Ghostwritten.

After reading Utopia Avenue this summer, I realized, with some help from readers, that I was missing out on quite a bit of the context because I hadn’t read enough of David Mitchell’s previous work. His first novel, Ghostwritten, introduces several people who’ll pop up again in his later books, while also introducing what I assume is the first appearance of one of his noncorporeal Horologists.

Ghostwritten is more of a short story novel, with each story connected in some small way with at least one of the previous ones – sometimes just by the detail of a character appearing in the background of one and becoming the protagonist of the next, sometimes more significantly. That made it feel much more like a tuneup for Cloud Atlas, where he weaves six separate novellas together but is more effective at making them all feel like parts of the same tome. That’s not to say Ghostwritten doesn’t work, but I definitely had more of a sense that I was reading a short story collection than a cohesive single work.

That story where we meet what I assume is a Horologist is probably the book’s best-written and most interesting, as the narrator is a spirit who can take over a person’s brain and can jump to another person with a touch. The spirit is in Mongolia, and ends up in someone who’s on the run from the secret police, so the whole chapter has a spy-story vibe that isn’t present elsewhere – the same way the Luisa del Rey chapter in Cloud Atlas read like a detective story within the larger novel.

One other oddly compelling story in the book is set on a tea shack on Mount Emei, one of the four sacred mountains in Chinese Buddhism, in a tale that spans almost the entire life of its main character. Beginning when the shack owner is just a young girl, the narrative follows her through regime changes, social upheaval, and multiple razings of the shack that require her to rebuild. There’s a powerful undercurrent of perseverance and acceptance, consistent with the tenets of that religion, demonstrated by her resilience in the face of what could have become crippling defeats.

The first and the penultimate stories in Ghostwritten revolve around a doomsday cult that launches a nerve gas attack on the Tokyo subway, very much like the actual 1995 attack by the cult Aum Shinrikyo that killed 12 people, which was chronicled by one of Mitchell’s stated influences, Haruki Murakami. While the events, and ultimate confusion over what’s real in the depiction, make a useful framing device for the other stories within the novel, the translation of a real-world terrorist attack in such stark terms felt almost exploitative, especially given the extent of Mitchell’s imagination on display elsewhere in the book.

Perhaps reading Ghostwritten out of order, after reading what is widely considered his best book (Cloud Atlas) and two more written after that one (Slade House and Utopia Avenue), takes away some of its power, as I was left with the impression that I’d read a strong debut that hinted at better things to come but also felt uneven and in some ways unfinished. The concluding two chapters are especially unsatisfying, one because it’s an unsuccessful attempt at an experimental style, the second because it blows up (pun semi-intended) most of what came before. Had I read this first, I probably would have compared it to the rookie season of a player I thought would become a star but hadn’t shown it all in year one – say, George Springer in 2014. Now I’m biased because I know Mitchell can do so much better, and already has.

Next up: I just finished David Wondrich’s Imbibe!, a history of the American cocktail, and am almost halfway through Yoko Ogawa’s The Memory Police.

Yes, God, Yes.

Yes, God, Yes is a delightful indictment of the way many puritanical religions, in this case particularly Catholicism, treat basic human sexuality, in a devilishly satirical, 80-minute comedy that features plenty of little nods to the culture right around the year 2000. Starring Natalia Dyer (Stranger Things) as Alice, who gets an unexpected window into the world of sex via an AOL chat room, the story follows Alice as she goes on a four-day indoctrination retreat with her Catholic school and encounters the rank hypocrisy of the religion.

Alice’s morality teacher, Father Murphy (of course), teaches that sex is only for procreation, and that when it comes to sexual desire, boys are like microwaves (turned on easily, no warm-up required) while girls are like conventional ovens. This useful lecture comes right before she receives a pornographic image from a creep she encounters in that online chatroom, which leads her to try masturbating for the first time – something she’s been told, repeatedly, will send her to hell. She’s also the subject of a nasty rumor that she engaged in a sex act with another student, but she doesn’t even know what the act is because she’s unfamiliar with the term used for it. She then heads off on that retreat, which is Kairos by another name, where she discovers that many people in charge of the endeavor don’t exactly practice what they preach.

Masturbation, specifically a girl masturbating, is at the heart of the story here, and that alone makes Yes, God, Yes rather unusual – if that act appears at all in movies, it’s usually boys doing it, and usually just played for laughs. That’s notable in and of itself; women’s sexuality is generally ignored in movies, or seen as something immoral or sinful, as in horror movies that kill off any of the teenagers having sex. To this film’s credit, Alice’s masturbation isn’t treated as a joke, but as a natural part of the story, and a way to keep throwing her into religious doubt. Her sneaking around also lands her in trouble, which in turn lets her see what some of the other campers – and authority figures – are up to.

The script doesn’t pull its punches on Catholicism – not its treatment of all non-procreative sex as sinful, not its inherent subjugation of women – and even ends with a coda that depicts devout Catholics as both provincial and uncurious, even as Alice realizes there’s a world beyond the walls of her parochial school. The film doesn’t delve into questions of faith, but deals with the real-world impacts of the man-made doctrines, which require willful ignorance of human biology and sexuality, and allows the question of why these myriad rules even exist when the Christian Bible has barely anything from Jesus himself about sex to lay unanswered at the edges of the story. Once Alice goes through the looking glass by seeing that single pornographic image, she’s on a path where she’s going to question far more than just what the Church told her about sex.

Dyer was one of the weaker actors on Stranger Things, partly because her character wasn’t that interesting, but also because she played Nancy so flatly, only coming to life when she got involved in a combat scene. She’s better here, because she has more to do, although I still don’t get a lot of energy from her performances. She’s at her best in Yes, God, Yes when Alice is befuddled, confused, or surprised by something, but less convincing when she’s angry, spiteful, or, in one scene, trying to be passionate. The film does rest largely on her, as there isn’t another major character and most of the secondary ones are pretty one-note, and in that sense she is more than up to the task.

Yes, God, Yes premiered way back at SXSW in March of 2019, but the pandemic wrecked its release schedule, and after a very limited run in drive-throughs and via virtual cinema, it went to Netflix in October. At a scant 78 minutes, it’s just the right length for its subject, and if you’re a lapsed Catholic like me, I think you’ll especially enjoy it.

Stick to baseball, 12/12/20.

I wrote one piece this week for subscribers to The Athletic, looking at the Lance Lynn and Carlos Santana signings and the Angels’ trades for two guys named Iglesias.

For Paste, I ranked the top fifteen new board games of 2020, which range from a game suitable for kids as young as 4-5 to a crunchy two-hour dice-drafter.

My guest on this week’s episode of the Keith Law Show was Tony Paul, who’s covered the Tigers for ages for the Detroit News, talking about the Tigers, what it’s like to cover a bad team, and how baseball can improve its efforts on diversity.

