Saturday five, 4/25/15.

My one Insider piece this week was a draft blog post on Donny Everett, Mike Nikorak, and first-round rumors, and I’ll have a similar post up within 24 hours on two Vanderbilt prospects and more gossip. I held my Klawchat on Wednesday, and I have a new boardgame review up for Paste on the X-COM boardgame adaptation, which seems to be true to the spirit of the video game, but which I found excessively complicated.

And now, the links… saturdayfive

  • Yet another study showing vaccines don’t cause autism. How much research time and money has been wasted because of one disgraced doctor’s fraud? And how many children have suffered because their parents bought into the vaccine deniers’ lie?
  • The BBC has a 25-minute Inquiry program on the true causes of the conflict in Yemen, and why it matters for the rest of the world. It’s an essential story that’s barely covered in the U.S. right now, even though we’ve had a hand in it and are poised to come out big losers once again.
  • Does a US child go missing every 90 seconds? No, of course not, but that won’t stop people from repeating a bad statistic that gets clicks.
  • It’s full of spoilers, but I enjoyed the NY Timesrecap/review of the Broadchurch season finale. My review of season two is mostly spoiler-free.
  • Are hospitals doing all they can to prevent Clostridium difficile infections? Not yet, according to a terrifying new study.
  • How Dodgers fans are using tech tricks to evade the TV blackout. This isn’t a black-and-white issue; viewers getting screwed by a legally sanctioned monopolist are resorting to illegal methods to access content for which they would and do pay. MLB can solve this quickly by ending local blackouts, or Congress could force cable companies to open their infrastructure to competitive carriers, and please stop laughing now.
  • Earlier this month, a federal court upheld New Jersey’s ban on gay “conversion” therapy, leading to calls for a national law doing the same. The Human Rights Commission has some links on the harm such therapy inflicts, as well statements from major medical associations against the practice. It’s abhorrent and cruel.
  • My friend Wendy Thurm waxes on the Islanders’ departure from Nassau Coliseum. I grew up an Islanders fan and still remember hanging the Newsday cover with the headshots of everyone on the Isles’ roster after they won their fourth straight Stanley Cup, as well as the cover the following spring with the headline “Deprived of Five.” (Damn you, Gretzky.) But the Coliseum is a dump and it was never easy to get to in the first place. That said, if you play in Brooklyn, you’re no longer allowed to be called the “Islanders.” You can be the Hipsters, you can be the Tip-Tops, you can even be the Bums, but once you crossed the county line into Queens you ceased to be Islanders.

Finally, apropos of nothing, I’m just going to leave this here:

Saturday five, 4/4/15.

My predictions for 2015 are now up for Insiders. Earlier this week, Eric Longenhagen and I put together a lengthy post of prospect notes from spring training, covering players from Houston, Atlanta, the Yankees, San Francisco, the Cubs, and Texas. My top 50 prospects update went up earlier in the week, with very modest changes other than the addition of Yoan Moncada.

My latest boardgame review for Paste covers the tile-laying game NanoBot Battle Arena, a quick family-strategy game with a high interactive (read: screw your opponents) component.

saturdayfiveI’ve got fewer links than normal this week due to endless travel; at this point I’m just relieved spring training is over and I can regain some kind of control over my whereabouts.

Saturday five, 3/14/15.

Happy π day! May all your infinite series converge.

My Insider content this week included a post on Danny Salazar, Kendall Graveman, and others from a Cleveland/Oakland spring tilt, and a draft blog post on Kolby Allard, Lucas Herbert, and Kyle Molnar. My weekly Klawchat transcript is up.

My latest boardgame review over at Paste covered the Kennerspiel des Jahres-nominated strategy game Rococo, where players run haberdasher/dressmaking firms in a game that combines deckbuilding, resource management, and worker placement mechanics.

