Palm Island.

Palm Island is a solitaire game with one of the most clever gimmicks – I use that term with endearment – I’ve seen in a while: You hold the entire game in your hand, hence the name “Palm Island.” It manages to sneak in some resource management and ‘building’ concepts while forcing choices by setting up the cards so you can’t do everything you want to do. You’ll cycle through a small deck of cards eight times, trying to gain as many points as possible by using the cards with resources on them to upgrade the cards worth victory points.

The base game comprises a deck of 17 cards, one of which is just the round marker, while the others are double-sided and have different abilities depending on which side is pointing up. After shuffling the other 16, all in their starting orientation, you look at the top two cards and choose your actions. You can rotate some cards 90 degrees clockwise to make a resource (fish, wood, stone) available, often for free but sometimes at the cost of other resources. When you use a resource card to pay for something else, you rotate it back 90 degrees counterclockwise. You may also spend resources to turn some cards 180 degrees, unlocking more powerful abilities/more resources/more points, or to flip them over, unlocking even more of the same. The base deck has two housing cards that you can upgrade three times (turn 180, flip over, turn 180 again) to get to 6 victory points, and two temples that you can upgrade three times to get to 10 victory points, but I don’t think it’s possible to hit all four of those maximum figures with the original deck, and the order in which those cards appear affects your ideal strategy.

There are a handful (pun intended) of other restrictions on how you use these cards. You can only have four resource cards rotated to the right at any time; to rotate a fifth one you must discard one of the others by rotating it counterclockwise back into place. When you rotate a card 90 degrees to make its resource(s) available, you place it at the back of the deck; if that card returns to the top before you’ve used it, you lose that resource, rotating the card back 90 degrees counterclockwise and also placing it at the back of the deck. You can keep the top card in place and keep using or discarding (to the back) the second card, but once you reach the round marker card, you have to use or discard that top card as well – you can’t roll it over into the next round.

Palm Island card play

Some of the resource cards can be worth points if fully upgraded as well, although it can be at the cost of some of its resource powers – the Logger cards, which give you one wood at the start and two wood if upgraded twice, are worth five points if upgraded all three times but don’t give you any wood in that state. You have to upgrade at least some of the resource cards to be able to max out the housing or temple cards, the latter of which requires eleven total resources to go from its 2x state to its 3x state. This combination of features means you have to make a series of choices that will be determined by the order of the cards in the deck. The rules say you can look through the entire deck once before you start, but once you’ve started you can only look at the top three cards.

The game comes with Feat cards you can gain by hitting certain milestones in your games, starting with scoring 30 points, which I did in my first game and do almost every game now, up to some more difficult goals – it took me several plays and a bit of luck with card order to finally hit 40 points – or more specific ones, like upgrading all your Logger cards three times. Those Feat cards are nearly always useful, some more than others, but getting them at the wrong time can mess with your card sequencing.

There are two base decks in the game, so you can play competitively or cooperatively with someone else, although it’s a bit of a kludge for a game that was clearly designed with the solo player in mind. I’ve timed myself and none of my games has taken more than 13 minutes to play. For a novel solo experience it’s worth the price, maybe not as clever or challenging as my favorite solo game, Coffee Roaster, but cheaper and much more portable.

Top 100 boardgames, 2019 edition.

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

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

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

This year’s list is my twelfth one, which is both a point of pride and a sign that I’m getting old. I rank 100 games, although I think I’ve played more than 300 in total if we count demos, apps, and online play. The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd. I have omitted some titles I’ve tried that are not available at all in the U.S. yet, and have several games here or en route to play that I haven’t played at all or enough to rank, including Res Arcana, Hadara, Clank! Acquisitions Incorporated, Maracaibo, Azul: Summer Pavilions, Ankh’or, Naga Raja, Little Town, Palm Island, Atlantis Rising … oh god I have a lot of games to play.

