They’ll Love Me When I’m Dead.

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

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

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

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

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

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

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

Hardback app.

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

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

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

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

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

An Economist Gets Lunch.

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

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

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

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

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

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

Beautiful Boy.

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

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

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

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

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

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

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

Top 100 boardgames for 2018.

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

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

This year’s list is my eleventh one, so I should probably stop counting now. I rank 100 games, although I think I’ve played more than 250 in total if we count demos, apps, and online play. The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd. I have omitted some titles I’ve tried that are not available at all in the U.S. yet, and have several games here or en route to play that I haven’t played at all or enough to rank, including The River, Kero, Shadows over Amsterdam, Welcome To…, Reef, Coimbra, Century Eastern Wonders, Mercado, Cryptid, Wildlands, The Quacks of Quedlinburg, and more.

Finally, I’m at the point with this list now that there are games that I still like and would recommend that don’t crack the list. Mole Rats in Space came off the list this year. So did Seikatsu. Russian Railroads is a brilliant, high-strategy game, but I couldn’t justify including it again. For 2018, Forbidden Sky and Mesozooic are both very good, but again, they just couldn’t crack the top 100.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

77. Five Tribes. Full review. A very strong medium-strategy game from Days of Wonder, but one that hit some early backlash because of the heavy use of slaves within the game’s theme – as currency, no less. That’s been fixed in subsequent printings. The game uses an unusual mechanic where all of the meeples start the game on the board and players have to use a funky kind of move to remove as many as they can to gain additional points, goods, or powers. There’s a lot going on, but once you’ve learned everything you can do it’s not that difficult to play. Complexity: Medium.

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

75. Exit: The Game. Full review. The Kennerspiel des Jahres winner in 2017 is actually a series of games you can play just once, because solving their puzzles requires tearing and cutting game components, writing on them, and just generally destroying things to find clues and answers that will lead you to the next question, at the end of which is the solution to the game. You can’t really lose, but you can grade your performance by looking at how many game hints you had to use over the time you played. The various titles in the series have varying levels of difficulty, and some are better than others, but in general we find them really fun and engaging. Complexity: Medium-low.

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

73. Century Spice Road. Full review. A fun, light, family game from a new but very prolific designer who already has a sequel out to this game (Century Eastern Wonders) and several other new titles out in 2018 alone. Century Spice Road is the perfect game if you liked Splendor and want something similar but that has at least a few little differences. The core engine-building component is very similar, but instead of collecting jewels to pay for cards, you collect goods to trade and acquire them by playing cards from your hand, eventually using a turn to replenish that hand with cards you’ve already played. You win by gaining enough resources to buy bonus cards from the table that will refresh as the game goes along, and there’s always a conflict between trying to grab a bunch of those early for a quick victory and going more slowly to gain higher-point cards. It’s not quite Splendor good, but it should appeal to everyone who liked Splendor already. Complexity: Medium-low.

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

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

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

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

68. Ex Libris. I used spot #50 as a placeholder last year for a game I loved on first play; I’m doing that again with Ex Libris, of which I saw a demo at GenCon, then played in full (and won!) in the new games section at PAX Unplugged. I have a review copy and have it in my queue for a full review soon. Players collect cards showing (fake) books to go into that player’s library, which must be organized in alphabetical order to score at game-end. There are six categories of books, and in any game, one will be “banned” and cost you a point per book, while another will be a priority category that scores extra points for everyone. Each player will have his/her own special category to also collect for bonus points. There’s also a stability bonus for arranging your bookshelves well. You use action tiles to do everything in the game, sometimes just drawing and shelving cards, but often doing things like swapping cards, stealing them, sifting through the discards, or moving a shelf left or right. Just make sure you know your ABCs. Complexity: Medium.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

50. Glen More. Full review. Build your Scottish settlement, grow wheat, make whiskey. Sure, you can do other stuff, like acquire special tiles (including Loch Ness!) or acquire the most chieftains or earn victory points by trading other resources, but really, whiskey, people. The tile selection mechanic is the biggest selling point, as players move on a track around the edge of the central board and may choose to skip one or more future turns by jumping further back to acquire a better tile. Out of print again. I’ve never played the designer’s next game, Lancaster, even though I have a used copy, but I just noticed it’s $13 on amazon. Complexity: Medium.

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

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

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

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

45. T’zolkin. T’zolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks. The gears, though, are kind of badass. Complexity: High.

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

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

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

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

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

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

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

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

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

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

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

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

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

31. Broom Service. Full review. The Kennerspiel des Jahres winner for 2015, Broom Service is lighter than most games in that category, but still complex enough to be more than just a family-strategy game, although the theme appealed to my daughter and she didn’t have any trouble understanding the base game’s rules. Players take on various roles to move their witch tokens around the board, gathering potions or delivering them to various towers for points, or collecting wands and clouds to gain other bonuses. There are multiple paths to win, but they’re all fairly straightforward; the role selection process is unique and takes some getting used to for younger players. It was a well-deserving winner. More than half off today at amazon at $19.59. Complexity: Medium.

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

29. Ingenious. Full app review. Ingenious another Reiner Knizia title, a two-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. The catch: The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute (and maybe more). It may return under a new name, Axio Hexagonal, but it’s not anywhere yet. Boo. Complexity: Low.

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

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

26. Battle Line: Full review. Reissued this year as Schotten Totten – same game, different theme, better art, $5 cheaper. Among the best two-player games we’ve found, designed by Reiner Knizia, who is also behind half the other games on this list. Each player tries to build formations on his/her side of the nine flags that stand in a line between him and his opponent; formations include three cards, and the various formation types resemble poker hands, with a straight flush of 10-9-8 in one color as the best formation available. Control three adjacent flags, or any five of the nine, and you win. But ten tactics cards allow you to bend the rules, by stealing a card your opponent has played, raising the bar for a specific flag from three cards to four, or playing one of two wild cards that can stand in for any card you can’t draw. There’s a fair amount of randomness involved, but playing nine formations at once with a seven-card hand allows you to diversify your risk. The iOS app is among the best as well. Complexity: Low.

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

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

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

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

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

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

19. (The Settlers of) Catan: It’s now just called Catan, although I use the old title because I think more people know it by that name. We don’t pull this game out as much as we did a few years ago, and I’ve still got it ranked this high largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Without this game, we don’t have the explosion in boardgames we’ve had in the last fifteen years. We don’t have Ticket to Ride and 7 Wonders showing up in Target (where you can also buy Catan), a whole wall of German-style games in Barnes & Noble, or the Cones of Dunshire on network television. Only four games on this list predate Settlers, from an era where Monopoly was considered the ne plus ultra of boardgames and you couldn’t complain about how long and awful it was because you had no basis for comparison. The history of boardgames comprises two eras: Before Catan, and After Catan. We are fortunate to be in 22 A.C. Complexity: Medium-low.

