to find right now, but a few places have it for $45, which is more than I’d pay. Complexity: Medium.

79. 7 Summits. Full review. I got to play a prototype of this game at PAX Unplugged in 2019, and I was already hooked – the finished game is pretty much the same as what I played, in fact. Players draft dice on each turn to move their mountaineers up the seven mountains of the game’s title, referring to the tallest peak on each continent. You can continue rolling, but if you press your luck, you might fall all the way to the bottom. You can also get various power tokens along the way to make your ascents easier, or just more profitable. It plays well with any player count from two to five. Complexity: Low.

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

77. 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.

76. That’s Pretty Clever! I’m not sure why I didn’t include this on last year’s list, but I think this game, originally called Ganz Schön Clever, is the best roll-and-write game ever developed. You roll six dice, each in its own color, and choose one to score. Then you remove dice lower than the one you chose, roll the remainder, and choose another to score. Do this one more time. Each die scores in a unique way on your scoresheet, which has five separate scoring areas (the white is wild, and also is paired with the blue die for scoring that color). It works extremely well as a solo game, or with two players, or up to four; you also get to choose one leftover die after each opponent’s turn. There are two sequel games, Twice as Clever! and Clever Cubed, but this is the best one. Complexity: Low.

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

74. 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.

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

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

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

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

69. 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.

68. 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. (I own a copy of London, but haven’t played it. Brass is pretty close.) 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).

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

66. 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. Unfortunately, this game might be permanently out of print; it’s been replaced by a “sequel” game, Glen More II: Chronicles, which is longer, more complex, and a lot more expensive. Complexity: Medium.

65. Riftforce. Full review. Riftforce is the best new purely two-player game I’ve tried this year (2021). It’s an asymmetrical dueling game, where each player has a deck of cards in four factions, and the players play cards to five locations in a row between them. The cards are valued 5, 6, and 7, representing their hit points. You can play up to three cards of a color, or three of the same value, or you can play a card to activate up to three matching cards, using their actions usually to blast a card on the other side of the same location. You duel until one player gets 12 Riftforce points, mostly from destroying an opponent’s cards. The game comes with ten factions, which gives it more variety than most folks will ever need, although I’m sure there will be expansions. Complexity: Medium-low.

64. Thurn und Taxis: Full review. I love games with very simple rules that require quick thinking with a moderate amount of foresight. 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. But over time, and many plays, I’ve cooled on this game quite a bit – there is one optimal strategy, and one strategy that’s a close second, and that’s about it. And the second strategy is the opposite of fun for me. I think route-building has been done better in the fifteen years since this came out. Complexity: Low.

63. Ingenious. Full app review. Ingenious is another Reiner Knizia title, a two- to four-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute, although other versions exist. Complexity: Low.

62. 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.

61. Juicy Fruits. Full review. I might be prey to a little recency bias here, but I am pretty confident this game belongs in this range on the list – it hits the sweet spot (pun intended) for games I like that I can also play with just about anybody, because it’s quick to learn and play. Players collect fruits by moving tokens on their personal island boards, then trade them in for points, to get upgrades, or to launch ships that gain points and make their islands bigger. The mini fruit tokens are cute, and the rules are quite easy to follow. I didn’t think the advanced mode, which adds an achievement track, was really necessary. Complexity: Medium-low.

60. Dragomino. Full review. This reimagining of Kingdomino for younger players, aged 4 and up, is bar none the best game I’ve played for kids that young – and if you don’t believe me, I have at least four kids aged 4 or 5 who would back up my opinion, including my youngest stepdaughter. It takes the domino terrain tiles of the original and just asks players to take one tile on each turn, place it in their area next to an existing tile, and draw one dragon egg for each place where they’ve matched adjacent terrain types. Some dragon eggs have baby dragons, and some are empty. Whoever ends the game with the most baby dragons wins. It’s not a good game for kids. It’s a good game, one that kids can play easily. If you’re the adult at the table, that is exactly what you’re looking for. Complexity: Low.