Finally, I’m at the point with this list now that there are games that I still like and would recommend that don’t crack the list. Maori, Petrichor, Port Royal, Santorini, Brass, and more titles slid off the list this year. The toughest omissions for 2019, were Tapestry, a great game I just think I need to play more to decide on its place; and Lords of Waterdeep, a D&D-themed title with a great app that I think is a really well-designed game but just not quite my cup of tea.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

54. 7 Ronin: Full review. An asymmetrical two-player game with a Seven Samurai theme – and when I say “theme,” I mean that’s the whole story of the game. One player is the seven ronin of the title, hired to defend a village against the invading ninjas, controlled by the other player. If the ninjas don’t take the village or wipe out the ronin before eight rounds are up, the ronin player wins. But the ninja can gain a decisive advantage in the first four rounds with the right moves. It’s very clever, the art is fantastic, and the theme is completely integrated into the game itself. It also plays in about 30 minutes. Complexity: Medium-low.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

20. (The Settlers of) Catan: It’s now just called Catan, although I use the old title because I think more people know it by that name. I don’t pull this game out as much as I did a few years ago, and I’ve still got it ranked this high largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Without this game, we don’t have the explosion in boardgames we’ve had in the last fifteen years. We don’t have Ticket to Ride and 7 Wonders showing up in Target (where you can also buy Catan), a whole wall of German-style games in Barnes & Noble, or the Cones of Dunshire on network television. Only four games on this list predate Settlers, from an era where Monopoly was considered the ne plus ultra of boardgames and you couldn’t complain about how long and awful it was because you had no basis for comparison. The history of boardgames comprises two eras: Before Catan, and After Catan. We are fortunate to be in 24 A.C. Complexity: Medium-low.

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

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

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

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

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

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

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

12. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of November 2019, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015. Complexity: Medium/low.

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

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

9. Ticket To Ride: Full review. Actually a series of games, all working on the same theme: You receive certain routes across the map on the game board – U.S. or Europe, mostly – and have to collect enough train cards in the correct colors to complete those routes. But other players may have overlapping routes and the tracks can only accommodate so many trains. Like Dominion, it’s very simple to pick up, so while it’s not my favorite game to play, it’s my favorite game to bring or bring out when we’re with people who want to try a new game but either haven’t tried anything in the genre or aren’t up for a late night. I do recommend the 1910 Expansion< to anyone who gets the base Ticket to Ride game, as it has larger, easier-to-shuffle cards and offers more routes for greater replayability. I also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don’t recommend them. The iPad app, developed in-house, is among the best available. The newest expansion, France and The Old West, came out in the winter of 2018, with two new rules tweaks, one for each board. I’ve ranked all 18 Ticket to Ride boards for Ars Technica.

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

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

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

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

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

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

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

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

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

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

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

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

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, and Sushi Go Party!, all of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. For more social games, One Night Ultimate Werewolf is best with five or more also, and Deception: Murder in Hong Kong also benefits from more players. I’ll review Game of Thrones Oathbreaker (5-8 players, more hidden identity) soon for Ars Technica, and still have to play 3 Laws of Robotics (4-8) players, a game where you know everyone else’s identity but not your own.

Sushi Roll.

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

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

Sushi Roll box and components

Let me see that Sushi Roll…

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

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

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

Second Chance.

Uwe Rosenberg has two new games out in his seemingly unending series of polyomino-based (think Tetris) titles that started with Patchwork and continued with Cottage Garden. I reviewed Patchwork Doodle, the first of these two new flip-and-writes, last week; Second Chance is very similar, also a flip-and-write where you try to fill out a 9×9 grid by revealing cards with polyomino shapes and drawing those on your paper, but it is the far easier game to learn and play, but with a really clever twist when you get stuck that can cause massive frustration to other players (by design, I think).

The conceit is as above; everyone starts with a unique, 8-square pattern that they’ll fill out in the center of their papers, oriented however they’d like. The deck of polyomino shapes is shuffled and you draw and reveal two cards on every turn. Each player picks one of the two shapes and draws it on their paper, again anywhere and in any orientation they’d like. (You can rotate or flip the shapes in any way you need to.) The game comes with three reference cards that show all of the shapes in the deck, which are also displayed inside the box itself, so you can sort of plan ahead around certain shapes with the understanding that two shapes you need could both appear in the same turn.

The big twist comes when any player can’t place either of the two shapes shown, usually as you get close to the end of the deck. That player gets a “second chance,” and turns over the top card on the deck. If they can place the shape, they do so and continue playing. If not, they drop out; if they’re the first player to do so, they fill in any empty space on their grid with the number one. (If two players bust on the same turn, they both get the 1.) No other player can use that card, so it’s possible that a key shape you wanted will never be available to you because another player burned that card for their second chance.

A Second Chance turn.