And now, this week’s links…saturdayfive

  • If you’re interested in eating parakeet, muskrat, or pigeon, head to Amsterdam, where the The Kitchen Of The Unwanted Animal food truck serves up all kinds of non-traditional meats, including a horse burger called the My Little Pony.
  • A study published in Molecular and Cellular Oncology found that oleocanthol, a phenol compound found in extra virgin olive oil, killed cancer cells by breaking down their membranes, yet left neighboring non-cancer cells alone.
  • The New Jersey Senate is moving to tighten the “religious exemptions” to vaccination requirements. These exemptions are bogus, unenforceable, and unnecessary even under the First Amendment (you retain the option to home-school your children if you’re still too ignorant to vaccinate). My only issue with this piece is that the writer, Susan Livio, didn’t qualify or question the claim of one mother who said her child was injured by a vaccine – and Livio got huffy with me on Twitter when I pointed this lack of verification (kind of a big deal in journalism) out.
  • More vaccine stuff: A strong overview of the scientific evidence that vaccines do not (and can not) cause autism, passed along by former big leaguer Chuckie Fick.
  • The evolutionary case for how man ate his way to “world dominance.”
  • This Man Legislates, a new Tumblr dedicated to elected officials who saw or do horrible things – racist/sexist remarks, spousal abuse, giving away an adopted child to a man who later molested her. You know, the kind of behavior we’ve come to expect from the people who write our laws.
  • A famous Hillary Clinton quote was never actually uttered by the former First Lady; it’s from Erin Gloria Ryan, writing about Hillary for Jezebel in 2012. (And her main point, that a woman’s looks should not be part of any discussion of her policies or her suitability for office, remains true no matter who said it.)

Reiner Knizia’s Age of War.

I have a draft blog post on Richie Martin, Walker Buehler, and Mike Matuella. This morning’s Klawchat transcript is also up. Definitely a different mix of questions when I hold a chat that early.

Reiner Knizia’s tiny boardgame Age of War is one of the smallest and simplest games I’ve encountered yet; the whole game comprises seven custom dice and fourteen square cards. Its rules are similarly short and elegant, fitting on both sides of one small page, even with room for some images and explanations to avoid potential confusion. It’s lightweight due to the moderate randomness involved in gameplay, but there are also clear strategic decisions for players to make, ones that my eight-year-old daughter could grasp and that give the game good replay value.

Age of War plays two to eight, although we’ve only played it with two and three so far. The fourteen cards are all laid face-up on the table and show one to four “battle lines,” rows of images that match the symbols on the dice. Each die has six different sides: one sword, two swords, three swords (those are all infantry units), a horseman, a bow and arrow, and a “daimyo” unit. On a turn, a player rolls all seven dice, then tries to match one complete battle line row on any card. The player places the matching dice on the card, after which s/he is committed to trying to finish that card for the remainder of his/her term, rolling all remaining dice, matching a battle line, then continuing to roll and attempt to match until either all lines are filled or s/he fails trying. The catch: If the player rolls the remaining dice and can’t match any line left on the card, s/he has to discard one die for the rest of the turn before rolling the remainder. Thus the player eventually will match all lines or be left with fewer dice than open spaces on the card.

When a player completes a card by matching all battle lines on its face, the player takes that card and places it in front of him, still face-up. Each card has a point value, and the cards are part of sets that include one to four cards each, with a higher bonus for collecting an entire set. However, another player can steal that card by rolling to match all battle lines plus the one extra battle line that shows a single daimyo character on it – making it more difficult but not impossible to steal. Once a player completes a set, s/he flips all cards in that set over, making them impervious to attacks from another player.

Reiner Knizia's Age of War, a new light strategy dice game from Fantasy Flight.

A photo posted by Keith Law (@mrkeithlaw) on

The game ends once all fourteen cards are claimed, after which players simply add up points from complete sets and points from other cards in front of them, with the highest point total the winner. The game took us 15-20 minutes with two or three players; with more than four players you’d almost have to try to steal cards from opponents, which would likely stretch the game out further, although there’s still the gating factor of the game-end condition to limit how long you’ll be rolling.

The decisions you have to make are fairly simple – choosing which set of cards to try to collect, and then choosing once you’ve made your first roll on a turn which card and which lines to fill. The yellow set contains four cards, the hardest to finish but the most valuable (ten points, three more than the sum of the cards’ individual values). There’s just one green card, so you can’t lose it once you win it, but the bonus for taking it is smaller. And watching what your opponents are collecting is important from the second turn onwards.