59. Silver & Gold. Full review. Phil Walker-Harding is some sort of genius, with Imhotep, the Sushi Go! series, Bärenpark, Gizmos, and this all hits under his name, along with 2021’s Summer Camp, the lighter Gingerbread House, and more. Silver & Gold is a polyomino flip-and-write game where there are just eight shapes to choose from in each round, with seven of them displayed in random order (the eighth isn’t used), and players fill in those small shapes on the larger ones on their two objective cards, using dry-erase markers. You score for finishing shapes, with three small bonuses available each game that do usually end up mattering in the final score. It’s portable, easy, lightly strategic, and undeniably fun. Complexity: Low.

58. 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 $7 for the whole kit and caboodle. The expansion, Coup: Reformation, lets you boost the maximum player count from 6 to 10. Complexity: Low.

57. 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.

56. 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.

55. 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. There’s a sequel game, Namiji, due out next year, that will take the same basic mechanics but change the players’ actions on the path. Complexity: Medium.

54. Nidavellir. I haven’t reviewed this yet, as I don’t actually own the game in any form, but I played it once at Gen Con and a couple of times online, and man, this is a winner. It’s a bidding game, with set collection, and a kind of silly Nordic dwarves theme that’s kind of fun. But the way it handles the bidding is novel: Every player has five money tokens and will bid with two of them in each round on the three rows of dwarf cards (one per player in each row). You take the two coins you didn’t use, combine their value, and swap the higher one for a new coin showing that sum – so sometimes it’s better to underbid and get a better coin for future rounds. I’m a fan already. Complexity: Medium-low.

53. 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. There’s a brand-new app version from Concordia I hope to try out this week. Complexity: Medium.

52. The Quacks of Quedlinburg. Full review. The Kennerspiel des Jahres winner from 2018 came to my attention too late for my top ten list of last year, but it would have made the cut if I had played it in time. Designed by Wolfgang Warsch, who has The Mind also on this list and is also behind the co-op game Fuji and dice-rollers That’s Pretty Clever! and Twice As Clever!, the Quacks is a press-your-luck game with vaguely ridiculous artwork where players fill their bags with ingredients for their potions, drawing as many as they want to try to gain points and benefits before their potions explode because they drew too many white tokens. All other tokens are ‘bought’ through the draws in each round – if you explode, you don’t get points, but you do get money – and each confers some kind of benefit. The press-your-luck part is a lot of fun, though, and even though it’s competitive there’s a sort of aspect where you find yourself rooting for someone else who decides to keep drawing after you’re done. It plays well with five players, and the expansion (out of print right now) lets you add a sixth. Complexity: Medium-low.

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

50. Watergate. Full review. It’s a pure two-player game that pits one player as Nixon and the other as “the journalists,” each with a unique deck, where the latter player tries to place evidence tokens connecting at least two witnesses to the President, and Tricky Dick tries to block them. It’s fun, incredibly well-written, and a real thinker, with actual educational value and some additional reading content at the back of the rule book. Complexity: Medium.

49. 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.

48. Charterstone. Full review. Legacy games aren’t quite my thing, given the time commitment usually involved for them, but I do enjoy Pandemic Legacy, and absolutely love Charterstone, which brings the legacy format to old-school Euro games of resource collection, worker placement, and building stuff for points. Players all play on the same board but focus on building in their own areas, scoring points within each game by trading in resources or gold, achieving objectives, building buildings, opening chests (which is how you add new rules), or gaining reputation. At game-end, there’s a final scoring that considers how many times each player won individual games, and also adds points for things like the buildings in your charter when the last game was over. The board and rules change as the game progresses, with new meeples appearing, new ways to score points, and entirely new game concepts added, so that without you realizing it the game has gone from something very simple to a moderately complex strategy game that taught you all the rules as you played it. The base game gives you twelve plays to complete the story; you can buy a recharge pack to play with the other side of the board and most of the same components a second time through. Once you’ve done that, you can continue playing it as a single-play game. The app, from Acram Digital, is very good, although it’s such a long process that I haven’t gone back to replay it. Complexity: Starts low, ends medium to medium-high.