I have two books out for the readers on your holiday shopping lists. The Inside Game: Bad Calls, Strange Moves, and What Baseball Behavior Teaches Us About Ourselves, available in hardcover; and Smart Baseball, available in paperback.

You can also sign up for my free email newsletter for more essays from me and summaries of everything I’ve written between issues of the newsletter.

And now, the links…

Breath: The New Science of a Lost Art.

Over the summer, I linked to an interesting longread in The Guardian, an excerpt from a new book by James Nestor called Breath: The New Science of a Lost Art. The excerpt and the title both promised an evidence-based approach to the rather fundamental act of respiration, one that comes up in areas from pulmonary and cardiovascular health to allergies to meditation and mindfulness. It was a huge disappointment: Breath is a lot of woo and anecdote, with a little bit of science hidden in the endnotes. It imparts very little useful information on how to improve your breathing, or address any problems with it.

Nestor starts Breath explaining an experiment he and a fellow “pulmonaut” underwent, where they agreed to block their nasal passages so they’d be forced to breath through their mouths for about three weeks , so they could see how much their health would deteriorate in the meantime. From there, he points out that humans are the only species with our wide range of dental problems, a product of evolution and our changing diet, and speculates that this has led to a constricted airway (which creates the conditions for sleep apnea) and says most of us are just breathing the wrong way.

One major way in which we do it wrong is breathing through our mouths, which bypasses the nose’s air-filtering, humidifying, and warming mechanisms, which came about via evolution and allow us to take less particulate matter into our lungs, while getting warmer, less dry air. Nasal breathing helps filter out some airborne pathogens, while the mouth has no such filtration. There’s even some evidence that breathing through the nose while exercising can improve performance, because “breathing through the nose releases nitric oxide, which is necessary to increase carbon dioxide (CO2) in the blood, which, in turn, is what releases oxygen.”

There’s at least some scientific evidence to back up the claims he presents in those parts of the book, and there’s copious evidence that sleep apnea is associated with serious health problems over the long term. As the book progresses, however, he veers farther and farther into pseudoscientific territory, discussing the Hindu concept of prana (the life force coursing through all living things in Hinduism) as if it were a scientific fact, which it’s not. He mentions how he breathes through his right nostril to improve his digestion, a belief from yoga that appears to have zero scientific evidence to support it. He also appears to advocate some extreme breathing hacks, such as the Buddhist method known as g Tum-mo meditation, that have little to no controlled research showing their efficacy or safety. There are even some internal contradictions here around hypoventilation and its effects, especially since there’s at least some literature showing a connection between hypoventilation and obesity.

I have some very mild breathing issues, mostly connected to sleeping, and thought I might get some useful tips from Breath to help with that, but all I really got out of the book was the advice to breathe more slowly, and remind myself to breathe through my nose when exercising. The former is something you’d get from any resource on mindful meditation, all of which start out with awareness-of-breath exercises. The latter is something I tried on Monday during a run … without success. It turns out that when it’s 40 degrees outside, breathing through your nose is not all that effective in delivering warm, moist air to your lungs, which is counterproductive when you’re trying to run at peak capacity. Apparently this is something you can build up to doing through practice, which I will continue to try to do over the next few weeks, but this isn’t advice for the larger audience.

There’s probably a decent book to write on this topic, but Breath isn’t it. With too much reliance on anecdote and the eventual devolution into woo, it’s not the kind of evidence-based argument I’d want to see for anything related to health or wellness.

Next up: I’ve got a few other books to review, but at the moment I’m reading Jude the Obscure.

Music update, November 2020.

A quick playlist of new tracks from November, as we head into mid-December and time for my year-end lists of 2020’s best albums and singles, which I’m tentatively planning to run on December 21st and 22nd. As always, you can access the playlist here if you can’t see the widget below.

James BKS feat. The New Breed Gang – No Unga Bunga. French producer and hip-hop artist JamesBKSwas the first signing to Idris Elba’s new record label, and this is now his fourth single for the imprint, following last year’s “New Breed,” with guest spots from Q-Tip, Little Simz, and Elba himself.  

Arlo Parks – Caroline. At this point, I might be looking forward to Parks’ debut album, Collapsed in Sunbeams, due out January 29th, more than any other album scheduled for next year. Her voice is stunning and I love the lush sound of just about everything she’s released so far.

Jade Bird – Headstart. The Welsh singer-songwriter Bird hasn’t announced a new album but this is her first new track in over a year, since her debut album dropped in May 2019.

HAERTS – It’s Too Late. The duo announced a release date for their third album, Dream Nation, of March 21, with this track and “For the Sky” to be included.

Mourn – Stay There. ThisBarcelona punk-rock trio seem to be getting more experimental as they get older – although they’re still all between 20 and 23 years old – with their fourth album, Self Worth, released on October 30th.

Khruangbin – Summer Madness. Khruangbin had already released one of the year’s best albums in Mordechai, and now they’ve put out a full album with 15 covers, including this reworking of a Kool & the Gang track from 1974.

Django Django – Glowing in the Dark. The title track from the Djangos’ fourth album, due out February 12th, is more of the same electronic rock we’ve gotten from the group since their more experimental first record, 2012’s self-titled debut.

Radkey – Seize. The Brothers Radke are at their best when they turn up the tempo, which they do here on this punk-infused track. Their newest album Green Room just came out on November 27th.

Record Heat – Nathan. Record Heat used to be called Spirit Animal, but they changed their name based on criticism of the possible cultural appropriation involved in the old moniker. I find their music a mixed bag – when they try to introduce anything resembling rap, it doesn’t work, but their straight rock tracks can be pretty strong.

Romero – Troublemaker. A new power-pop group from Melbourne, Romero just released this, their third single, in advance of a debut album coming out next year.

The Lounge Society – Burn the Heather. This West Yorkshire teenaged quartet have called themselves “the antidote to The 1975,” which is good enough for me, although I also dig the post-punk vibe on this, their second-ever single.

Pale Waves – Change. This is my favorite song to date from the Mancunian indie-rock band, whose second album, Who Am I?, is due out on February 12th.

Middle Kids – R U 4 Me? I never got this Sydney indie-pop act’s their 2016 hit “Edge of Town,” but this new track, their first since an EP came out last May, is pretty solid.

Zeal & Ardor – Wake of a Nation. The title track from this gospel-blues-metal band’s new EP, released October 23rd, has more of the same righteous anger in the lyrics and tones down the harshest elements (e.g., blast beats) of some of their earlier output.

Moonspell – The Greater Good. The Portuguese doom metal stalwarts announced their 12th album, Hermitage, will come out on February 26st; it’s their first since 2017’s concept album 1755.

Stick to baseball, 12/5/20.