It’s a light game, both in mass and in rules, very easy to pick up and a great travel game like Love Letter, Jaipur, or Coup (which I own but need to play more to review). It’s also very reasonably priced, which I think is a new(ish) trend in boardgaming – gateway games $25 and under that can grab people who see the $40-plus price tags on the best German-style games and won’t take the plunge, which I can’t blame one bit. I’m hoping Age of War can be another gateway game to get more folks into the hobby.

Patchwork.

My thoughts on Boston’s deal with Cuban infielder Yoan Moncada is up for Insiders.

Game designer Uwe Rosenberg is best known for Agricola, consistently one of the highest-rated board games in the world since its 2007 release, and for his similar titles Le Havre, Caverna (a bargain at $88!), and Ora et Labora (out of print), all of which are acclaimed and highly complex games that require lengthy rulebooks and a two-hour or so commitment to play. That makes his latest game, the two-player delight Patchwork, a huge surprise for its elegance and simplicity, easy enough to play with my eight-year-old and straightforward enough for its rules to cover just four small pages.

Patchwork is Tetris played with a wallet instead of a clock: Each player has a 9×9 board and must purchase scraps of fabric, paying in buttons, and place those pieces on his/her main board. The fabric tiles cover two to eight squares each and come in various shapes, each bearing two costs – one in buttons, one in spaces the player must move on the central board that functions like a timer – with some also returning buttons as income over the course of the game. The object is to cover as many of those 81 board spaces as possible before both players reach the end of the track on the central board, earning points for buttons left over and for becoming the first player to completely cover any 7×7 square on his/her own board, losing two points per uncovered square at game-end.

The pieces themselves are arranged in random order in a circle around the central board, with one neutral token sitting between two pieces in the circle at all times. On his/her turn, a player can buy any of the next three fabric pieces (going clockwise) in front of that token, paying the cost in buttons and then moving his/her piece on the central board – a spiral track that ends in the center, after reaching which the player is done taking turns – the number of spaces indicated on the piece of fabric; after that piece is removed, the token moves into the vacated spot. If the player chooses not to buy any of those pieces of fabric, s/he may move on the central track to the spot one space ahead of the other player, earning one button per space moved in that turn.

The player further back (from the finish) on the central track goes next, so a player may take consecutive turns if s/he buys fabric pieces that don’t advance his/her token ahead of the opponent’s; if one player lands on the space occupied by the other player, she puts her token on top of his and takes one more turn before her opponent goes. The central track has nine button symbols on it; when a player reaches or crosses one of those symbols, s/he earns income, one button per button symbol on the fabric pieces on that player’s own board. There are also five one-square fabric scraps located on the central track; to claim one of those, a player must land directly on one of those spaces.

Players must place any acquired fabric pieces immediately, and can’t move them for the rest of the game, so there’s a spatial-relations component to the game to go along with the resource-management decisions involved in purchasing fabric pieces. Despite the random element to the order of fabric pieces in the circle and the movement of the token, it’s easy to plan out some rough strategy based on what pieces you might be able to purchase over your next turn or two, and you always have to consider what pieces are still available as your board begins to fill up. Games took us 30-45 minutes, with winning scores usually in the teens but, in one instance, all the way up to 33 points:

A 33-point winning game in Patchwork, from @mayfairgames and Agricola designer Uwe Rosenberg

A photo posted by Keith Law (@mrkeithlaw) on

It’s been an instant hit in our house because it’s so quick to learn and set up and because the balance of strategy and randomness or luck is just enough to level out the field no matter who’s playing. My daughter took to it immediately, understands how to play it well, and seems to particularly enjoy the tile-placement aspect, figuring out how best to fit pieces on her board. Strong two-player games are such a rarity – the best games out there are nearly all designed for three or more players and play best with four – that it’s a huge treat to have another Jaipur-like hit in the house.

Saturday five, 2/21/15.