Play continues until one player fills out their entire grid, in which case they win the game; the deck is exhausted; or all players bust. In the latter two cases, the player with the fewest empty squares on their grid wins, regardless of whether they dropped out or were still alive when the cards ran out. If there’s a tie, any players with that 1 on their grid win the tiebreaker. Otherwise it’s a shared victory.

As with Patchwork Doodle, the Second Chance box says it plays 1 to 6, but you’re really just limited by the number of start cards, which I believe is a dozen. We haven’t had anyone win by filling out their entire grid, but my daughter came within a single square of doing so (and she won, of course, even though she busted.) It’s very easy to teach people how to play the game – you don’t even have to explain the second chance part in full until you get there, unless people are counting cards, so to speak – and it’s a quick learning curve to climb too. As with Patchwork Doodle, you’re mostly playing solitaire, but the challenge of filling out the whole grid here is more enjoyable because of the number of cards and variety of shapes on them. It’s also quite portable and I prefer the subtler artwork. I think given the choice between the two flip-and-writes, I’d pick this one.

Coffee Roaster.

There are so very many board games – more than a thousand new ones hit the market every year, not including self-published titles or ones that don’t get published in English – yet there are few games designed with solo play in mind. More new games come with solitaire modes, typically asking you to beat some specific score, but truly solo games, ones designed from the start with the single player in mind. I’ve reviewed three in particular, Friday, the best I’ve played; Onirim; and Aerion.

One of the top-rated solitaire games on BoardGameGeek is a Japanese game known as Coffee Roaster, which has been out of print for a few years but which is coming back in a new edition this fall from Stronghold Games, now available for pre-order. I just obtained a copy of the original a few months ago, right before word of the new edition leaked, and it more than lives up to its reputation: It’s fun to play, suitably challenging, brings lots of replay value, and its theme is as well-integrated into its gameplay as any game I’ve seen.

Coffee Roaster asks you to do just that: You’re a roaster asked to roast three beans out of a selection of 22 possibilities, trying to maximize your score over the three roasts, but you have to do well enough with each roast to get to choose a more challenging (and lucrative) bean in the next round. It’s a brilliant press-your-luck game that gives you a slew of choices and multiple ways to try to max out your score, with every bean – tied to the physical characteristics of the real coffee beans the cards depict – offering a new starting point and different paths to scoring.

For any bean you roast in Coffee Roaster, you’ll start with some combination of tokens that you’ll place in the bag, usually unroasted beans (roast level 0, or green beans that have to be roasted once to get to 0), moisture tokens, flavor tokens depicting aroma or body or acidity, and probably some bad beans you have to work your way around as you roast. As the game progresses, you’ll pull an increasing number of beans from the bag in each round, roasting some, spending the flavor tokens to gain bonuses on the board or to manipulate the roasting process, and, at two steps, gaining smoke tokens that go in the bag and can screw up your final scoring. You decide when to stop roasting and ‘cup’ your coffee, drawing tokens to fill the ten spots on your cupping board – with three spots on the tray to hold beans you don’t want to score – and then add up the points on your tokens.

Each bean has an ideal total roast level that gets you the maximum number of points; you get fewer points if you’re too high or two low. You get points for drawing the key flavor components for that bean, up to ten points if you hit all four on an Expert level bean. You also get points for consistency, drawing at least three tokens with the same roast number on them. You can then lose points if you draw and place bad beans or smoke tokens in your cup, or if you don’t get any of the key flavor components, or if you fail to get ten tokens into the cup. As I type that, I realize it sounds a bit more complicated than it is, but the game has an inherent rhythm to it that makes it go very quickly once you’ve got the process down. You have a lot of potential options on every turn, but they depend almost completely on what tokens you draw from the bag on that turn – and earlier in any roasting process you won’t get to draw that many tokens, so your choices will be somewhat limited.

My 22-point Kona roast.

I have played a handful of times, with (of course) varying levels of success, but have found that getting the wild-card flavor token and the permanent 3-point token (which goes directly into your cup) are essential, while for some roasts you will want to get the extra tray, which lets you discard two extra tokens in the cupping process. There’s a Sweetness token – whoa oh oh, oh oh oh – that is required for some Expert roasts, but can otherwise serve as a wild token in the cupping process. Other bonus tokens let you redraw during the roasting process but the random aspect makes their value too variable. There’s one space on the left side of the board that lets you discard one flavor token to trash all smoke, bad bean, or burned bean (roasted past 4) tokens you have drawn in that round, a very powerful move that you can use just once per bean. It’s nearly always useful, but the question of when to use it becomes a key strategic decision among several across the game.