I had two pieces this week for subscribers to The Athletic, one on six non-tendered players who would make my rankings of the top free agents, and another on what this week’s news of realignment and contraction in the minors might mean. I held a Klawchat on Thursday.

Over at Paste, I reviewed the unique new game Pendulum, which is turnless – players move simultaneously, but when and where you can move, and what you can do, is dictated by three sand timers, each of which has a different duration.

I have two books out for the readers on your holiday shopping lists. The Inside Game: Bad Calls, Strange Moves, and What Baseball Behavior Teaches Us About Ourselves, available in hardcover; and Smart Baseball, available in paperback.

My podcast will return on Monday, with two episodes scheduled before we break for the holidays. You can also get more of me by subscribing to my free email newsletter.

And now, the links…

Piranesi.

Has any novel been as long-awaited as Susanna Clarke’s sophomore work Piranesi? Her first novel, 2004’s Jonathan Strange and Mr. Norrell, is one of the best books I’ve ever read, perhaps the best written this century so far, a brilliantly rendered epic about rival magicians in the 1800s, complete with the funniest footnotes I’ve ever seen. Clarke fell ill after writing it, and other than one book of short stories, published nothing until this year, when Piranesi appeared, as if from another world, in September. While it’s quite unlike her first novel, Piranesi is remarkable – brilliantly rendered, again, but in a completely new way, with a new voice and an atmosphere of mystery and dread throughout.

Piranesi is the name of the narrator, although we come to learn that his story, and his name, are more complicated than they first appear to be. He lives alone in a gigantic castle of hundreds of rooms, some sort of labyrinth, and the only person he ever sees is one he calls the Other, who seems to be conducting some sort of research on Piranesi and the house. As the story progresses, though, it becomes clear that there’s far more to Piranesi than even he realizes, as his memories start to come back to him in dribs and drabs, and he realizes there are other people in the world besides himself and the Other.

The less said about the story, though, the better. This is book about memory and loss, and it’s best to recover Piranesi’s memories, and learn the truth about him and the House that he treats as a sort of god, along with him. Clarke has, once again, created an immersive, dreamlike otherworld that will pull you in, even though this one is as nebulous as the world of Jonathan Strange was clear and familiar. It was easy to look at her first novel and see her influences in 19th century British literature and to understand where she was gently parodying the books she obviously loved from that era. Piranesi, however, is unlike any novel I’ve ever read. The closest comparisons I can think of – David Mitchell’s Slade House came to mind – aren’t really that close.

While the mystery of who exactly Piranesi is and what he’s doing in this house – which floods often, and doesn’t appear to have any exits – unravels, Clarke gives the reader ample time and fodder to consider his plight. He’s alone most of the time, yet oddly at peace with his situation, even though he’s in frequent peril from everything from the rising waters to lack of food. (The Other brings him gifts, including food, although Piranesi largely seems to live off dried seaweed and fish he catches.) There are the bones of 14 other people in the House, and Piranesi seems to think they speak to him, somehow, as do the various statues. Was he always mad? Did solitude drive him to madness? Why isn’t the Other trying harder to help him? And who is 16, the person whom the Other warns Piranesi to avoid at all costs?

The House is a character of its own in the book, especially given how Piranesi interacts with it, and could stand as a symbol for any of several real-world analogues. It’s a dream world, in the sense of the endless structure of dreams, but even more resembles the human imagination – a fractalized rendition of the world of our minds in a series of rooms that might be changing each time Piranesi visits them, in a total space that might have an end that Piranesi hasn’t actually found. There’s a sense of incompleteness within the House that feels like the sort of dream you get when you’re not completely asleep, but where impossible things creep into your mind enough that you know after that you weren’t completely awake, and how within those semi-dreams you can also feel trapped by your own confusion. I’ve had more of these experiences during the pandemic, for some unknown reason, and while Piranesi was in progress long before COVID-19 existed as a pathogen in humans, it takes on a different meaning eight months into the ongoing plague.

There might be a bit too much exposition in the middle of Piranesi, where Clarke has to break the spell a little bit to explain to the reader just how Piranesi got to the House and what might be coming next, but the resolution is gripping and veers from the expected in multiple ways, not least in the timing of events towards the novel’s end. It isn’t Jonathan Strange & Mr. Norrell because nothing could be, and perhaps it’s for the best that Clarke’s follow-up isn’t in that same universe, as she’d once promised. This new creation of hers is just as magical as the first, but in its own, memorable way.

Klawchat, 12/3/20.

I have two new posts for subscribers to the Athletic, one on the impact of this week’s announcements of minor league realignment and contraction, and the other on six non-tendered players who are worth another look. I also posted my ranking of the top 100 board games, updated for 2020, here on Wednesday.

Keith Law: Don’t waste your words I don’t need anything from you. Klawchat.

Ross: Biggest surprises among non-tendered players?
Keith Law: David Dahl for sure. I’m going to write a short post on 3-4 of those guys who would have otherwise made my top 40 free agents had they been non-tendered in early November.

Eric: Do you see Steve Cohen/Sandy Alderson putting the right pieces (front office, scouting & of course players) in place to be a perrenial contender?
Keith Law: Yes, but I don’t think my opinion there means anything at all. It’s based mostly on trust in Sandy’s intelligence and track record, although even he has had his mistakes.

Guest: Is it concerning that the Mets haven’t been able to find anyone for the front office hires? Or is it a combination of timing and they’re just being overly particular?
Keith Law: I do not believe for a second they’ve been unable to find anyone. Reports that everyone is turning them down are probably just bullshit.

Steven Matz: Wow,how am I making 5.2 million dollars?!
Keith Law: Good for him. Few players have worked harder to come back from injuries that could have ended a career than Matz has.

Scott of Lincolnshire: Is the idea of Kyle Schwarber greater than the results of Kyle Schwarber?  $8 mil doesn’t seem like a ton of money for .800 OPS
Keith Law: That OPS masks trouble vs LHP and doesn’t consider lack of positional or defensive value.

Guest: Do the White Sox survive La Russa?
Keith Law: Yes. They might even succeed under him. But they have ceded the chance to be better under a more capable and progressive manager.

MLB: Now that we have crushed minor league baseball, what else can we do to have fans be less interested in our game from all over the country?!
Keith Law: More commercial breaks, probably.

Ryan: If owners refuse to open their books, why do all of them crying poor all the time get taken seriously. When will we decide that these are clearly arguments being made in bad faith? If Bill DeWitt Jr. believes that “the industry isn’t very profitable” then why has he owned a team for 25 years?!
Keith Law: Any reporter who accepts these lies wholesale – like the fink Bill Madden, who got laughed off the internet last week when he printed that the Phillies lost nearly $2 billion, just like the nonsense story he printed about Mike Elias and the pension fund a few weeks earlier, yet more proof Madden’s Spink Award should be revoked – no longer deserves your attention or clicks.