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

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

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

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

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

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

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

11. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of November 2018, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015. Complexity: Medium/low.

10. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. Complexity: Medium-low.

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

8. Ticket To Ride: Full review. Actually a series of games, all working on the same theme: You receive certain routes across the map on the game board – U.S. or Europe, mostly – and have to collect enough train cards in the correct colors to complete those routes. But other players may have overlapping routes and the tracks can only accommodate so many trains. Like Dominion, it’s very simple to pick up, so while it’s not my favorite game to play, it’s my favorite game to bring or bring out when we’re with people who want to try a new game but either haven’t tried anything in the genre or aren’t up for a late night. I do recommend the 1910 Expansion< to anyone who gets the base Ticket to Ride game, as it has larger, easier-to-shuffle cards and offers more routes for greater replayability. We also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don't recommend them. The iPad app, developed in-house, is among the best available. The newest expansion, France and The Old West, came out in the winter of 2018, with two new rules tweaks, one for each board.

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

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

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

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

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

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

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

2. 7 Wonders: Full review. 7 Wonders swept the major boardgame awards (yes, there are such things) in 2011 for good reason – it’s the best new game to come on the scene in a few years, combining complex decisions, fast gameplay, and an unusual mechanic around card selections where each player chooses a card from his hand and then passes the remainder to the next player. Players compete to build out their cities, each of which houses a unique wonder of the ancient world, and must balance their moves among resource production, buildings that add points, military forces, and trading. We saw no dominant strategy, several that worked well, and nothing that was so complex that we couldn’t quickly pick it up after screwing up our first game. The only negative here is the poorly written rules, but after one play it becomes far more intuitive. Plays best with three or more players, but the two-player variant works well. The brand-new iPad app version is amazing too, with an Android port released early in 2018. Complexity: Medium.

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

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

1. Jaipur
2. 7 Wonders Duel
3. Carcassonne
4. 7 Ronin
5. Azul
6. Stone Age
7. Ticket to Ride
8. Splendor
9. Patchwork
10. Everdell
11. The Mind
12. Agamemnon
13. Dominion/Intrigue
14. Small World
15. Battle Line/Schotten Totten
16. Samurai
17. Castles of Burgundy
18. Morels
19. Ingenious
20. New Bedford
21. Cacao
22. Targi
23. Lost Cities
24. Pandemic (and the Forbidden games, which all use the same mechanic)
25. Jambo
26. Baseball Highlights: 2045
27. Blood of an Englishman
28. Through the Desert
29. San Juan
30. Tak: A Beautiful Game
31. Santorini
32. Tak
33. Photosynthesis
34. Maori

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders and Citadels, both of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. For more social games, One Night Ultimate Werewolf is best with five or more also, and I believe Crossfire requires five players. Sagrada with the expansion plays up to 6, but I haven’t played it with more than three.

Stick to baseball, 11/10/18.

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

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

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

And now, the links…

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

The World As It Is.

The World As It Is: A Memoir of the Obama White House ended up a very different read than what the subtitle led me to believe it would be. Ben Rhodes, who was a senior adviser to Obama for all eight years of the latter’s tenure, mostly as Deputy National Security Advisor for Strategic Communications and Speechwriting, does give numerous first-person anecdotes from his time in the White House. The point of this book, however, seems to be much more about the toxic political and media environment that started just before Obama’s election with the “birther” hoax movement, escalated during Obama’s first term thanks to the likes of Sen. Mitch McConnell and Fox News, and eventually triumphed with the election of Donald Trump in 2016. No one book could really answer the “how” of Trump’s election(although racism was certainly a big factor), but Rhodes attempts to show historical trends that led to this point, including the no-win situations they faced with tough foreign policy decisions in Libya, Syria, and Iran, as well as the rise of online disinformation efforts spearheaded by the Russian government.

The foreign-policy decisions drive much of the book, as that was Rhodes’ focus anyway and several of those choices ended up becoming massive political issues and headaches for the Administration. Rhodes details why we didn’t intercede in Syria earlier, and why we still did very little even when we chose to get involved after evidence that the Syrians had used chemical weapons on their own people. One such reason was the opposition from Republicans who, at the same time, were decrying the rise of ISIS (Daesh) in the region – a group that emerged in the vacuum created by our failure to establish a successor government after we invaded Iraq and ousted Saddam Hussein. The buildup to the coalition that conducted airstrikes on Libyan forces – including us, but with European allies agreeing to take the lead – also gets a detailed treatment.

The Iran deal, on which President Trump recently reneged (which calls our reliability in international negotiations into question), gives Rhodes a chance to show how much back-channel work had to be done to convince enough Senators to agree to the deal despite well-funded opposition, much of it from donors and PACs sympathetic to Israel, and the vocal disapproval of Israel’s long-serving Prime Minister Benjamin Netanyahu. (As I write this, Netanyahu is embroiled in a corruption scandal that is threatening his position and his legacy.)

There’s a baseball connection in all of this as well, as Rhodes was one of the leaders of the covert effort to normalize relations between the United States and the communist regime in Cuba, which had broken off a half-century earlier. It’s the best part of the book as well, since Rhodes was in the room for so many discussions and can give snippets of dialogue between representatives of both sides, and even describe phone calls from Cuban authorities – including Raúl Castro – haranguing the President about the history of U.S. offenses against the Cuban government. The lengthy process resulted in the freedom of many political prisoners in Cuba, as well as the release of American Alan Gross, held there on (likely bogus) charges of espionage, although the regime’s grip on power remains too strong. And, of course, it all wrapped up in a state visit by Obama to Havana, where he took in a baseball game and appeared on ESPN.

Rhodes shows he has little respect remaining for the opposition after the obstructionist tactics they used to fight the Iran deal, to stymie the nomination of Merrick Garland, and to help defeat Hillary Clinton in 2016. He also details the rise of the disinformation industry during Russia’s invasion and annexation of Crimea and attempts to further infringe on Ukraine’s territorial sovereignty, as well as the downing of Malaysian Airlines Flight 17 by Russian insurgents there, for which Russia managed to evade any responsibility or blame. There’s some self-reproach in here – should anyone in the Obama Administration have seen Russia’s use of troll farms to sway world opinion as a threat to our own democracy? – although it’s more based in opinion than hard research or evidence.