We don’t have the rules for the new version yet, just cover art, so I don’t know if the game itself is changing or if we’re just getting new images and, I would hope, an improved translation of the original Japanese rules, as the translation in the original edition omits key words or mistranslates others at a few places. It’s also a bit dear at a list price of $45, more than just about any solo game I know of, but I am hopeful that will come down after the initial release satisfies folks like me who’d been looking for the game for years. It is worthy of a bigger audience than it got the first time around, and while Friday is easier to recommend for its simplicity, I enjoyed this game even more.

Raiders of the North Sea.

The tabletop game Raiders of the North Sea was the first of Shem Phillips’ series of worker placement games that will reach its fifth title this fall with the release of Paladins of the West Kingdom, and earned a Kennerspiel des Jahres nomination in 2017, two years after its initial appearance. (I didn’t review or rank it that year because it wasn’t actually a new title; release dates in the board game world are a nebulous thing, and I’m sure I’ve missed titles here and there because of it.) Each game in the series, which includes three North Sea games and now two West Kingdom titles, has some different quirk in how you place or use your meeples, part of how Phillips has managed to extend one theme over so many different titles.

Raiders of the North Sea now has a gorgeous app adaptation from Dire Wolf Digital, makers of the app versions of Lanterns and Lotus as well as the digital card game Eternal (soon coming to tabletop), although I think the initial release of the app could use some updates. If you haven’t played the physical game, or like me had very little experience with it, it’s a great introduction to the title, but I did find that after a handful of plays I was too good for the one AI level included in the app.

Raiders of the North Sea

The Raiders board has two parts – the village where you’ll place meeples to recruit warriors, collect food, and exchange plunder for more food or for points; and the various harbors, outposts, and fortresses you’ll raid over the course of the game for points and glory. The big difference between this and most worker placement games is that all meeples are shared, and you get two actions on your turn: one when you place the meeple you had to start the turn somewhere in the village, then a second when you remove a meeple from another location in the village. Each location has a unique action, and you thus get two different actions on every turn when you do stuff in the village. Once you have enough warriors, food, and sometimes gold to go raiding, you instead use one meeple to go attack a specific location on the top of the board, taking the plunder shown on that space, gaining a different meeple, and possibly getting points if your warriors’ total strength exceeds the lowest listed value on the space. (You always get the plunder, even if you’re not strong enough.) Most spaces you’ll raid include one or more black skulls, which means you’ll have to sacrifice one of your warriors, sending them to Valhalla, when you attack.

The new app looks fantastic, and the animations for the attacks are particularly fun. Dire Wolf has taken all of the game’s distinctive artwork, animating some portions of it and pulling some of the character images off the cards to show who’s in your crew (as opposed to the characters still in your hand). Their decision to depict the board isometrically was brilliant; the physical board is big and quite long north to south, and the app only shows you a portion at a time – the village fits into a single screen, and then you can scroll up to see all of the potential targets for attacks.

I did have a few small technical issues, including occasional crashes when first loading and difficulty moving the meeple from the lower right corner of the screen to place it if I had the map oriented in a way that there was a village location too close to the same spot. The app only comes with one AI level right now, and I found it too easy, mostly because it would do suboptimal things like attack some targets without sufficient strength to garner points. I also would love a one-touch way to jump between the top and bottom halves of the board, as scrolling is awkward, and the app doesn’t automatically reset you to the village after an opponent attacks.

The app also comes with a campaign mode that includes multiple rules variants, most of which are fun and require you to think a little differently, although I don’t think the campaign bears playing more than once. It’s similar to the campaign mode in Jaipur, but those variants were good enough to try multiple times, while here I always felt like the variations were cool but not as good as the base game.

Games take 10-20 minutes against the AI, depending on how quickly you try to move to the top; I’ve found the long play is best for beating the current AI options, because they don’t try to rack up the largest bonuses up top. I am assuming/hoping some of the minor bugs will disappear with updates, along with a stronger AI option, because the way this app plays and looks is outstanding.

Exit: The Catacombs of Horror.

I’ve been a huge fan of the Exit games since I first tried & reviewed them a year and a half ago. The series, which won the Kennerspiel des Jahres in 2017, comprises a series of single-play games that mimic the experience of an escape room, asking you (solo or in a team) to find a series of codes to solve the puzzle, generally destroying the game’s components as you go. They’re fun, appropriately difficult, usually playable inside of an hour, and come with a structured system of hints in case you get stuck. My daughter and I do these as a rainy-day activity, and I think we’ve played at least five so far, enjoying most of them.