Alex: If you were a GM with a limited budget (cough, Orioles, cough) with glaring holes in pitching and SS (and 3B)– who would you be talking to right now (while keeping in mind the restraints listed above)?
Keith Law: I mean, they had Iglesias, a good value at shortstop whose defense would help any pitchers they’re trying to develop, and traded him for very little.

Ed: Not a question, but looking at your Top 100 list, I can’t recommend Castles of Tuscany more.  Looking forward to your eventual review!
Keith Law: I haven’t gotten that one yet but thank you. I have mixed feelings on Feld games … he gets way too enamored of complicated scoring rules sometimes, like in Merlin.

Matt: Do you buy organic food? If so, which categories (i.e., produce, meat, etc.)?
Keith Law: Yes. Dairy and eggs first, because I think there are tangible differences (organic eggs, in my experience, have harder shells and more defined yolks, although if you have a local farm with fresh eggs you can get the same whether or not they’re organic) and I want to support antibiotic-free husbandry. I don’t think there’s a difference to the consumer between organic and conventional produce, but you may choose that for ethical reasons.

Ben (MN): I may be in the minority among other lifelong baseball fans (in my early 30s), but I would support 7 inning double-headers even in a post-pandemic league. In fact, I would support 7 innings for all games. I will always watch the Twins, and I used to watch any game that was on tv. But i now find that other MLB games, including the playoffs, are so long that I find them unwatchable if I don’t have a rooting interest. Do you think MLB would ever be willing to shorten the games?
Keith Law: Dear God I hope not. This isn’t high school baseball.

Hadley: Let’s stipulate for the sake of argument that MLB is unable to spend any more total $ on MiLB than what it’s going to spend next year.  Given that budget, are the overall changes to MiLB going to be a net positive?  Is it fair to think of as a tradeoff of better QOL for minor leaguers vs. fewer total number of jobs for players and others in MiLB?
Keith Law: Let’s see that money actually go to the remaining minor leaguers before considering that possibility. MLB has hinted at it, but it’s just that until they do something about it I am reserving judgment.

BE: I know prospect for prospect trades are rare but what did you think of Bowden’s Addell for Manning proposal? Angel’s fans hated it but as a Tiger’s fan losing Manning’s upside is scary.
Keith Law: LOLOLOLOLOL

JJ: Julian McWilliams, the Boston Globe beat writer who covers the Red Sox, voted Alex Verdugo for 5th place on his MVP ballot and Xander Bogaerts for 10th place (the only votes either man received).  Isn’t it a bad look for the BBWAA that they allow McWilliams, an employee of the John Henry owned Boston Globe, to vote for anything involving the John Henry owned Red Sox?  Maybe McWilliams saw something that every other writer (and Red Sox fan) missed in 2020, but it certainly seems like a conflict of interest.
Keith Law: MLB.com writers are now BBWAA members too, so there’s a lot of potential for those conflicts. I do think employees of team-owned publications should recuse themselves from voting. It’s the appearance of conflict that matters. Just voting for players on the team you cover isn’t unethical or uncommon – hell, Tom Gage (another Spink winner) stuffed Tigers on his ballots all the time, and nobody but me seemed to give a shit.
Keith Law: (Also, end the Spink Award. The BBWAA is going to change the award’s name, but it’s the pinnacle of self-congratulation. Just get rid of it.)

MK26: Thank you for being blunt about media both-sidesism in your Stick to Baseball posts. I think the media (outside right-wing batshit outlets) did a pretty good job calling lies lies post-election. But you rightfully point to NYT as one of the worse culprits of prioritizing balance over truth. I half-expect their World Series coverage to run an article “Rays Claim First World Series Title Without Citing Evidence, Opponents Disagree”.
Keith Law: The Times is home to some of the best journalism in the country … and some of the most regrettable stuff too, from headlines to news articles to the opinion pages. I’m glad Bennet and Weiss, both integral parts of the problem there, are gone, but Bret Stephens’ continued employment there is a bigger symptom. Climate change denial is not an opinion. It is a delusion.

Todd Boss: Do we really think that these new wood bat leagues that the short-A/rookie league teams are turning into will be successful?  You could easily argue there’s already way too many such leagues now (there’s dozens and dozens of wood bat leagues all over the country).
Keith Law: These will have MLB’s imprimatur and may push some of the less-known wood bat summer leagues into oblivion.

JohnC: Love the chats. Have you read Andrew Yang’s War on Normal People book. Good read and he makes a very compelling case for UBI. Thoughts on UBI?
Keith Law: I haven’t read it and don’t plan to. I’ve read some economic research on UBI and think it has parts worth using, but implementing it in the US is a pipe dream and I’d rather work towards goals we might achieve in our lifetime, like expanding child care and preschool options that allow more parents to work, and increasing the minimum wage.
Keith Law: Getting right-wing voters to agree to “pay people to do nothing” is a non-starter. Paying people more to work, regardless of where that money comes from, is viable, and also just generally good for people.

Arnold: I recently finished reading The Inside Game–fantastic BTW–and have a question regarding the poor odds of drafting high school pitchers early in the draft.  For the few high-drafted high school pitchers (Bum, Kershaw, etc.) who succeed in the majors, are there any commonalities that might be predictors, such as more mature bodies, less wear and tear on the arms, or the types of pitches they throw?  I assume someone has tried to study the exceptions to the rule.  I ask as the much older brother of a pretty good, but still young high school pitcher.
Keith Law: I don’t know of any common factors other than that those guys stayed healthy.

Andrew: How will the new wood bat league set up by MLB affect the Cape Cod League?
Keith Law: Probably not at all. The new league is supposed to include mostly players eligible for that year’s draft. The Cape’s strength has always been underclassmen for the following two drafts.

Todd: How far away for the Yankees are the likes of Medina and Gil?
Keith Law: Two years. Both more likely relievers than starters.

Jason S: Hi Keith, what are your thoughts on the Knebel deal? Here is my thinking– with Jimmy Nelson I understood cutting him loose because he was just not right.  With Corey, he is just 1 year removed from TJ and we all know it takes 12-24 mos to come back. Is this a harbinger of cheapness to come for the brewers? Or were they right to cut bait?
Keith Law: He had one good year, in 2017. I have no problem with the Brewers cutting bait on him.

Alec: A couple weeks ago you mentioned Abrams could stick to SS, as opposed to 2B or CF.   Where would FTJ go in that scenario?
Keith Law: Tatis Jr. is a shortstop long-term. They don’t have to both be on the same team.

Salty M’s Fan: What would it take for the Ms to get the Rays to consider moving Snell? Would Gilbert plus be enough or would it have to start with Kelenic / Jrod?
Keith Law: There’s no way I do a deal with the Mariners that doesn’t include one of those two outfielders.