My only new baseball post in the last week was last Saturday’s post on draft prospects Kyle Funkhouser, Kyle Tucker, and Jake Woodford; my trip this weekend didn’t happen because USAirways cancelled my outbound flight and couldn’t get me to Santa Barbara in time. I did hold a Klawchat on Thursday.

saturdayfiveMy latest boardgame review for Paste was on Evolution, one of the bigger Kickstarter boardgame success stories (non-Exploding Kittens division). I’ll have another piece for them next week, summarizing my afternoon at Toyfair NYC earlier this week.

I’ve also been thrilled by all of your reactions and responses to my essay on my peculiar, obsessive reading habits. I’m still wading through them all, but please know that I’ve at least seen your comments even if I haven’t replied directly.

A lot of links this week…

  • First, an actual baseball piece: My friend Alex Speier has an outstanding article on Boston’s use of “neuroscouting” tools, like a computer program to measure a player’s hand-eye coordination. I’ve heard about this tool before, and I know a few other teams that use it or tools in the same vein, and while their competitive advantage is temporary (soon everyone except the Phillies will adopt it), it’s quite significant.
  • A fantastic BBC interview with actress Jamie Brewer, now the first woman with Down Syndrome to walk the catwalk at Fashion Week. Termination rates for fetuses diagnosed with Down Syndrome range from an estimated 67% in the US to over 90% in Europe, and of course that issue came up in the news recently with the story of the Armenian woman who divorced her New Zealand-born husband rather than keep their baby, born with Down Syndrome, although the precise details of that are unclear.
  • A longread from the New Yorker on the Apple industrial designer who might be the most important person in the company.
  • How Parks and Recreation got Bill Murray to play Mayor Gunderson. The final season has had its misses (the Johnny Karate episode), but the way they’ve circled back to every significant side character and still added more amazing guest appearances like this one has made it more than just a cursory victory lap, but a season worth remembering. If you’re a fan of the show, or just enjoyed the #humblebrag phenomenon, you should also read Aziz Ansari’s tribute to writer/comedian Harris Wittels, who died of an apparent drug overdose this week. Wittels, who also played Animal Control Brett on P&R, was just 30 years old.
  • This week in vaccination: Jeb Lund (aka @Mobute) has a superb piece in Rolling Stone on how vaccine deniers’ bad decisions hurt others, not themselves. Meanwhile, here in Delaware, my representative in our lower house is introducing a bill to tighten the “religious exemption” loophole in vaccination requirements. I think we should repeal that exemption entirely, but this is at least a good first step. Also, Forbes ran a great three-part piece debunking myths about vaccine deniers. I disagree with one thing – these people are pretty much all delusional idiots – but her points are crucial in the fight against such ignorance. One thing we can’t forget, though: Those of us who understand the facts that vaccines are safe and effective must keep speaking up, telling our representatives in government, our school boards, our principals, everyone in a position of authority that we want our children protected.
  • Oliver Sacks wrote a difficult-to-read (and probably more so to write) piece on learning his cancer has returned and metastasized.
  • Also from the NY Times, an op ed on how added vitamins paper over the low quality of our food supply.
  • Settlers of Catan: The Film! This is going to be terrible.
  • Two good pieces from the Washington Post. The first, from earlier this month, on how it’s never too early to teach children about boundaries, which I think might help not just with preventing abuse and molestation but might also reduce the pervasiveness of rape culture among young men. On a related note, the second piece, from this Thursday, discusses the abuse that’s driving some feminist writers offline. You know who’s a major culprit in this? Twitter. Their lack of enforcement of their own harassment policies is by far the worst thing about the site. You can quite literally threaten to rape or kill someone, directly @ their account, and face no consequences even just within the confines of the site itself. Come on, Twitter. Be better.
  • I agree wholeheartedly with this message, which refers to the movie The DUFF (Designated Ugly Fat Friend):

Love Letter.

Happy New Year to all of you. I’ll be scarce over the next few days, as my grandmother’s funeral is this weekend. My piece on the Marlon Byrd trade is up for Insiders.