47. Through the Desert. Full app review, although it hasn’t been updated for the newest iOS version. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Finally reprinted in 2018 by Fantasy Flight, but it’s out of print again, as they spiked their Euro Classics line. . Horse with no name sold separately. Complexity: Low.

46. Stone Age: Full review. I’ve cooled on Stone Age over the last few years, because other games have adopted aspects of it – Everdell in particular – and improved them, or just put them into shorter games. Stone Age has a lot of real-time decision-making and simple mechanics and goals that first-time players always seem to pick up quickly. 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. You place workers and then roll one die per worker to see how many resources you’ll get, which tends to flatten out differences in playing skills. But the game can be very long, depending on playing styles – you need one or more players who target the cards to try to speed to end-game. 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.

45. 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.

44. 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.

43. Targi. Full review. Moderately complex two-player game with a clever mechanic for placing meeples on a grid – you don’t place meeples on the grid itself, but on the row/column headers, so you end up blocking out a whole row or column for your opponent. Players gather salt, pepper, dates, and the relatively scarce gold to enable them to buy “tribe cards” that are worth points by themselves and in combinations with other cards. Some tribe cards also confer benefits later in the game, and there at least two that are super-powered and you’ll fight to get. Two-player games often tend to be too simple, or feel like weak variants of games designed for more players. Targi isn’t either of those things – it’s a smart game that feels like it was built for exactly two people. Complexity: Medium.

42. 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. It seems to be out of print again this year. Complexity: Medium.

41. Terraforming Mars. Full review. One of the most acclaimed games of the last decade, Terraforming Mars is big and long, but so imaginative that it provides an engrossing enough experience to last the two hours or so it takes to play. The theme is just what the title says, based on the Mars trilogy by Kim Stanley Robinson (which I loathed), as the players compete to rack up points while jointly transforming the planet’s surface. The environment is tracked with three main variables – oxygen levels, surface temperature, and water supply – that alter the effects of various moves and buildings as the game progresses. The cards are the heart of the play itself, as they can provide powerful points bonuses and/or game benefits. It’s already been expanded at least four times, with Hellas & Elysium, Venus Next, Prelude, and Colonies. The digital port is also very good. Complexity: High.

40. Tzolk’in. Tzolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks, the latter of which is the main source of strategic complexity. I like designer Simone Luciani’s games, and this is one of his best, even though I’m pretty bad at it – I never seem to get the rhythm of adding and removing workers right. The gears, though, are kind of badass. Complexity: High.

39. 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.

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

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

36. Canvas. Full review. You’d be hard-pressed to find a more visually stunning game, starting with the box itself. It’s also surprisingly simple to learn and play. Players will select cards from the display to build three works of art, crafting them by placing three cards into a clear sleeve so that up to five distinct elements of the artwork are visible for scoring. The value of those elements can vary in each game, while some things are always worth points. It plays in about a half an hour and is far easier than any other card-crafting game I’ve seen. Plus the game’s artwork is off the charts. Complexity: Low.

35. 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. I haven’t explored the expansions beyond the volcanoes, but the Diamante one is well-received. Complexity: Low.

34. Patchwork: Full review. A really sharp two-player game that has an element of Tetris – players try to place oddly shaped bits of fabric on his/her main board, minimizing unused space and earning some small bonuses along the way. It’s from Uwe Rosenberg, better known for designing the ultra-complex games Agricola, Le Havre, and Caverna. I’ve played this a ton, and the way you have to think ahead just a little bit, looking at what tiles you can take and what tile(s) your opponent might take, is perfect for two-player play. Complexity: Low.

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

32. 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.

31. Terraforming Mars: Ares Edition. Full review. This is probably heretical to fans of the original Terraforming Mars game, but I like this shorter version better. It’s smaller, and plays in an hour, but still keeps the theme and general concepts from the first game. Each player represents a unique corporation that is working both to terraform the red planet and to be the most profitable one while doing so. You do all that through drawing cards and paying to play them to your tableau, with most cards providing either one-time bonuses or, more commonly, ongoing benefits that make it easier to get more money, resources, or points as the game goes on. When the planet is fully terraformed, the game ends. It’s the Terraforming Mars experience, distilled in a far more digestible format. Complexity: Medium.