The series steps up in difficulty with its newest title, Exit: The Catacombs of Horror, a longer title playable over two sessions, with puzzles that promise to be harder to solve … which is true, because this game was almost certainly not playtested, with puzzles that are far less straightforward than those in previous titles. The puzzle you have to solve to finish the game is a joke – even after reading the third hint card, which is supposed to explain the solution, I still have no idea what the designers expected players to do. There’s a huge failure of design here: You don’t make puzzles more difficult by making them too obscure to solve.

Exit’s puzzles come in all sorts of forms, but there are some common types, from deciphering codes in texts, finding hidden characters or images in printed materials, cutting and/or folding the materials to reveal patterns, or finding images that look like numbers. All of the game’s codes comprise three digits, so you know that will always be your goal; you use a decoder disk, entering the three digits under the symbol for the puzzle you’re solving, and you get a number for a card in the answer deck, which tells you if you’re wrong or refers you to the next clue. These puzzles generally range from very direct to a bit weird, often when the game wants you to see a number in an image or in something you’ve drawn; they take an especially liberal view when it comes to visual representations of numbers in sketches or lines.

The Catacombs of Horror, however, increases the difficulty by making things harder to see or to follow. One puzzle requires cutting images out of one of the cards, but the dashed lines that would tip you off that the designers want you to cut are almost impossible to see; my vision is fine, and I had a hard time spotting the lines, so I can’t imagine how hard it would be for older players or anyone requiring glasses. Another required finding blue dots on a large poster, except one of the blue dots was located on a teal flashlight, so the colors were nearly identical. There’s a puzzle that requires assembling a little cardboard box and threading a string through it, then looking through cutouts in the box’s sides and deciphering the number shown by the strings, once they’re pulled taut, which was a complete flop – yeah, I get why they said that looks like the number 2, but no average person is going to get that. It’s too inside-boardgaming for me, and I say that as someone who’s played most of the titles in the series.

Then there’s the final puzzle, which I won’t spoil because I can’t. I still don’t really get what the designers wanted me to do, even after a detailed reading of the last card – and my daughter, who loves these games but had lost interest before we finished this one, didn’t understand it either. It involves a lit candle, a ‘column’ with arrows that you place in a little plastic stand (which didn’t work – the column was way too flimsy and narrow for the stand), and then … a shadow? It’s the only time we’ve played an Exit game and given up. There’s no way they tested this final puzzle with regular game players, and I feel like the English translation of the last hint card (the third – each riddle has three hint cards, the first just a guide to start you, the third the solution) was inadequate.

I’m still interested in the series – there are four other new titles this year, and I see at least three previous titles we haven’t tried yet – but I can’t recommend The Catacombs of Horror unless they revise it, especially the final riddle. If you’d like to try the Exit games, I suggest The Abandoned Cabin, The Pharaoh’s Tomb, or The Secret Lab as a starting point – and feel free to ask me questions in the comments if you get a little stuck.

Kodama Duo.

Kodama: The Tree Spirits is one of my favorite family games, still one my daughter will ask to play years after we first got it, because it’s the rare game that’s appropriately competitive but also fun to play: The action you take on each turn, adding branch cards to grow your tree, is its own end, with a subjective component and the point-scoring aspect that forms the heart of the game. The base game has enough cards for anywhere from two to five players to play at one time, and in our experience plays as well with two as it does with higher player counts.

I was a bit surprised to see the designers had come out with a two-player version, Kodama Duo, but still gave it a whirl since the original is such a favorite for us. Duo does have a few rules tweaks that change the game for two players and make it a little harder, although I think the net result of the alterations is not positive – I prefer the original. However, the Duo box also includes enough additional cards for you to add a sixth player to the original game, which may be worth the cost by itself if you have enough kids around to get to six players.

I reviewed the original Kodama for Paste back in January 2017; click over there if you want a review of the base game’s details. The main difference in Duo comes to card selection. The game still has twelve turns in three seasons, but this time, you have to jump through a hoop before either of you gets a card to play. One player, the Chooser, draws the top three cards from the deck at the start of a turn. The other player, the Splitter, divides the three cards into two sets, one with two cards and the other with the remaining card. The Chooser then picks one of those two options, while the Splitter gets the other choice.