Rhodes also describes some of the public attacks made against him, his presumed faith, his degree in creative writing (as in, he would be good at spinning fiction in speeches he wrote), and more, an environment that only has deteriorated further in the last two years. When I posted a picture of a quote in the book to my Instagram, someone responded that he was “pretty sure Ben Rhodes is also the most incompetent senior level administration official in the last 100 years.” I really can’t speak to Rhodes’ competence – although, really, with Ringling Bros. staffing the current administration, I’m not sure how this could be true – but I think it speaks more to the incomplete and likely inaccurate public depiction of a man whose actual function and performance were mostly hidden from view. Rhodes’ version of events is his perspective, of course, and perhaps the truth is that he did some parts of his job well and others not so well. That message and the toxic political culture into which this book was published overshadow any memoir-ish aspects of Rhodes’ book.

Next up: Connie Willis’ Terra Incognita, a collection of three of her novellas, including the Hugo-nominated Remake.

Klawchat 11/8/18.

Keith Law: Hang a sign upon the door. Klawchat.

Chris: This Mets GM hire looks dumber and dumber already. Future of the team aside, the fact that existing agents like Boras are wary upfront of dealing with Van Wagenen on any level should’ve made this a non-starter. Bloom or Ng would’ve been great hires.
Keith Law: Boras is wary of dealing with BVW, but I don’t know that any other agents are. I don’t want to generalize from one guy’s comments here. I thought Bloom would have been a great hire, yes.

Bernie: Should the Yankees be looking at Daniel Murphy to fill their 1B/2B issue? Gleyber at SS until Didi is ready to come back then Gleyber to 2B and Murphy to 1B.
Keith Law: No, because Murphy can’t really play second base.

Briggs: KLAW, thanks for the chat as always. I’ve recently been trying to listen to more science focused books on Audible. I’m particularly interested in space/astrophysics and other things in that vein. Do you have any recommendations for books which are informative but accessible?
Keith Law: Einstein’s Cosmos, Spooky Action at a Distance, Uncertainty (David Lindley) all might fit what you’re looking for and I listened to those as audiobooks.

Jon: Keith, thoughts on Stir Candelario’s upside please? Last time I saw scores he was 50 Hit tool and 60 PWR. About right? Thank you in advance for the answer.
Keith Law: I never gave him those scores nor would I.

addoeh: Who are you, who are so wise in the ways of science?
Keith Law: I am Arthur, King of Elwood City.

Ben: I want to learn to make really good homemade pizza. Any books you would recommend on the topic?
Keith Law: The dough I make is from Peter Reinhart’s Bread Baker’s Apprentice, and it’s incredible for making very thin Neapolitan-style crusts. There’s a new pizza book out from Marc Vetri that I’m hoping to pick up to build on that. Of course I need a better oven to really step up my game, but I can turn out decent pizzas by cooking in my regular oven at 500 degrees for six minutes, using a pizza stone set on the oven floor.

Chris: Will Toffey have any value? Seems like a super-sub candidate who can hit righties.
Keith Law: Not to me. I don’t think there’s any hit value there at all.

Joe: I feel the Padres best, most well rounded outfield going forward is Myers, Margot and Cordero. What kind of value would Franmil Reyes and Hunter Renfroe have on the trade market?
Keith Law: Both are essentially extra outfielders. That’s not much value in and of itself but 1) in a package they would both add something because they’re cheap with years of control and 2) it’s always possible another team looks at one or the other and sees a regular.

Kevin: Do you see the White Sox as making reasonable offers to Machado and/or Harper? I’d love to see it, but it’s not in their DNA. As a Sox fan, hopefully I’m wrong.
Keith Law: It would fit, given how close their young talent is, but I would be surprised.

GS(Athens): I’m curious about Royce Lewis sticking at SS. Are there some tangible, concrete skills he has shown improvement on and where would you see his ceiling as a defender there if everything goes right? Also, just moved to Athens, GA and tried Five & Ten. Acheson isn’t in the kitchen anymore of course but it’s still quite tasty!
Keith Law: No, I’m still a skeptic on him at short.

Bmosc: It truly amazes me how many people either don’t care that our President is completely devoid of integrity and about as low character as you can get, or, worse yet, celebrate those facts. I don’t think our country has been this divided in a long time, and it’s virtually impossible to have a rational political discussion anymore.
Keith Law: The White House has been circulating a fake video of yesterday’s press conference, and their pals in state media are further promulgating it. If you’re okay with that, you’re part of the problem.

TD: I’ve been down on Clint Frazier for awhile and wonder what your thoughts were on him and his trade value? To me h is upside is .250 with 20 homers.
Keith Law: Those two numbers don’t give much of a picture. I think he’s a sub-.300 OBP guy even if fully healthy, and while he has 30+ homer power I’m not sure he hits enough to get to it. A .280-.290 OBP with a low .400s slug in a left fielder is probably not a regular. He has to hit for a really high average to make this work. He has the bat speed to do so, but hasn’t shown the approach yet.

Cole: What do you think about the A’s essentially buying 2 lottery tickets in the first round of the past 2 first rounds (Beck and Murray)? The argument is that these are the high ceiling players that they ordinarily wouldn’t be able to afford in the open market? Is this a good strategy?
Keith Law: Good strategy if you’re choosing the right players. Beck was more of a fit for me than murray – and I do like Murray for what he is, but he’s 21 already and busy trying not to get his brains scrambled this fall.

Moe Mentum: Best biography you’ve ever read? How about autobiography?
Keith Law: Best memoir (is that the same as an autobio?) is probably Gabriel García Márquez’s Living to Tell the Tale. Simon Garfield’s Mauve comes to mind for best biography. The Immortal Life of Henrietta Lacks is biography-adjacent and is also an incredible read.

TREY: Do you see any other priorities for Cubs this offseason? Or is health, Hamels, and 1 or 2 elite relievers enough for deep postseason? I’m lukewarm on current OF and think they need some upgrades.
Keith Law: If they can add Machado or Harper, they should, even though it would create some temporary surplus (which they could use to add relief help). I think they’re a playoff team without that, but can and should try to improve beyond what they are.

Ken (Cleveland): am I crazy to think that the Yankees should avoid a big bat (especially if it costs us Miggy or Justus) and just start the season – Stanton/Hicks/Judge, Sanchez at C, Voit at IB, and Bird as my DH and see what we have
Keith Law: Yeah, I’d say that’s a bit overly optimistic, especially with Sanchez having shoulder surgery and the other two lacking any track record.