30. 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. It offers many expansions, but the power-ups that give each player a unique power & unique cards to buy are worthwhile. Complexity: Medium-low.

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

28. Caylus: Full app review. Another game I’ve only played in its now-defunct app version (the developer appears to be out of business), Caylus is among the best of the breed of highly-complex games that also includes Agricola and Le Havre, with slightly simpler rules and fewer pieces, yet the same lack of randomness and relatively deep strategy. I’ve also found the game is more resilient to early miscues than other complex strategy games, as long as you don’t screw up too badly. In Caylus, players compete for resources used to construct new buildings along one public road and used to construct parts of the main castle where players can earn points and special privileges like extra points or resources. If another player uses a building you constructed, you get a point or a resource, and in most cases only one player can build a specific building type, while each castle level has a finite number of blocks to be built. There are also high point value statues and monuments that I think are essential to winning the game, but you have to balance the need to build those against adding to the castle and earning valuable privileges. Even playing the app a dozen or more times I’ve never felt it becoming monotonous, and the app’s graphics were probably the best I’ve seen alongside those of Agricola’s. It’s in and out of print, apparently out right now, although a newer, streamlined edition, Caylus 1303, is available. Complexity: High.

27. 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, but that entire line of updated Euro Classics is now out of print again. Knizia himself revised this game as Yellow & Yangtze, which has a digital port coming from Dire Wolf that’s already on Steam Early Access and is very promising. Complexity: Medium.

26. Battle Line: Full review. Reissued a few years ago as Schotten Totten – same game, different theme, better art, half the price right now. Among the best two-player games I’ve found, designed by Reiner Knizia, who is also behind a bunch of other games on this list. Each player tries to build formations on his/her side of the nine flags that stand in a line between him and his opponent; formations include three cards, and the various formation types resemble poker hands, with a straight flush of 10-9-8 in one color as the best formation available. Control three adjacent flags, or any five of the nine, and you win. But ten tactics cards allow you to bend the rules, by stealing a card your opponent has played, raising the bar for a specific flag from three cards to four, or playing one of two wild cards that can stand in for any card you can’t draw. There’s a fair amount of randomness involved, but playing nine formations at once with a seven-card hand allows you to diversify your risk. The iOS app is among the best as well. Complexity: Low.

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

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

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

22. 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.

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

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

19. Welcome To… Full review. I don’t know if it was the first flip-and-write title, but Welcome To… was the first one I encountered, and I think it’s spawned a few imitators because it’s so good. In each round, there are three cards from which players can choose, each showing a house number and one of six colors; each player chooses one of those three houses to fill in and takes the benefit of that particular color. The goal is to fill out as much of your own ‘neighborhood’ as you can, scoring points for clusters of adjacent houses, for providing green space, for adding pools to certain houses, and more. It’s simple to learn and has huge replay value. I prefer the original to any of the expansion packs (with themed neighborhoods and new rules) I’ve played. Complexity: Low.

18. 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.

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

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

15. Grand Austria Hotel. Full review. I was late to this game, and have still only played it online, although I own the physical game. It’s a brilliant medium-heavy game of dice-drafting and resource management, with a theme that’s probably inspired by a certain Wes Anderson movie (although no cats will be defenestrated during the course of the game). Each player tries to prepare rooms in their personal hotels and then fill them with guests, whom they can draft from the board and eventually place in those rooms by serving them the right combination of four resources. Each guest has its own bonus in addition to a point value, with many guests named for other games (including E. Gizia, the most powerful guest card because it gives you another turn). You also have to keep an eye on the emperor track, however, or you can lose a ton of points at any of the three check-ins there. My only knock on it is that it lacks player interaction, but it’s a tremendous thinker of a game with a lot of replayability. Currently out of print, though. Complexity: Medium-high.

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

13. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of December 2020, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015, but they’ve sunsetted the whole Euro Classics line, so it’s out of print yet again. Complexity: Medium/low.

12. 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.