Zihuatenejo: I thoroughly enjoyed your board game rankings.  What would you rank as the top 10 (or 5, or whatever, it’s your chat) most *influential* board games of all time?
Keith Law: Monopoly, Scrabble (ugh), Catan … do we count go and chess? They are board games, just unbranded.

Sean: How are you primarily scouting this season? Like, how are you deciding which prospects are rising/falling in the ranks?
Keith Law: The default option will be to leave a player’s ranking and evaluation alone in the absence of good, new information. Teams did hold instructional league, and most allowed scouts in, so I will gather information from those scouts and incorporate it. But I expect fewer changes than in any previous year, and I will probably keep the org reports much shorter rather than just re-writing the same thing for player after player.

Peter: Which teams are doing the best job of prospect development during COVID? What methods seem to have worked? Is this even something anyone has visibility on?
Keith Law: We won’t know anything on that until we have games again.

Murph: With a potential return to normalcy by summer, is there any chance that the minor league baseball schedule is shifted back a month to May-October so that there can be more games with fans in the stands? Seems like this may be possible with no longer having a 40-man September MLB roster.
Keith Law: This was the rumor a few weeks ago – a staggered spring training where minor leaguers arrive when the MLB roster leaves.

Paul: My wife and I did Thanksgiving alone this year – and it was a great opportunity for me to try my hand at cooking a turkey. I went the spatchcock route and it came out great.
Keith Law: Best and easiest way to cook a turkey. Works great for whole chickens too.

Paul: However, all the drippings in either burnt over evaporated. Do you have this issue?
Keith Law: Pour 1 cup of water into the sheet pan before you put it in the oven.

CR: Thanks for the chat, Keith. No question but just wanted to say my wife, two kids, and I are all sick with COVID at the moment and baseball discussion of any kind is good medicine right now. My wife is a nurse who got covid after working a month straight with no days off at 12-16 hours a day. Despite our best efforts, she passed it to our 9 year old then to our 11 year old then to me. We’re hanging in there but it sucks. Everyone stay home. Everyone wear masks.
Keith Law: Get well soon. And please give our gratitude to your wife. The idiocy of the multitude put her at needless risk.

Paul: As someone who lives on Staten Island the one good thing we had was the SI Yankee Stadium. Thanks MLB!
Keith Law: They never drew that well, though, did they? It was easier to get there from Jersey than from the city. I did like going there.

commish: I name you MLB commish for a year. What on-field changes (if any) would you try to push through? Does the current suffocation of strikeouts and home runs poison the game for you, or do you instead prefer to focus on how talented the players are? Obviously stronger, faster, etc.
Keith Law: Raise the bottom of the strike zone. Limit warmup pitches for any reliever coming in for a non-injury reason. Cap pitchers on each roster at 12.

That Guy in Detroit: Keith, thanks for the chat.  Does the republican party ever put the brakes on this, or is this just who they are now?
Keith Law: I reviewed the documentary The Donut King on the site this morning, and one thing that stood out to us as we watched was the compassion in the policies of President Gerald Ford (a Republican) toward refugees from Cambodia (a war we helped create, of course), which led to a large, multi-year and multi-Administration effort to help them settle and assimilate into the United States. I can not imagine the Republican Party of 2020 doing such a thing. They’ve had chances, with Syrian refugees, and have done nothing but obstruct any efforts to help them.

Dean: Keith, have you heard anything to the rumor that MLB is ultimately is working towards two levels of full season minor league ball: a Junior Circuit (A/A+) and Senior Circuit (AA/AAA) over the next 10-20 years?
Keith Law: No.

books: Murakami fan? Favorite Murakami?
Keith Law: Yes. I loved Wind-Up Bird Chronicle and Kafka on the Shore. I haven’t loved anything else by him out of at least a half-dozen other books.

Bighenz: I like springer but don’t think he’s long for Cf if at all.  As a Mets fan I think I’d prefer signing Bauer and Odorozzi and go all in on pitching and a solid lineup while sacrificing the Cf d (again). Especially if they can sign a decent enough C.   Bad plan?
Keith Law: I’d always prefer the elite position player over the elite pitcher in free agency or when the deal is long-term. And if Springer moves to RF, he’ll probably be plus there.

Kevin: How worried should we be about the Campusano weed charges?
Keith Law: I’m cynical enough to think that a pro athlete gets different treatment than a typical citizen of color would, and MLB will find a way to get him back on the field. Also, decriminalize marijuana everywhere already. The Puritans have been gone for 300 years already. (Well, most of them.)

Joe: Would you please explain the concept of “partner leagues” and how this changes my city’s Pioneer League team and fan experience?
Keith Law: Means basically nothing. They’re an independent league.

Guest: Miguel Yajure got a very small taste in the bigs this season (7 IPs). Do you think he’s an option in the last third of 2021 for the Yankees?
Keith Law: Yes.

JD: Are you finally ready to acknowledge that Joe Biden is the president-elect?
Keith Law: Don’t rush me.

addoeh: Owners cry foul because enough media members and fans like it.  Most fans know how much the best player on their favorite team makes.  But fewer fans know how much their principle owner is worth.  The net worth of the best player is in most cases not even 1/10th of the owners net worth.  Many fans have difficulty seeing the difference between a few million and a few billion.
Keith Law: And we see in every election that there are plenty of ordinary Americans below the top tax bracket who are happy to support the interests of millionaires and billionaires.

Sean: Subscribed to the athletic during the recent sale, is there some evergreen content you’ve produced there you’d plug for me to check out?
Keith Law: The most relevant piece right now is probably my ranking of the top 40 free agents, which I’ll update today or tomorrow with a companion piece on some non-tendered guys of note. Thank you for subscribing.

John: With the CBA expiring in 363 days, should we expect a work stoppage?
Keith Law: I think it will be very contentious.

Crash: If you had a choice to live in any country in the world outside of the US where would you go? Canada, Australia and New Zealand seem like popular choices.
Keith Law: Italy. I have family there, and they have the best attitude on work/life balance (work just enough to have the best possible life, and nap every day).

Chamaco: There has been a proliferation of websites that rank prospects in recent years.  While I understand you tend not to use other sites’ coverage when making your evaluations, if someone wanted to read more about prospects in addition to what is available at The Athletic, where would you direct them? Thanks for all your great work!
Keith Law: Quantity does not equal quality. I do think Eric at Fangraphs, the guys at MLB.com, and Kiley at ESPN all do great work on the pro side. Baseball America remains a must on the draft side.

Eric: Fill in the team you predict:                                   George Springer:                                                  JT Realmuto:                                                       Trevor Bauer                                                        DJ:
Keith Law: Don’t know, don’t really feel like making random guesses. I’ll evaluate them when they sign.