Arnold: Is Farhan Zaidi the right choice to remake the Giants or do we need to wait and see who brings in as GM before making that determination?
Keith Law: Great choice. Whoever he brings in as GM will be there to help execute Zaidi’s vision for baseball ops, which I think will be more analytics focused but not to the exclusion of traditional scouting.

xxx(yyy): any date night recipe suggestions to go with pan roasted pork chop?
Keith Law: Pork of any kind goes really well with polenta.

John Olerud: As an Ms fan, may I get your valued opinion on the Zunino trade? Does it seem reasonable? Completely misguided? Or just meh? For Ms fans, this trade seems important in helping to gauge Dipoto’s potential abilities in spearheading what is now a confirmed rebuild. Yes, he’s so far been dubbed “Trader Jerry”, mostly for sacrificing minor-league talent in a last-ditch effort to win. But is this just because of the mandate he had in the first part of his tenure? And do you think he and his team can successfully change course?
Keith Law: Just meh. Backup catcher for fourth outfielder. Some lesser prospects changing hands – Fraley’s probably a fourth outfielder himself, Plassmeyer maybe a fifth starter, threw a tick harder in short stints this summer than as a starter in college.

Nick: Moving forward, would you rather have Albies or Urias?
Keith Law: Albies.

Ben: Re: Boras’ comments about the draft rewarding systematic losing. If a draft is necessary (I don’t see how the owners would ever get rid of it). Why not have the number one pick go to the team with the best record that missed the playoffs, then go down by record from there, with the 10 playoff teams being the last 10 picks. Seems like this would discourage tanking, increase competitive balance, and reward teams that make an effort, but just miss out on the playoffs. Then, instead of tanking for the first pick, teams will need to give full effort to win the first pick. MLB could even market it as another “race” to watch at the end of the season. Seems like it would open up the free agent market too, since more teams have something to play for.
Keith Law: Changing the structure of the draft could improve it but won’t solve the fundamental problem that it screws the players, especially the best players in any draft class.

Ozzie Ozzie Albies Free: I hope you don’t mind answering this, but I know you’re open about your anxiety stuff. I got help about three years ago and I’ve been mostly stable except for a few minor blips here and there. But when I’m stable, I feel like I’m not the same person and I’m living in an altered world that I’m not sure I like. Did you experience something similar?
Keith Law: You may need more time to be in your stable periods to get used to the feeling. I do know what you mean, and yes, the world feels very different when I’m in a good place. It can be weird to have that constant hum of anxiety go silent.

Bruce: What are your thoughts on Jazz Chisholm? Is he a top 100 GUY?
Keith Law: I think he’s a potential superstar.

Allan: Would it make sense to ever make a list of “players who lost their rookie eligibility”, or would the sample be so small that you’d just tell people to refer to your pre-season rankings?
Keith Law: You have it exactly right. I wouldn’t change any of those unless we saw something physically or mechanically new with the players.

Larry: Austin Riley and Soroka get it done for Realmuto?
Keith Law: Highly doubt that.

Jordan: Hey Keith, which team do you feel should go after Realmuto the hardest this winter?
Keith Law: I don’t think any contender has a greater need for him than the Nats.

THE Average Sports Fan: Any hope for Anthony Alford?
Keith Law: Sure, there’s hope. It’s just getting late.

Jason: If you are ignorant to all candidates, is it better to vote straight ticket or not vote? I unfortunately did not make the time to research all of the candidates and elected not to vote because I was uneducated. Did I make the right decision? I know I’m wrong for not paying attention to the candidates.
Keith Law: Does anyone research every single downballot candidate? I had some very local elections here where the Democrat ran unopposed or had only a third-party opponent. Should I have abstained, even though I would say I knew nothing about the candidates beyond that they never did anything so awful that I heard about them? I’d say no. Make sure you’re not voting for a Nazi, or an embezzler, or something like that.

Hank: Can you give us some background on Mike Fast? Seems like a lot of excitement about Atlanta hiring him, but I don’t know much about him.
Keith Law: One of the first people to bring out research on pitch framing – to measure it and show its effects were real and sustainable. Great hire.

Bearry: The Rays have their catcher, but still have some big holes to fill and prospects to deal. Think they can pull in Donaldson and/or trade for a TOR guy like Carrasco/Kluber/Gray?
Keith Law: I’m confused – you said the Rays, and then you’re talking about expensive players.

Danielectomy: Which of the Jays best prospects do you see winding up impact players?
Keith Law: Vlad, Bo, and if healthy Pearson has a shot.

Matt: As an Astros fan, should I be worried about the departures of Mejdal and Fast? Any word on why they left? Career opportunities? Luhnow? The Osuna trade?
Keith Law: I think the team is worse off for their departures, yes.

Deke: When I used to bartend, there was a regular there who was a real jerk. Saw him on a political ad for a Trump-supporting House candidate (Andy Barr) and posted about it on FB. A friend who still bartends there said that was dirty play, calling him out publicly. Fair or foul?
Keith Law: If you don’t work there any more, I’m not sure what you did wrong. Had you worked there, yeah, that could be a problem for your employer.

Jay: The Cardinals seem to be in a period of stagnation. Do you subscribe to the notion a front office can go stale over a long period of time or is that for lack of a better term, “BS”?
Keith Law: I think that’s BS. The team is pretty good. Their biggest problem seems to be that they’re very good all over the diamond and thus don’t have one spot where a huge upgrade is simple and accessible to them.

Jon: Can Baez repeat his 2018 performance or will it be downhill?
Keith Law: I think he can do this again. The question I have is whether he can ever be more – you know, drawing a walk more than once a month.

Joe: Braves are probably going to have to move one of Riley, Pache, and Waters. Will you rank in order of which one is most to least likely to be traded?
Keith Law: I don’t agree with the premise that they “have to move” any of them.

section 34: Do you find baseball more boring than in the past? I do. I know the changes in offensive approach are rational for each individual hitter. But I DVR games: I started doing it so I could skip commercials, but now I hit the 30-second-fast-forward button a lot in between pitches. Are you also finding baseball to have become too slow?
Keith Law: I think there are too many long commercial breaks. We don’t need two-plus minutes of commercials for every pitching change. The game itself is mostly fine although I’d prefer more balls put in play and fewer strikeouts. But the long mid-inning commercial breaks are more damaging to the product.

RSO: Does Andujar, Clint Frazier and Chance Adams get it done for Kluber for the Yanks?
Keith Law: Andujar and two decidedly second- or third-tier prospects? Come on.