The player who ended up with two cards may only play one of the two to their tree, discarding the other card. The opposing player plays the one card they received, and then gets to take a Spirit token representing one of the game’s six features (where you get all your points in the game), using it to cover up any single feature already on their tree. You can only take a token if that feature was shown on the card your opponent discarded. At the start of the game, the six Spirit tokens are in the general supply, but they’ll eventually all end up on the two players’ trees, so when you select a token, you ‘ll take it from your opponent’s tree or relocate it on your own. (The rules are not well written around this, but the designers confirmed you can ‘take’ a token from your own tree and put it somewhere else.)

I think this rule is here because with just two players, there’s so much choice of cards in the base game that it might seem insufficiently challenging for two. Duo comes with exactly 36 cards, so you will draw them all over the course of a single game; thirty of them look like cards from the original, and there are also six single-feature cards, with exactly two instances of one of the game’s six features. But this isn’t an improvement over the original, and the idea of “splitting” three into two and one is … it felt silly, to be kind. I would have been much happier to just draw two cards each turn and alternate who picked first.

There are also different decree cards, which add a new wrinkle for four turns (one season), in Duo, and they don’t quite work the same way as in the base game, since most of them seem to rely on the spirit tokens or change how you split the cards (for example, one of the three cards is face-down to the Chooser until they choose). The decree cards are a big part of the appeal of the base game, so it was a shame that they worked so much worse here.

Duo does include additional cards and new decree cards that can only be played with the base game (marked 3-6 to distinguish them from the two-player decrees), which then allow you to expand the original to six players. Given the lack of added value in the pure two-player variant, I’d say get Duo if you want to play Kodama with six, but otherwise pass on it.

Claim.

Claim is a 2017 trick-taking game from designer Scott Almes, whose best-known titles are the Tiny Epic series (such as Tiny Epic Galaxies and Tiny Epic Zombies). Claim pits two players against each other in a two-phase game where the first phase allows players to battle to build their hands for the second phase, where the more traditional trick-taking mechanic kicks in, but is altered by the five factions (suits) in the game that have unique powers.

The Claim deck has 52 cards, and you’ll use half the deck in each phase. Each player starts the game with a hand of 13 cards, and in phase one, the top card in the deck is flipped over for the two players to try to win by playing the highest card. The Leader – the start player, or whoever won the last trick – plays first, and the second player usually has to follow suit; the higher card wins. In most cases, the cards used to bid are discarded, the winning player gets the face-up card from the deck, and the losing player gets the top card of the deck as a consolation prize – which, of course, can be better than the card the winning player got.

Phase one continues until the players have used their entire hands, by which point each player has a new deck of 13 cards to form their hands for phase two. Players then proceed to play another round of 13 tricks, this time with the winning player usually taking both cards. At the end of the game, players will count up how many cards they’ve won in each of the five factions; a majority of cards wins that faction, and with five factions you’ll usually have one player winning three or even four to win the game. Ties are broken by whoever has the higher-valued card in the faction.

The big catch is that the factions have different powers that can apply in phase one, phase two, or both. The base game comes with five factions – goblins, knights, dwarves, undead, and doppelgangers. A knight automatically trumps a goblin, regardless of numerical value, although you must still follow suit. You can play any doppelganger without following suit, and it becomes the suit of whatever your opponent played. (If you lead with a doppelganger, that is the suit for that trick.) In phase one, the player who wins the trick gets to keep any undead cards played by the two players and put them in their scoring pile for the end of the game. In phase two, the player who loses the trick gets to take any dwarf cards played in that trick – so, yes, you can lose the trick but still take both cards. (For example, I lead and play a Dwarf card with value 9, the maximum. You follow suit, playing a Dwarf 6. I win the trick … but you get both of the cards.) Only goblins have no special power.

The factions themselves are fun; each one asks you to think a little differently about how to approach it, and the hands you get in each round will require you to come up with different strategies. The one big negative in Claim is that the first round involves so much randomness – your starting hands are random, of course, but the player who loses each trick gets a random card from the top of the deck and can easily end up with the superior card. You could lose all of the tricks in phase one and still get a better hand in phase two. It’s not really a flaw, but a different kind of game, where you know you can play pretty well and still get beaten by the deck.