Roger: Will the MLB/NFL/NBA/Select NCAA Conferences (SEC, Big Ten) get the vaccine first similar to how they get daily testing?
Keith Law: It doesn’t sound like it. The tests came from many different vendors and the federal government completely abdicated any responsibility on a national testing regime. The new Administration is not going to whiff on the vaccine.

Adam: Cavan Biggio or Jake Cronenworth?
Keith Law: Cronenworth.

JP: Hey KL, what’s the best way for a piss ant like myself, evaluate prospect bat speed? I obviously do not have the eye for it. Are there certain metrics you can evaluate? Thanks in advance!
Keith Law: Not that I know of. I evaluate by watching.

TomBruno23: Ryan Tepera getting an mvp vote from spink award winner The Commish Rick Hummel when he meant to click on Trea Turner is a sign that it is time stop caring about this nonsense. At least for me it is.
Keith Law: Remember the year three voters gave Edinson Volquez ROY votes when he wasn’t eligible (by a lot)? They lost their right to vote going forward. Funny how the same doesn’t apply when a Spink winner makes a similar mistake.

scott: I thought your comment in your newsletter about Space Age Love Song being the best Flock of Seagulls song was spot on. Do you think it’s fair to say that they don’t get enough credit for it because of the perception that they are a “one hit wonder” (I Ran)?
Keith Law: I think that’s exactly it. Pretty sure “I Ran” did better on the charts at the time.

Rob: What is your favorite metal album from this year?
Keith Law: Probably Pallbearer’s Forgotten Days.

Todd: Still have faith in Clarke Schmidt, Devi Garcia and the young Yankees arms?
Keith Law: Yes. Don’t bail on Schmidt after the rough debut.

Louis: What would be a good board game for a seven year old that is not too difficult to pick up? He is starting to learn how to strategize with simpler card games. Bonus points for games with a math component.
Keith Law: Splendor.

JP: name 3 things you miss about Cambridge, MA
Keith Law: I haven’t lived in Cambridge since 1994 and it’s so different now. I do miss being able to walk to so many places from my dorm. Pinocchio’s, Bartley’s (back when I ate beef), Newbury Comics, In Your Ear, etc.

TD: Thoughts on MiLB shakeup? App league?
Keith Law: The Appy League was just not a good circuit. Bad facilities, poor attendance, close to nothing else. I also never liked the idea of sending players who just came from the D.R. or Venezuela or elsewhere in Latin America to that part of the country, where nothing would be familiar and the only people of color in the stadium would be on the field.

Dallas: Thoughts on lockdowns to prevent COVID spread? Anti-lockdown point to economic impact. Pro-lockdown point to longer term ramifications of the continued pandemic. Do the benefits outweigh the harm?
Keith Law: They clearly do. We’ve never truly locked down here, though, and the moment states lifted restrictions (often way too soon) enough people resumed their normal lives that cases surged.

Bryan: Very specific request for a gift idea, if you care to field it: 4-person board/card-games, easy to travel with, not too complicated; they played The Mind and enjoyed it (also like word games).

[not sure if you ever played Hanabi, but it fits these criteria and is an easy one to pick up and quite fun, though maybe out of print?]
Keith Law: I can’t stand Hanabi. No idea why that won the Spiel. Silver & Gold would work.

Santaspirt: I know it was a relatively minor move but not much was said about the Phillies non-tendering Cesar Hernandez. While he wasn’t a world beater, he was a capable player. Good defense at 2b and could hover around or sometimes above average at the plate. That has value but they just let him go and the Indians grabbed him, and in the shortened season, was 24th in WAR for position players. Not sure if I have a question here. Am I making too much of this move?
Keith Law: Kingery’s presence made that move more logical. Also I know several teams’ internal metrics indicated that Hernandez isn’t the plus defender public metrics say he is (or was).

clabbers: I’m curious why you don’t like Scrabble. The tournament scene is dominated by math people and problem solvers, and the game involves a lot of nuanced thinking. You’re entitled to like whatever you like, but I think at its highest levels it has a lot of appeal to smart people like yourself.
Keith Law: To play Scrabble well, you have to memorize word lists. That’s work. It’s no longer a game if I have to spend time preparing to play.

Tony: With Schwarber getting nontendered last night, I feel like that really highlights how silly it is for a fringe contender to play these service time games. As a Phillies fan, I can’t help but wonder if Bohm had been with team from Opening Day, if that would have been enough for them to make the expanded playoffs last season
Keith Law: I agree that playing service time games, especially around free agency, makes a pretty large assumption that you know 1) what a player will be in six years 2) where your team will be in the standings in six years and 3) what the economic environment will be like in six years. Maybe you don’t need to consider the odds of a pandemic, but maybe having that player for 2-3 more weeks gets you an extra win in April, or speeds his development a bit more so that he’s better in October?

Mike Trout: How do I tell family members (who have always been pro-vaccine) that the COVID vaccines are safe even though they came out fast and Big Pharma is scary?
Keith Law: I’d listen to the experts. Dr. Peter Hotez (whose book Vaccines Did Not Cause Rachel’s Autism is a great read) has been very vocal already about his faith in the approvcal process.

Jason: If they don’t move Abrams or Tatis, at what point should the Padres move Abrams off SS (assuming they want to keep Tatis there)?  When he gets to AAA?  After spending some time in AAA?  On-the-job in the majors?  I remember you thought Atlanta moved Peraza off SS too early (though he didn’t end up hitting enough for it matter, anyway)
Keith Law: Not until it’s necessary. Moving a player too soon just reduces your possible options. What if Tatis gets hurt or has to move for some other reason? What if a team has a player you think you have to get, but they want Abrams as a SS? Fans thinking that you have to move a player now to fit the roster 2-3-4 years down the road are being way too optimistic.

Zach: Clearly by your blogs you’re a big Top Chef fan, can’t wait for the new season. What are some of your other favorite food/cooking tv shows?
Keith Law: Haven’t watched Top Chef in years. We did just finish this year’s season of GBBO, which I enjoyed quite a bit, although the elimination in the semifinals was rather disappointing.

Guest: Anthony Siegler has been really knicked up in his first couple pro seasons but what are the reports about his defense when he’s actually played? Is the most realistic outcome (if he stays healthy) average-ish offense and strong defense?
Keith Law: Supposed to be an above-average defender and good with pitchers, but who can say for sure when he’s barely played?

Alex: Now that you updated your top board games list, it’s time to update your list of top novels!  Just kidding…I know it’s a bunch of work to do, but I’ve also benefited a lot from your reviews and they’ve guided my reading choices the past few years.  Thanks for writing all those reviews!
Keith Law: I’ve wanted to do that for a year now but other projects always come first.