Steve: A suggestion for those reading these chats on a web browser (at least Firefox): right-click in the chat window, select “this frame” and then “open frame in new tab” or “open frame in new window”. Instead of the chat being confined to a box in the middle of the page, the chat itself now takes the full tab, is easier to read and allows more of the chat to be displayed on the screen.
Keith Law: Thanks!

B Mand: I have seen a lot of conflicting reports on Dalbec and what the future holds for him. Am I wrong for thinking his skill set is similar to Gallo, maybe with a slightly better glove?
Keith Law: He’s not Gallo. Gallo has more power, and better pitch recognition. Dalbec can defend and really throw, but his ability to pick up spin is not where it needs to be to project him as a regular.

Jeff: Why was the Japanese BCG vaccine recalled in Seoul? I thought vaccines were 100 percent safe?
Keith Law: Because of a manufacturing issue, not anything with the vaccine itself. And the vaccines were still safe – they contained more arsenic than Korean regulations recommended, but still less than 3% of the daily maximum intake considered safe. As for “100 percent safe,” nothing is 100% safe. Advil isn’t. Coffee isn’t. Most vitamins aren’t. Vaccines are safe, in that the risk of adverse effects is extremely small, and most of those adverse effects are themselves trivial.
Keith Law: Good troll job, though, dumbass. Go back to remedial biology.

gavin: Your thoughts for both Tyler O’Neill and Alex Verdugo next season? I’m sure situation plays into this, but do you still believe in both?
Keith Law: Never been a big O’Neill fan; I see too much dead-pull in the swing and approach and a below-average fielder. Verdugo I like but he has no place to play.

mike : My issue with a pizza stone is that the oven has to be on so long, that I feel like I’m wasting power/money……you ever feel that?
Keith Law: No, although most books will recommend heating up the oven for an hour or more, I often find the stone hits temperature sooner than that (an infrared thermometer helps you know).

Austin: There’s a restaurant I follow on Twitter that is misogynistic and awful to people there. Like one giant troll. But there food is BOMB and every time I’ve been there I’ve never seen them treat customers unkind. Should I boycott this place based on their social media presence even though I’ve never seen them actually portrayed like that in real life?
Keith Law: So maybe it’s just that one person running the account? I’d ask at the restaurant.

Bill: Dylan Cease – starter or releiver?
Keith Law: Starter. If he’s healthy at all, he’s very clearly a starter.

Mike: Keller – if I remember you are concerned about a 3rd pitch and he may be destined for bullpen. But what about Paddack and Bryse Wilson? 2 or 3 starter upside?
Keith Law: All three project as starters, but yes, Keller needs a better changeup. Paddack can definitely start without a better breaking ball but it limits his ceiling.

Jax: Will Benson still a quality prospect in your book? I understand his floor is quite low but he seems to have tantalizing upside.
Keith Law: I don’t know what “quality prospect” might mean to you. I am not optimistic about his chances right now.

Jordan: Have the Twins given up on Buxton? If so, I’d love to see some team trade for him and give him 500 PA next season.
Keith Law: I don’t think so. I thought Baldelli might be the ideal manager for him since their on-field skill sets are similar.

Dan: If you’re the Giants, does a 7-10 year contract for Bryce Harper make any sense even with their apparent rebuild in place? Can he be part of the next Even-Year magic?
Keith Law: No, it makes little to no sense to me.

Colin: Keith – can you ease my long-term concerns about Soroka? He looked damn good this season before the injury.
Keith Law: Stuff looked great. Tough arm action that puts stress on the shoulder. Still like him but the risk of further injury is high.

Pat: Kang has claimed he stopped drinking entirely. Doesnt that change your outlook on him?
Keith Law: No.

Big Sister: Does Ronaldo Hernandez stay at catcher? Do you like him or William Contreras better?
Keith Law: I think Hernandez has the better bat and Contreras the better defensive profile. I have Hernandez staying at catcher with some work.

Boa T.: Did Klaw really reference The System in his open? Would the Angels be better served moving Cozart to second and signing Moustakas or someone similar to play 3rd?
Keith Law: I did indeed. Moustakas isn’t any upgrade for them. Better to sign or trade for a second baseman.

Stephen: When do you think Luis Robert makes his appearance in Chicago? We thinking… I don’t know, mid April 2020?
Keith Law: Maybe? Guy has to show he can stay healthy for 20 minutes first.

Dan: Thoughts on the Farhan Zaidi signing? Surprised at all that the Giants went with such a forward-thinking President/GM?
Keith Law: I’m not surprised.

Bob Pollard: The whole “Cubs have no money” thing…do you think this is real or a Theo smokescreen for him to fly under the radar? What do you think they end up doing/what should they do?
Keith Law: The Cubs have plenty of money. The Ricketts may choose not to spend it, but they have it.

Shawn: Do you continue to use any non-drug therapies or techniques for your anxiety? What did you use in the past?
Keith Law: Meditation, exercise, lot of ‘self-care’ techniques including positive sensory stimuli – literally, finding things that calm you or provoke positive reactions in your brain for any or all of your five senses.

Todd: Could Michael Bloomberg beat Trump in 2020? Thoughts on him as a candidate?
Keith Law: I burn incense in my kitchen sometimes for that reason, mostly because baking cookies all day long is not the greatest idea for my health.
Keith Law: Oh god please no. Bloomberg is the last thing we need.

Mat Ji: Hi Keith, What do you make of Bill James’ comments and the backlash he has received?
Keith Law: I thought his comments were wrong and excessively derisive towards players (and labor in general). He’s affiliated with an MLB team, too, which makes it worse.

Pat: Mallex hit .296/.367/.406, 3.4 fWAR. Is he really just a 4th OF?
Keith Law: Yes. Dude had never had a 1-WAR season before then.

Chad: I’ve head Kyle Tucker often get compared to Christian Yelich. Do you agree?
Keith Law: I don’t see how much they have in common other than both being really good prospects. I thought Yelich was farther away from his power than Tucker is now.

Chad: Which Braves arm – Kyle Wright, Mike Soroka, Kolby Allard, Touki Touissant, – do you like best long-term?
Keith Law: Touki has the highest upside.

Chris: Do you think the Red Sox moved Darwinson Hernandez to the bullpen to limit his innings, or do they not think he can start in the majors?
Keith Law: Pretty sure it was to limit his innings. I would absolutely keep him as a starter for now.

Bmosc: Klaw, I saw you mention elsewhere (perhaps another chat) that Nashville was one of your favorite Minor League culinary stops. Any favorite restaurants?
Keith Law: In no particular order: Husk, Rolf & Daughters, City House, Catbird Seat, Cochon Butcher, Kuchnia & Keller, Two Ten Jack, Mas Tacos.