I picked this up at Origins, and since I bought the game, I got a bonus faction pack as well – ghosts, where you can choose instead to keep the ghost card you played rather than the card you’d normally get during Phase One. You can replace the dwarves, undead, or doppelgangers with ghosts in the original Claim game. There’s a separate, standalone game, Claim 2, with five new factions, and you can mix and match the factions from both games in certain combinations, so there’s fairly high replay value here if you get tired of the base game. It’s a solid filler, nicely portable (the whole game is the deck), quick to play, although I think there are better trick-taking games out there, like Fox in the Forest.

Century Eastern Wonders.

Emerson Matsuuchi’s Century Spice Road was a modest hit in 2017 that earned a lot of comparisons to Splendor, although it gave players more of an active role in trading the goods they were collecting before they cashed them in for points tokens. It’s the first game of what is now a completed trilogy with this summer’s release of Century A New World, three games that can be played alone or in any combination of two or even all three, each of which shares a core mechanic (you have four goods of increasing value, and will trade them up so you can collect certain combinations for points on objective cards) but approaches it in a unique way. Spice Road is a card game that focuses on hand management; A New World, which I’ll review for Paste next month, is a worker placement game a bit similar to Stone Age. The second game, Century Eastern Wonders, has players moving around a map, with a bit of pick up-and-delivery to it, but the heart of the game is route planning, as the board varies in each game and you will have to figure out the most efficient way(s) to get around the various tiles to get the cubes you need so you can score.

Once again, we have four goods, in the same four colors – yellow is the least valuable, brown the most valuable – and players try to collect sets of them and then go to one of the four port tiles at the corners of the modular board to trade in a specified combination of the goods for a points tile that is worth anywhere from 11 to 20 points. Each player has a boat to move around the board, moving at least one tile per turn. When you land on a tile, you can place a trading post on it, doing so for free if it’s empty and paying one cube for each opponent’s post already on the tile, after which you can use the trading function of that tile as often as you’d like, including more than once on this turn. (In a two-player game, you pay two cubes to build on a tile with your opponent’s post already on it.) All trades on the board are net-positive, so there are no bad tiles, but some are more useful than others, depending on what objectives are present at that time in the game. You can also move to a tile and choose to ‘harvest,’ taking two yellow cubes for free, rather than trading.

Eastern Wonders adds an additional layer on top of this mechanism, as you gain points and bonus abilities as you place trading posts. Your player card has 20 spaces on it that are covered by posts at the start of the game. Each tile has an icon representing one of the four trade goods, and when you build a post on a tile, you take a token from that row on your card. Once you’ve emptied a column on your card, you may take one of the game’s bonus tokens, which can confer valuable abilities – moving one extra space for free each turn, getting a free pink cube when you harvest, storing 13 cubes instead of 10 – or just give you points at game-end. The second post you place from each row is worth a point at game-end, the third and fourth two points, and the fifth post three points.

Moving around the board gets more difficult as the game progresses. If you move to a tile with an opponent’s boat, you have to pay them a cube, so doing this is generally not a great strategy. Building posts on tiles that already have two or more posts on them, or just one in a two-player game, is costly, and you’ll often find yourself less willing to pay that penalty as the game progresses because you’re trying to scrape enough cubes together to fulfill another contract. The game ends as soon as any player finishes their fourth objective, with players just completing that round, so usually you’ll end up with one player getting four objectives and their bonuses and everyone else ending with three; it’s possible to win with only three objectives, especially if they have higher bonuses, but it’s harder, so there’s a bit of a race to the finish. You can improve your chances by figuring out optimal paths around the board that work a bit like engines – a sequence of three or four tiles that quickly let you go from some low-value combination (usually including two yellows from a harvest move) to the higher-value set that fulfills an objective card, or at least gets you some brown and green cubes you can then trade down for whatever you need for objectives on the board at that point.

Of the three games in the trilogy, Eastern Wonders is the most complex (although it’s still on the lighter side) and takes the longest to play, and while I like it quite a bit, I also think it’s my least favorite of the trio. The Eastern Wonders box includes a separate set of rules and a few additional components that let you combine it with Spice Road for a single game called Sand to Sea, although a glance at the rules seemed to rob the games of the elegance that makes them both fun. Eastern Wonders plays two to four, as do the other games in the series, but in our experience can easily run an hour for even a three-person game with fairly quick turns, longer than the other two require, and I would say this is the least appropriate of the three for younger players because of the route-optimization aspect. For adults and older kids, though, I recommend it.