Thad bosley: Now that you are free from ESPN, any guest appearances coming up on MLB Now?  The last time when your first book came out was tremendous.
Keith Law: Funny you ask. Tomorrow, via Zoom, if we’re not pre-empted.

Tyler: Klaw – even when society return to normal, do you plan on adjusting your future social behaviors re: shaking someone’s hand, posing for pictures, etc? I’d imagine you get approached often enough that you should consider stuff like that.
Keith Law: I’ve been thinking about whether I’ll continue to wear a mask in crowds … I think I will, because if it also reduces my odds of getting the flu or transmitting it, that’s a good move for me and for those around me. (Granted, I get the flu shot every year, so the last time I got the actual flu I was over it in 36 hours.)

Justin: Last year you noted some conflict about voting for the HOF and that whether or not you vote in the future was up in the air. Where do your thoughts lie currently?
Keith Law: It was an internal conflict, and I don’t think I’ve resolved it so much as accepted that there isn’t a good solution unless I wish to stop voting, which I don’t. I am voting this year, and my ballot will not be full.

Michael: The US really isn’t the greatest country in the world. I get that might not be popular to say like “Defund the police” but from Covid deaths, to the attacks on democracy, lack of health care, lack of free education, life span, etc. shouldn’t we acknowledge a lot is f’d up about this country?
Keith Law: That’s the difference between patriotism and jingoism. I’m afraid the distinction has been blurred in recent years.

Neal: Should SS needy teams be targeting Andrelton Simmons? How do you like his value going forward the next 3-5 years?
Keith Law: I think he’ll be better in 2021 with the time off to heal. He wasn’t healthy at all in 2020.

Lou G: Please tell me this far-right obsession will keep Schilling out of the Hall of Fame.
Keith Law: I predict he gets in this year. Look at the Hall electorate. I bet there are many voters who quietly agree with his views.

JR: Could corporate America somewhat force anti-vaxxers to get the covid vaccine? Imagine if airlines, restaurants, sports stadiums, theaters, cruise ships, amusement parks, etc. all instituted policies that said you can’t come visit us/use our services if you don’t have the vaccine? Is that possible?
Keith Law: Didn’t Qantas say they’ll do so? I sure hope others do the same.

Justin: I’m a huge fan of your board game lists. How much time goes into revising them each year? Seems like it must be a lot. Thanks for all you’ve invested in it.
Keith Law: I think about them all year long, really. Any time I play something new, I think about where it might fit on the list, and I talk to my daughter and now my partner about it too. My daughter’s played a slew of games with me over the last decade and she has her own quite strong opinions on games. Sometimes she surprises me – she likes Bora Bora, a somewhat heavy point-salad game from Feld, more than I do, even though I’d say in general she likes slightly lighter games.

Paul: Just saw the Mets are talking to James McCann about a 4 year deal. Assuming money is no object for the Mets – do you like McCann for 4 years?
Keith Law: No. I do not buy the overnight change in his bat, which didn’t even last for all of 2019.

Steve: Arozarena’s upside?
Keith Law: I’m not going to anoint him a superstar just yet. I think he’s a high-variance guy whose upside is an above-average regular who hits for power with a modest to low OBP.

Tim: Do we know who qualified for Super Two status yet? Noticed the Reds non-tendered Kyle Farmer then signed him – thought he wasn’t even arb-eligible yet.
Keith Law: You can non-tender a player who isn’t arb eligible, which gets him off your 40-man, and then sign him to a minor league deal.

Heather: If we’re looking to ban Curt Schilling from the HOF because of his political views, then let’s not be half-assed about it.  Let’s grab some pitchforks, and head out to Steve Carlton’s cabin, because he’s a right winger that must be destroyed, too.  And let’s dig up Ty Cobb, and burn his bones, too, because he did things I didn’t like.
Keith Law: To be clear, nobody is trying to “ban” Schilling, and the objections to him are not based on “political views.” Mariano Rivera is an open Trump supporter with some political and religious views I find irrational, and even odious, yet I voted for him, and would vote for him again if asked.

JP: we’ve reached the level of Capitalism where a $900B ‘relief’ package can be passed without a single dollar being sent directly to taxpayers. but socialism is the problem.
Keith Law: When someone on the right says “socialism,” any reporter – or voter – in the room should demand that the person define socialism in a sentence. Socialism has a pretty clear definition, and it certainly is not how the right is using the term right now.

Jay: With regard to what you said about Scrabble, I’ve thought about chess in similar way. It’s a hard game, and the best players are very smart – but it seems like it requires a bunch of memorizing moves and responses at a certain level
Keith LawThe Queen’s Gambit did a solid job of showing that part of competitive chess. If you like that, great! Go for it. I don’t find that enjoyable at all. I have other hobbies and would rather devote time to them than to memorizing word lists or famous chess matches.

Matt: Re Climate Change. Even if it was a myth, we still need to address the fact we have a finite supply of oil and that we will run out in less than 100 years.
Keith Law: And what exactly is the downside to reducing air and water pollution? It might lower some oil companies’ stock prices … and?

Neal: Not saying we need all major free agents signed in 24-48 hours like the NBA and the NFL, but how can MLB create a more exciting signing period? Is this just the byproduct of not being in a salary cap league?
Keith Law: That’s one factor. There isn’t a good solution here that doesn’t involve screwing the players, though. An artificial deadline wouldn’t help matters. A salary cap just enriches owners at the players’ expense. Sure, I wish more players would sign already, if only so I have more to write about now before I work on prospect rankings. But I’m not interested in any answer that takes money away from the players who are the actual product.

Josh: Hi Keith, I know you have touted Metamucil in the past for really helping your stomach issues… i am thinking of trying it out, but curious how much you take. The recommended dosage per day seems like a lot.
Keith Law: I take the recommended dose. That’s what a gastroenterologist suggested to me in 1999 and I’ve done it ever since. It’s been a life-changer.

Jim: Its a lot easier to support a lockdown when you are able to do your job from home
Keith Law: You assume that nobody close to me has a job outside the home. I support a lockdown because it is justified by evidence, not because of my feelings.

Tom: Is MLB going to decide on the universal DH soon? I’d be kinda pissed if I’m a bat only FA and find out after I sign that my market could have been twice as big.
Keith Law: I don’t know, but this should be something both sides can agree on quickly – the union benefits financially, GMs mostly will prefer it, and the product on the field would be better in the end.
Keith Law: That’s all for this week – thank you all for reading and for your questions. Look for that non-tender writeup in the next 24 hours or so. A reminder as you all do your holiday shopping that my books The Inside Game and Smart Baseball are both out now and available at independent bookstores or via bookshop.org. Stay safe everyone and please wear your masks.

The Donut King.

The Donut King tells a rags-to-riches immigrant story worth of Horatio Alger, but with a twist, as its protagonist – a hero to hundreds if not thousands of his fellow Cambodians – turns out to be a deeply flawed man. It’s available to stream free via hoopla if you have a library card and your system is a member.