Michael Conforto: Why do people vote overwhelmingly in support of progressive ballot measures but not for progressive candidates? Is it just a messaging issue? Is being labeled a Democrat damaging beyond repair to some?
Keith Law: Could be. Not sure anyone knows the answer to that, since it would depend on truthful answers to polls or surveys.

Beau: Is Buddy’s AFL production a SSS or has he made adjustments since struggling in AA?
Keith Law: Buddy Reed? SSS in a hitter’s environment. Swing is still the same (not good). Which reminds me, I was accused by a Padres blog of “refusing to admit” he was better, which is always hilarious to me.

Dan: Do you believe Derek Rodriguez is a legit mid-rotation starter or more back-end? Either way I’m happy to have found a useful pitcher for essentially nothing.
Keith Law: Back-end. Very lucky on the ERA front.

Dale: Why were the A’s experimenting with Matt Olson in RF? And was that part of reason you weren’t sold on his 1B defense.
Keith Law: I don’t think he’s that good a defender at first, period. Gold Gloves are stupid.

Steve: ETA on when the O’s hire a new GM?
Keith Law: Sometime before the All-Star Break.

John: Re pizza, why do you need a better oven? What’s the ideal temp?
Keith Law: For Neapolitan-style pizza, probably 800+.

Pat: Apparently Carter Kieboom showed good range and arm at SS in the AFL. Any chance he can stay on the position?
Keith Law: I saw him there, and no, he did not. Second base for me.

mike : I find the time between pitches to be the issue for me, more than the commercial breaks. The NFL can make it look like there is action, thru replay. MLB replay is shorter, so it is harder to fake action.
Keith Law: There’s a fatigue recovery benefit to pitchers taking more seconds between pitches, which is why I oppose a pitch clock and prefer cutting those ad breaks.

Hank: Ian Anderson is the pitcher Alex Anthopoulos should be least willing to trade. True or false?
Keith Law: Neither true nor false. You can make that case for Anderson, or for Touki, or even for Wilson.

Tom: Was Patrick Mahomes ever considered a prospect?
Keith Law: Sort of. I know he did some baseball stuff but it was so clear he was headed for football that I don’t think he was seriously scouted his senior year. It sounds like he made the right choice.

Jiimbo: What are your thoughts on Yusei Kikuchi? At best #2 Starter?
Keith Law: I ranked him in the free agent rankings.

section 34: Since you write so often on vaccines — I’m with you, I’m very pro-vaccine — I wonder if you have a theory on why very liberal people who claim to care about community don’t respect the concept of herd immunity.
Keith Law: Chemophobia/appeal to nature fallacy plus Dunning-Kruger syndrome (the more education you have, the more liberal you are likely to be, but then you might overestimate your knowledge in other subject areas).

Amir: Would Matt Harvey be a good fit on the Athletics on like a 1 year pillow deal? Feel like it could be a good situation for both the player and team.
Keith Law: Yep, love that idea, actually. Good call.

Santos: To Jeff the Vaccine Troll: Took me 2 seconds to google, “It didn’t immediately announce the decision as it found that the level of arsenic concentration is minimal without the potential to cause harm.

The ministry’s research showed that arsenic was from the heated glass bottle that contained the BCG vaccine.”
Keith Law: Jeff the vaccine troll is indeed just a troll. I usually ignore him, but that bullshit was worth swatting down.

Seth: Did you see Melvin Adon in the AFL? Is he more than a guy who just throws really hard?
Keith Law: I didn’t see him, talked to two guys who did (plus Longenhagen), sounds like a guy who throws really hard and we’re not sure what else.

Josh: what does Evan White look like at the MLB level? I’m worried he’s a AAA/MLB swing man
Keith Law: The 1b? Everyday player.

Dansbae: Have you given up Dansby Swanson? Looks like he isn’t a regular.
Keith Law: I have not. Still think he’ll be a regular.

HugoZ: Do you think that Casey Mize feels “screwed” after receiving 7.5 million?
Keith Law: If he would have received $10 million as a free agent – which is likely – then yes, he should feel screwed. I don’t know him at all so I am not sure of his actual feelings. I for one would be very frustrated if I were only allowed to negotiate with ESPN when my contract is up even though there might be other companies willing to bid on my services.

JR: Thoughts on how the mid-term elections turned out? I’m happy to see Dems take back the house, but the Rs gain ground in the Senate. Anything we can read into this on the chances of 45 getting voted out in 2020??
Keith Law: The Senate seats up for election this year were not representative of the body (or country) as a whole – there were few chances for the Democrats to flip them and retake the chamber. That said, I don’t think projections two years out are ever very useful in politics. Stuff changes fast.

Mitten: I’d prefer the Cubs just DFA/non-tender Russell. Just seems like the right thing to do/message to send. Giving lip service to wanting to ‘help him’, which is great. But to me, he doesn’t need to be part of the organization for that to happen.
Keith Law: I would too, but they traded for Chapman, so I doubt they just walk away from whatever value might remain in Russell.

Mike: Are you going to post your Thanksgiving menu this year? I have to contribute a dish myself and was hoping to “borrow” one of your dishes.
Keith Law: I only posted that on Thanksgiving day in the past; not sure if I do that this year since I’m not cooking for a crowd.

Ryan: If you were running the Cards would you use Reyes as a 2-3 inning reliever with multiple days off in between appearances
Keith Law: Yes, assuming he can handle that. Starting him seems well off in the future now.

Barry: How about the Angels as a landing spot for Harper? It would show Trout they are committed long term to winning and Harper could slide into the occasional DH role to better keep him fresh over the course of the contract.
Keith Law: Sure, if they’re willing to jettison Pujols.

Jeffrey: Beto runs in 2020 at this point.
Keith Law: He’ll probably run. Booker might run. Warren, Harris, and probably some others we don’t really know very well yet. And then we’ll find out some stuff about each of them that isn’t very flattering and people will freak out over details that don’t matter and gloss over negative things that should matter and I’m already losing my patience with this.

Jon: FYI: Bill James is correct. If you took every Mike Trout or Mookie off the field right now they will be replaced with other players and the game goes on; period.
Keith Law: FYI: No, he’s not, and it wouldn’t. Just look back at the replacement NFL players from ’87.

Wes: If Brendan McKay switches to pitching only, does he reach the majors sometime in 2019? Still have number 2 ceiling?
Keith Law: Yes, and yes.

JR: Thoughts on Cashman being so direct in that he needs to trade Gray? Obviously, it’s the best move for both sides, but does being so public about it decrease his value?
Keith Law: I appreciate his candor. We all know it’s true. Denying it just forces him to lie to everyone.