11. 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 loves the game, and even from age eight was able to play at a level pretty close to the adults. It’s a simple game where players collect tokens to purchase cards from a 4×3 grid, and where purchased cards decrease the price of other cards. Players have to think long-term without ignoring short-term opportunities, and must compare the value of going for certain in-game bonuses against just plowing ahead with purchases to get the most valuable cards. The Splendor app is defunct, unfortunately, with no indication that it’s coming back. I also like the four-in-one expansion for the base game, Cities of Splendor. Complexity: Low.

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

9. 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.

8. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. There’s a brand-new app version out from Repos this fall. Complexity: Medium-low.

7. 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. This higher ranking reflects the 2021 second edition, with better components, no more problematic art, and a true solo mode. Complexity: High.

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

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

There’s also a kids’ version, called Ticket to Ride First Journey, with a separate app for that as well. Complexity: Low.

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

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

3. Wingspan. Full review.The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste five years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion and Oceania expansions are both out, although I don’t own either. Wingspan won the Kennerspiel des Jahres in 2019, which it more than deserved, making Hargrave the first woman to win that honor as a solo designer and just the second solo woman to win any Spiel des Jahres prize. It’s a marvel. Complexity: Medium.

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

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

I have a separate ranking of games for two players that I published at the start of the pandemic. Air, Land, and Sea would make the cut now, as would Riftforce. I would probably add Seven Bridges if I knew when it was coming back into print. I’ll update that this offseason – I said I would do it last year and then never got around to it.

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, Ecosystem, King of Tokyo, Welcome To, and Sushi Go Party!, all of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum; the same applies to Hadara. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. Kodama can play 5 out of the box, and 6 with the Duo expansion. For more social games, One Night Ultimate Werewolf is best with five or more also, and Deception: Murder in Hong Kong also benefits from more players. Coup needs 3, but with the Reformation expansion can handle up to 10. The cooperative party game Just One (on sale today for just $17.50) can handle up to 7, and Wavelength plays any number, split into two teams. Snakesss! is a new bluffing/party game from this year and requires 4 players as a mininum.

Mistakes Were Made (But Not by Me).

Mistakes Were Made (But Not by Me) is the story of cognitive dissonance, from its origins in the 1950s – one of the authors worked with Dr. Leon Festinger, the man who coined the term – to the modern day, when we routinely hear politicians, police officers, and sportsball figures employ it to avoid blame for their errors. What Dr. Carol Tavris and Dr. Elliot Aronson, the authors of the book, emphasize in Mistakes Were Made, however, is that this is not mere fecklessness, or sociopathy, or evil, but a natural defense mechanism in our brains that protects our sense of self.

Cognitive dissonance refers to the conflict that arises in our brains when an established belief runs into contradictory information. We have the choice: Admit our beliefs were mistaken, and conform our beliefs to the new information; or, explain away the new information, by dismissing it, or interpreting it more favorably (and less accurately), so that our preconceived notions remain intact. You can see this playing out right now on social media, where anti-vaxxers and COVID denialists will refuse to accept the copious amounts of evidence undermining their views, claiming that any contradictory research came from “Pharma shills,” or was in unreliable journals (like JAMA or BMJ, you know, sketchy ones) or offering specious objections, like the possible trollbot account claiming a sample size of 2300 was too small.

The term goes back to the 1950s, however, when a deranged Wisconsin housewife named Dorothy Martin claimed she’d been communicating with an alien race, and a bunch of other morons followed her, in some cases selling their worldly possessions, because the Earth was going to be destroyed and the aliens were coming to pick them up and bring them to … I don’t know where, the fifth dimension or something. Known as the Seekers, they were inevitably disappointed when the aliens didn’t know. The crazy woman at the head of the cult claimed that the aliens had changed their minds, and her followers had somehow saved the planet after all.

What interested Festinger and his colleagues was how the adherents responded to the obvious disconfirmation of their beliefs. The aliens didn’t come, because there were no aliens. Yet many of the believers still believed, despite the absolute failure of the prophecy – giving Festinger et al the name of their publication on the aftermath, When Prophecy Fails. The ways in which these people would contort their thinking to avoid the reality that they’d just fallen for a giant scam, giving up their wealth, their jobs, sometimes even family connections to chase this illusion opened up a new field of study for psychologists.