Ted Ngoy is the donut king of the title, a refugee from the Khmer Rouge who comes to the U.S. in 1975 with his wife and children, staying in the makeshift refugee camp at Camp Pendleton when they first arrived. He finds work at a gas station when he notices the smell of fresh donuts, which leads him to get a job at the iconic California chain Winchell’s. From there, it’s all straight uphill for Ngoy, who works his way to manager, buys an independent donut shop called Christy’s, and builds a chain of 32 shops by training fellow Cambodian immigrants and leasing the new stores to them. Ngoy amassed a fortune of about $20 million, by his own reckoning, and gave generously, sponsoring a thousand families (again, in his own telling) of Cambodian refugees. At the peak of his success, he owned a $2 million mansion, which we see in the film.

Director Alice Gu shows just how broad that success was, as Ngoy helped populate southern California with Cambodian-run donut shops, and he gave several members of his extended family their starts in the United States. Several cousins shown in the film run their own shops, although one of the subplots is the way the youngest generation is turning away from the business, especially as they’ve gotten the post-secondary educations made possible by their parents’ donut enterprises.

The real story here is that Ngoy developed a gambling problem shortly after emigrating to the United States, and it eventually cost him everything. The generous, assiduous immigrant from the movie’s first two-thirds throws everything away through his gambling and, eventually, even worse transgressions. He’s a rich subject for a documentary because of these contradictions, and even family members who owe their prosperity to the first chances he gave them have a hard time reconciling their feelings about him. (His children appear to no longer speak to him, however, a subject that didn’t get the exploration it deserved.)

Gu begins the film with a good ten minutes or so of explanatory content on the Cambodian civil war, which would probably be necessary for most American audiences, using first-person accounts from Ngoy and his family as well as American TV news clips from the time. The Khmer Rouge overthrew the U.S.-backed government, killing nearly 2 million people via torture, imprisonment, and execution, and via the famine caused by the new regime’s forced agrarian schemes. We see scenes of the emptied capital of Phnom Penh, and Ngoy walks through the Tuol Sleng prison, which is now a museum of the civil war. It’s a strong opening, and predisposes you to root for Ngoy and the many other Cambodians we see on camera, discussing their histories.

Yet The Donut King doesn’t give enough time to the back end of the story – to Ngoy’s gambling and other more serious transgressions, to the changes wrought by big chains on mom-and-pop operators like those we see here, and to how the next generation might not be so willing to take over from their parents. If anything, Gu spends too much time on the young woman who’s helping popularize her family’s shop through aggressive use of social media, which is very fun, but a complete digression from any of the main stories she’s telling here. Ngoy’s own arc would be enough to support the film if Gu gave more time to his decline, and to how little he really seems to take responsibility for the damage he wrought. The digressions just aren’t necessary, and they’re the main thing keeping The Donut King from being a great film.

Top 100 boardgames, 2020 edition.

I believe this is now my thirteenth all-time board game ranking on this site, and it’s the fifth time I’ve ranked 100 games, which is probably a quarter of the total number of games I’ve played in some fashion so far. The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd. I have omitted some titles I’ve tried that are not available at all in the U.S. yet, and have several games here or en route to play that I haven’t played at all or enough to rank, including Clank! Legacy, Tekhenu, Paleo, Gods Love Dinosaurs, Holi, Cloud City, New York Zoo, and Traintopia.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

72. Acquire. Monopoly for grown-ups, and one of the oldest games on the list. Build hotel chains up from scratch, gain a majority of the shares, merge them, and try to outearn all your opponents. The game hinges heavily on its one random element – the draw of tiles from the pool each turn – but the decisions on buying stock in existing chains and how to sell them after a merger give the player far more control over his fate than he’d have in Monopoly. There’s a two-player variant that works OK, but it’s best with at least three people. The game looks a lot nicer now; I have a copy from the mid-1980s that still has the 1960s artwork and color scheme. Complexity: Low.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

56. Watergate. Full review coming this week at Paste. It’s a pure two-player game that pits one player as Nixon and the other as “the journalists,” each with a unique deck, where the latter player tries to place evidence tokens connecting at least two witnesses to the President, and Tricky Dick tries to block them. It’s fun, incredibly well-written, and a real thinker. Complexity: Medium.

55. Lanterns. Full game and app review. A tile-placement and matching game where players are also racing to collect tokens to trade in for bonuses that decline in value as the game goes on. Each tile has lanterns in any of seven colors along the four edges; placing a tile gives you one token of the color facing you … and each opponent one token of the color facing him/her. If you match a tile side to the side it’s touching, you get a token of that color too. There are also bonus tokens from some tiles, allowing you to trade tokens of one color for another. Bonuses come from trading in one token of each color; three pairs; or four of a kind. The art is great and the app adds some wonderful animations. Complexity: Medium-low.

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

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

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

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

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

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

48. Tzolk’in. Tzolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks. The gears, though, are kind of badass. Complexity: High.

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

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

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

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

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

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

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

40. Terraforming Mars. Full review. The best complex strategy game of 2016, Terraforming Mars is big and long but so imaginative that it provides an engrossing enough experience to last the two hours or so it takes to play. The theme is just what the title says, based on the Mars trilogy by Kim Stanley Robinson (which I loathed), as the players compete to rack up points while jointly transforming the planet’s surface. The environment is tracked with three main variables – oxygen levels, surface temperature, and water supply – that alter the effects of various moves and buildings as the game progresses. The cards are the heart of the play itself, as they can provide powerful points bonuses and/or game benefits. It’s already been expanded at least four times, with Hellas & Elysium, Venus Next, Prelude, and Colonies. The digital port is also very good. Complexity: High.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

7. Splendor: Full review. A Spiel des Jahres nominee in 2014, Splendor has fast become a favorite in our house for its simple rules and balanced gameplay. My daughter, now eight, loves the game and is able to play at a level pretty close to the adults. It’s a simple game where players collect tokens to purchase cards from a 4×3 grid, and where purchased cards decrease the price of other cards. Players have to think long-term without ignoring short-term opportunities, and must compare the value of going for certain in-game bonuses against just plowing ahead with purchases to get the most valuable cards. The Splendor app, made by the team at Days of Wonder, is amazing, and is available for iOS, Android, and Steam. I also like the four-in-one expansion for the base game, Cities of Splendor. Complexity: Low.

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

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

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

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

3. Wingspan. Full review.The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste five years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion comes out this week. Wingspan won the Kennerspiel des Jahres in 2019, which it more than deserved, making Hargrave the first woman to win that honor as a solo designer and just the second solo woman to win any Spiel des Jahres prize. It’s a marvel. Complexity: Medium.

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

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

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

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