Bryan (Montclair, NJ): Shocker – Mets are not going after Harper or Machado. With that said, can you envision a more moderately priced road that BVM can take to get this team to contention in 2019?
Keith Law: Yes, but it would require 1) steps forward from a few young players and 2) going all-in on short-term fixes that cost the team in the long term.

Aaron: There is clearly a discrepancy in the way you and some other outlets value the jays farm system. I tend to side with your ranking of the system mainly because outside Vlad, bo and Pearson there is just not a lot of upside. There are a lot of guys who seem to project as average to below average regulars. Is that essentially your take on their prospect pool?
Keith Law: That is almost precisely how I see their system. Guys like Biggio, Smith, Reid-Foley, Alford, Tellez – the team may rate them highly but I’m offering you a more balanced view that reflects what I’ve seen and what other teams think.

Sam: So an administration that derides “Fake News” just used a doctored video from InfoWars as justification to revoke a reporters WH access. Cool.
Keith Law: Yep. America in 2018.

xxx(yyy): what is your favorite 80 grade cooking item/tool in your kitchen these days? What about an 80 grade technique you use?
Keith Law: My Japanese santoku. Technique? Not sure. I cook lots of ways all the time.

Jennyfer: Any hope that the Dems get better at messaging? Trump is the fucking worst and so is most of the GOP, but they somehow get the “liberal” media to talk about e-mails and a caravan instead of all of the Trump corruption and access to health care.
Keith Law: The Democrats as a party have been poorly run for a decade or more. Losing in 2004 was kind of the first sign and yet the leadership continues to offer more of the same.

Bryan (Montclair, NJ): Keith, I really appreciate you sharing so much about your issues with anxiety. I struggle lately with focusing on specific tasks for long periods of time. I contribute a lot of it to taking on more responsibility (professionally and family wise). Is there anything that you’ve done to increase your ability to focus?
Keith Law: If you read about the flow state, you may find some of those techniques helpful. I recently reviewed a book called Deep Work that also offers good, functional tips.

Dazed and Confused: Bloomberg may not be good, but how can you get worse than Donald?
Keith Law: I hate that idea. We shouldn’t just settle for “not Trump.” There are real, major problems facing our country and our planet – climate change, overpopulation, sectarian violence, terrorism, pandemic risks. health care, etc. It’d be nice to find a leader with real ideas and the capability to execute them.

Andy: Travis Lee and Matt White were free agents due to a loophole in 1996. They BOTH received over $10 million.
Keith Law: Yep. And I think MLB revenues have gone up a tad since then.

Jared: Is Brandon Woodruff a starter for you? If so, does he project as middle of rotation or back end?
Keith Law: Mid-rotation starter.

Chris: Has Julio Urias already exceeded your expectations in his comeback, even if long term his outlook is greatly reduced?
Keith Law: No. I had no expectations for him on the field.

Jared: Would a Schoop for Sonny Gray swap make sense? Both have been good in past, but struggled last year. Change of scenery for both?
Keith Law: I like that idea.

section 34: Klaw, we were agreeing so nicely until you disparaged Matt Olson’s defense. His B-R range factor was easily the best in the AL at 1B, well ahead of the second-best semi-regular 1B (Ronald Guzman). B-R had him worth 0.8 dWAR. So far as I can tell he was the ONLY AL 1B with positive dWAR in 2018. And, not that it counts, but he looks smooth doing it. Will you re-evaluate your evaluation?
Keith Law: I don’t find defensive metrics useful for evaluating 1b defense and never have. So, no, I won’t.

Felix: Joe Biden is currently the frontrunner to be the Dem nominee in 2020. A safe choice, but just another tired old white guy who will likely be nominated because the rest of the current interested Dems is a minefield.
Keith Law: And how often is the front-runner 24 months out the actual candidate? I’d guess less than half the time. Can I bet somewhere on it not being Biden?

Drew: I’ve battled anxiety my entire life but I don’t think I ever really realized it until I turned 40. Makes me feel a little dumb when you step back and understand how this giant elephant in your brain could sit there an got unnoticed for most of my life. What was your first step in getting treatment? As in, do you just google “anxiety doctor” or did you find a specific type of clinic? I got some Xanax but kind of hate it as a treatment. I get anxious at work more than anywhere else, I can’t be bogged down with drugs. Thanks.
Keith Law: Started with my primary care doctor and then got in to see a therapist shortly afterwards.

Chris: I know you have an interest in languages. Have you ever used Duolingo? Any other tool? Thoughts?
Keith Law: I have used it. It’s fun, but I don’t think it really teaches the language, just some vocabulary.

Jerald: Overpopulation has always been a problem that I think is glossed over too much. How can we deal with it. Is it as simple as providing wide spread birth control in the 3rd world in an attempt to slow things down in those areas until infrastructure can be developed to support their current populations?
Keith Law: Increasing access to birth control would help – but so does empowering women around the world. Women who have the opportunity to work and earn income also end up with greater reproductive choice, and thus have fewer kids. Regardless, however, we have to find a way to feed 8-9 billion people, and provide them with clean water, and stop warming the planet. It’s not small, but with one party denying climate change even exists, we’re not close to working on a solution.

Mick: Any Japanese stars coming to MLB in the near future that approach Ohtani’s talent?
Keith Law: Not that I’m aware of. MLB regulars, yes, potential stars I don’t think so.

Josh: Seems like so many teams are tanking/rebuilding next year in the AL. Could we have 4 teams 100+ wins in the AL alone?
Keith Law: I hope not. Some other team – the White Sox are really in prime position – has to see the opportunity to make a big move and pounce. They could be a 90-win team this year with realistic improvement from young players already there and the right acquisitions from outside.
Keith Law: OK, that’s all for this week. Thank you as always for all of your questions. Next week’s chat will likely be Friday rather than Thursday due to travel but I will make an announcement if it’s sooner. Enjoy your weekends and thanks to everyone who voted for science and reason this past Tuesday.

First Man.

First Man reunites director Damien Chazelle and Ryan Gosling, who worked together two years ago on La La Land, in a different sort of movie, this time a serious biopic that deals with the biggest themes possible – life, death, and man’s search for meaning. Ostensibly a biography of Neil Armstrong from the death of his young daughter from cancer to his landing on the moon, First Man is much more a story of grief and coping, or not coping, and as a result less insightful as any sort of document of the man himself.