Tavris and Aronson take this concept and pull it forward into modern contexts so we can identify cognitive dissonance in ourselves and in others, and then figure out what to do about it when it rears its ugly head. They give many examples from politicians, such as the members of the Bush Administration who said it wasn’t torture if we did it – a line of argument that President Obama did not reject when he could have – even though we were torturing people at Guantanamo Bay, and Abu Ghraib, and other so-called “black sites.” They also show how cognitive dissonance works in more commonplace contexts, such as how it can affect married couples’ abilities to solve conflicts between them – how we respond to issues big and small in our marriages (or other long-term relationships) can determine whether these relationships endure, but we may be stymied by our minds’ need to preserve our senses of self. We aren’t bad people, we just made mistakes – or mistakes were made, by someone – and it’s easier to remain believers in our inherent goodness if we deny the mistakes, or ascribe them to an external cause. (You can take this to the extreme, where abusers say that their victims “made” them hit them.)

There are two chapters here that I found especially damning, and very frustrating to read because they underscore how insoluble these problems might be. One looks at wrongful convictions, and how prosecutors and police officers refuse to admit they got the wrong guy even when DNA evidence proves that they got the wrong guy. The forces who put the Central Park Five in prison still insisted those five innocent men were guilty even after someone else admitted he was the sole culprit. The other troubling chapter looked at the awful history of repressed memory therapy, which is bullshit – there are no “repressed memories,” so the whole idea is based on a lie. Memories can be altered by suggestion, however, and we have substantial experimental research showing how easily you can implant a memory into someone’s mind, and have them believe it was real. Yet therapists pushed this nonsense extensively in the 1980s, leading to the day care sex abuse scares (which put many innocent people in jail, sometimes for decades), and some still push it today. I just saw a tweet from someone I don’t know who said he was dealing with the trauma of learning he’d been sexually abused as a child, memories he had repressed and only learned about through therapy. It’s nonsense, and now his life – and probably that of at least one family member – will be destroyed by a possibly well-meaning but definitely wrong therapist. Tavris and Aronson provide numerous examples, often from cases well-covered in the media, of therapists insisting that their “discoveries” were correct, or displaying open hostility to evidence-based methods and even threatening scientists whose research showed that repressed memories aren’t real.

I see this stuff play out pretty much any time I say something negative about a team. I pointed out on a podcast last week that the Mets have overlooked numerous qualified candidates of color, in apparent violation of baseball’s “Selig rule,” while reaching well beyond normal circles and apparently targeting less qualified candidates. The response from some Met fans was bitter acknowledgement, but many Met fans responded by attacking me, claiming I couldn’t possibly know what I know (as if, say, I couldn’t just call or text a reported candidate to see if he’d been contacted), or to otherwise defend the Mets’ bizarre behavior. Many pointed out that they tried to interview the Yankees’ Jean Afterman, yet she has made it clear for years that she has no interest in a GM job, which makes this request – if it happened at all – eyewash, a way to appear to comply with the Selig rule’s letter rather than its intent. Allowing cognitive dissonance to drive an irrational defense of yourself, or your family, or maybe even your company is bad enough, but allowing it to make you an irrational defender of a sportsball team in which you have no stake other than your fandom? I might buy a thousand copies of Craig Calcaterra’s new book and just hand it out at random.

Theauthors updated Mistakes Were Made in 2016, in a third edition that includes a new prologue and updates many parts of the text, with references to more recent events, like the murders of Tamir Rice and Eric Garner, so that the text doesn’t feel as dated with its extensive look at the errors that led us into the Iraq War. I also appreciated the short section on Andrew Wakefield and how his paper has created gravitational waves of cognitive dissonance that we will probably face until our species drives itself extinct. I couldn’t help but wonder, however, how the authors might feel now about Michael Shermer, who appears in a story about people who believe they’ve been abducted by aliens (he had such an experience, but knew it was the result of a bout of sleep paralysis) and who provides a quote for the back of the book … but who was accused of sexual harassment and worse before this last edition was published. Did cognitive dissonance lead them to dismiss the allegations (from multiple women) and leave the story and quote in place? The authors are human, too, and certainly as prone to experiencing cognitive dissonance as anyone else is. Perhaps it only strengthens the arguments in this short and easy-to-read book. Mistakes Were Made should be handed to every high school student in the country, at least until we ban books from schools entirely.

Next up: David Mitchell’s The Thousand Autumns of Jacob de Zoet.

Passing.

Nella Larsen’s 1929 novella Passing had, somehow, never been adapted for the screen until this year, despite decades of acclaim – Penguin included it in their Classics series, and LitHub named it one of the 50 best short novels published before 1970 – and themes of race and identity that have lost nothing in relevance since the novel’s publication. Rebecca Hall, star of 2018’s Christine, took on the task of both writing the screenplay and directing the film, producing a highly faithful version of Larsen’s original story that preserves the original’s ambiguity and incisive eye on its main characters.

The novel and film focus on two Black women, Irene (Tessa Thompson) and Clare (Ruth Negga), who were friends in childhood but drifted apart at some point afterwards, only to stumble upon each other in Manhattan one day – in a tea room where both women are “passing” as white. Irene learns that Clare has been passing for years, to the point of marrying a white man who has no idea of her racial background, and that as part of the ruse, Clare puts on a show of hating all Black people – even more so than her husband does. Irene has married a successful doctor (Andre Holland), living in Harlem with their two boys, and is very involved in the Negro Women’s League – a cause to which Clare seems to attach herself, at least as far as attending the social events where she can slide back and forth between her two identities. When Clare becomes closer to Irene’s husband, who is happy to pay her some attention, Irene starts to doubt her friend’s motives, and a coincidental meeting puts them all on the inevitable collision course with the truth.

Hall’s script hews almost completely to Larsen’s original story, down to the characters and settings, a sensible choice given the strength of the original material – especially the characterization of Clare, who might have less screen time than Irene but is the most interesting character by far, as she dances with danger by trying to live in both worlds at the same time. Negga has to be headed for awards nominations with this performance, where she takes the heedless Clare of the book and makes her more subtle, daring with the chances she takes but more sympathetic as she hints at the ways in which she’s trapped herself by passing to this extent. Is she flirting with Irene’s husband, or does she just enjoy the attention of men other than the husband she secretly loathes? (Is he flirting back, or just being chivalrous?) The two women both appear to envy what the other has; Clare is the life of the party, and has access to a whole world that is closed to Irene, while Irene never has the stress of passing, and does not have to deny her identity, or give up her family and friends to have material wealth. Both actresses portray this exquisitely, through tone and expression as well as Hall’s dialogue. Negga in particular could strip paint off the walls just through a change in how she looks at another character, while Thompson’s portrayal of Irene is understated because of the way that character keeps her mistrust and rage bottled up.

Hall shot the film in black and white, which certainly helps evoke the 1920s (pre-Crash) setting, but also creates additional ambiguity around the varying skin tones of the main characters. If you had never seen Thompson or Negga before Passing, you might not immediately know either woman was Black. (Negga is part Ethiopian and part Irish, and has been vocal about her identification with and interest in Black history.) Negga’s hair is dyed blonde, further developing her racial ambiguity and making it easier to see how she might slide back and forth between the white world of midtown Manhattan – and her racist husband – and Irene’s world of Harlem. It is as un-showy a directorial effort as you might find, especially for someone’s debut in that chair, but that makes it all the more remarkable, and one I hope is fully recognized by critics and awards shows.

I’ve only seen two movies that are awards contenders for 2021, this and In the Heights, so saying this is one of the best things I’ve seen all year seems rather disingenuous, but I feel confident I won’t see five better movies than Passing in this cycle. It’s so well-written and well-acted, and it is the type of movie I especially enjoy. Passing has a leisurely rhythm that contrasts the seriousness of its subject matter in such a way that the conclusion packs the maximum possible punch, and even though I knew what was coming, I still felt the full impact because Hall and her two leads set it up so well.