Gosling plays Armstrong, whom we first meet as an engineer and Navy pilot whose two-year-old daughter Karen is seriously ill with a brain tumor that will claim her life (via daughter) very early in the film, after which Armstrong shows the only real emotion he will display anywhere during the course of the movie. The story follows him through his entry into the space program, flight testing, and training, eventually to his selection for Apollo 11, but his path involves living through the deaths of at least five colleagues due to crashes and the cabin fire on the Apollo 1 craft, only furthering Armstrong’s turn inward with its constant reminder of Karen’s death. Armstrong also distances himself from his wife, Janet (Claire Foy), and two young sons, burying himself in work rather than risking further grief by getting too close to anyone else in his life.

First Man is extremely loud and incredibly close, to the point where the sound editing and cinematography, while perhaps accurate for the subject matter, make it hard to watch in several parts. The scenes aboard the various spacecraft involve a tremendous amount of shaking – not just showing us that the people on the ships are shaking, but shaking the camera so much that I repeatedly had to turn away from the screen, something I can’t remember ever doing for another film. The sound in those scenes where Armstrong is aboard any sort of ship is also mixed so that the background noise is amplified and it’s very hard to understand any of the communications between Armstrong (and any colleagues) and Mission Control; I eventually just gave up on understanding that dialogue, much of which involved technical chatter.

Gosling and Foy dominate the movie both in screen time and with their performances, with Gosling making Armstrong almost unknowable with his restrained portrayal, at times painful in his reticence and utter refusal to show emotion. There’s a pivotal scene where Janet forces him to talk to his two sons before he leaves for the Apollo 11 mission, knowing there was a good chance he wouldn’t return, and he can barely talk to the boys or even look at them; when one son asks if he might not come home, Armstrong responds as if he’s still in a press conference, with Gosling barely making eye contact and answering with a robotic tone and cadence. Foy gets to show a broader range of emotions, and her character develops some strength over the course of the film, enhanced by how her character is dressed and Foy’s own waifish appearance.

The movie has disappointed at the box office – much to the glee of alt-right trolls upset over the absence of a scene where the American flag is planted on the moon, which would be so out of place given the context of what Armstrong actually does after he lands – and I think one reason might be that the movie isn’t just a biopic. There is some celebration of space exploration here, and certainly some jingoism involved as the U.S. reached the moon before the Soviets could, but the larger theme in First Man is death and how we cope with it. The script’s premise is that Karen’s death changed Armstrong forever, leading him to create distance between himself and his family while driving him to take bigger risks at work, including accepting the riskiest mission in the history of the space program. (As a side note, I enjoyed watching Neil Armstrong, Buzz Aldrin, and The Pin flying to the moon.) Rather than fully explaining his character, though, the script instead shows a man unwilling to open up to anyone in his grief, and the damage that ultimately does to him, to his marriage, and to his relationships with his two surviving children. Perhaps audiences wanted to see more of a hero at the heart of the film – there are a few such moments, but it’s not the dominant tone – and were surprised to see a movie that is so somber and pensive about a topic just about nobody wants to spend any time considering. That theme, and that choice to go with that theme over a rah-rah space and ‘merica tone, makes First Man a stronger film even if it’s less commercially appealing.

Can You Ever Forgive Me?

Can You Ever Forgive Me? is based on the true story of biographer and literary forger Lee Israel, who discovered she had a knack for mimicking the style of famous authors and began producing fake personal correspondence from the likes of Noel Coward and Dorothy Parker when her own books stopped selling. With two strong performances by Melissa McCarthy and Richard Grant, the film bounces along at a brisk pace, running from the nadir of Israel’s legitimate career through her forgery streak to her eventual trial, but the script itself is flimsy and does way too much to try to make a remorseless con artist into a sympathetic character.

McCarthy plays Israel, a frumpy, mid-50s author who drinks too much and doesn’t really care for people, and whose agent, played by Jane Curtin, has lost interest in working with her between her difficult personality and the lack of commercial appeal of her books. We see her lose an editing job, struggle to pay bills, and experience writer’s block (presaged in one of the many heavyhanded scenes in the movie), before she eventually meets Jack Hock, played by Grant, a flamboyant gay libertine who becomes her one friend and eventually a partner in her crimes. While researching her latest book idea, on comedienne Fanny Brice, she finds a real letter from Brice tucked in a library book, steals and sells it, and hits on the idea of forging letters for profit. Eventually, she’ll be caught, giving McCarthy a scene for her Oscar reel at the sentencing hearing, and hits on the idea of writing a memoir of her stint as a forger both as a way to make money and to satisfy her inner desire to write.

The story is just too light and way too kind to its main character to work. It does show Israel as difficult and often rude to others, but the depiction of her forgery sales gives off the sense that, hey, it’s all okay because she’s just selling stuff that wealthy idiots will buy, and that the independent bookstores who buy her letters to resell them are somehow complicit for their failure to verify that her letters are authentic. Because it’s based on Israel’s memoir, there’s no attempt to explain why she is the way she is – why she drinks so much, why she likes cats more than people (her words), why she can’t maintain romantic relationships, and so on. And that means we don’t learn anything about why she slides so easily into forgery, other than that she had a financial need and then realized she was good at it. There’s zero sense that she regrets any of this, or considers that there might be consequences for the other people she involves, including Jack, and the script doesn’t even try to explain how she ended up without scruples.

McCarthy and Grant are both tremendous in their respective characters and in all of their scenes together, an odd couple of misfit friends, neither of whom has anyone else close to them. Late in the film, Israel’s previous girlfriend appears in a confessional scene, although it merely rehashes what we already knew about Lee’s character – she can’t open up, she creates walls between herself and people who try to get close to her – without explaining any of why. That somewhat limits what McCarthy can do in the role, but given its constraints she goes to an extraordinary length to try to give the character some three-dimensional qualities and create empathy for Israel, even when it’s probably not deserved. Grant makes Hock a delightful scamp, a bit ridiculous at points, but both consistently entertaining and a better elicitor of pathos for the character than McCarthy can be with Israel, as his character is more of an open mess while Israel is a closed one.

There’s already a consensus forming around Grant as a lock for a Best Supporting Actor nomination, and McCarthy probably has a shot at a Best Actress nod, although that might depend a bit on how many voters actually see this movie. She deserves plaudits for easily transitioning from comedic roles that rely on her timing and her gift with physical comedy to a dramatic one where none of those comic skills come into play. It’s the script itself that’s the problem – this is a trifle of a story, told from the perspective of the main character, someone who had every reason to lie about herself and who had an actual history of lying. Some insight on her character would have gone a long way to justifying the film, but we get none of that and too much of the drama around her friendship with Jack and her forging career. It makes for an unsatisfying product beneath the two superb performances that sit on top of the film.