Love Letter is probably the best $7 you’ll spend on a game, and the most surprising too – the entire game is a 16-card deck, and the theme looks silly, but the gameplay itself is fun and fast as long as you have more than two players.

In Love Letter, players take on the roles of suitors for a princess who’s about to inherit her country’s throne, and must compete to earn tokens of her affection – little red cubes that come with the game to keep track of scoring. Each round ends with one player winning a cube, and the first player to get four cubes (in a four-player game) wins the game and the princess’ heart. (The threshold is five cubes in a three-player game and seven cubes in a two-player game, but I don’t recommend Love Letter for two players.)

Each round begins with one card removed from the deck and a card dealt to each player. There are eight card types in the deck, each with a special ability or rule printed on it:

On your turn, you draw the top card from the face-down deck and must decide whether to discard your hand card or the new card, although you may be forced to discard one of them based on the combination of cards you’re holding. The card you discard is the one you play – you take the action printed on the card, if there is one, usually directed at an opposing player. Five of the sixteen cards in the deck are Guards, which allow you to point at an opponent and guess what card s/he is holding; if you guess correctly, that player is out of the round. If you discard a Prince card, you can force an opponent to discard his hand card and draw a new one – and if he was holding the Princess card, he’s out of the round. You can try to knock another player out with the Baron, but if she has a higher card than you do, then you’re out of the round. The winner at the end of the round is either the last player standing after all others have been knocked out or the player with the highest-valued card of players still remaining. The game can’t go more than thirteen rounds, regardless of the number of players, and takes maybe 20 minutes once everyone understands the rules.

There isn’t a ton of strategy involved in Love Letter, because so much of what happens is either random or dictated by other players (e.g., if someone uses the Priest to see your hand card, you probably have to swap it out on your next turn or s/he could use a Guard to knock you out). Those same factors make it a terrible two-player game – it’s almost paint-by-numbers at that point – and in some ways it’s more like a family-party game than a family-strategy game, albeit one that won’t insult anyone’s intelligence while delivering a lot of laughs. It’s a very easy game for people to act silly and start taunting other players, and you have to be okay with getting knocked out occasionally before you even get to draw your first card.

If you don’t love the theme, two rethemed versions are due in 2015 – one a licensed tie-in with the Hobbit films that adds a new card to the deck, and one a Batman-themed game set in Arkham Asylum that appears to be the same as the original Love Letter deck. The theme didn’t bother us at all – it’s just artwork, really – and there’s enough replay value to get more than your seven bucks’ worth out of it.

Star Realms.

My Insider pieces on the Andrew Miller signing by the Yanks and the three-team Yanks/Tigers/Dbacks trade are up for Insiders.

The runaway success of Dominion, which appears twice in the top ten of my boardgame rankings (once for the original game, another for the standalone Intrigue expansion), has spurred a huge boom in deckbuilding games of all stripes, many hybrids that incorporate other game types, but some that just take the basic Dominion formula and tweak it with new themes and slight changes to mechanics. I haven’t seen any takeoffs quite as faithful to Donald Vaccarino’s original game as Star Realms, a Kickstartered two-player deckbuilder that borrows liberally from Dominion, with the primary difference the change in goal from victory points to direct combat.

In Star Realms, each player begins the game with ten cards, seven coin cards worth one monetary unit apiece and three combat cards worth one damage point apiece. On a turn, a player draws a hand of five cards and – stop me if you’ve heard this before – resolves them by making purchases and using action cards. Neither buys nor actions are limited in Star Realms, and action cards come in four different categories (colors) that have some interactive effects if played during the same turn. Each player begins the game with 50 authority points, and the goal is to reduce your opponent’s authority total to zero via attacks.

Each action card has one or more features that can be used any time it’s played, including monetary value, attack points, authority points (like a healing spell), or the ability to scrap (trash) a card from your hand or discard pile (think Chapel strategy if you’re a Dominion fan). Cards may also have a one-time ability that comes from trashing the card, again things like damage or added purchasing power. The interactions between cards allow for rapid gains in powers as the game progresses, and produces a slight benefit to focusing your card purchases in, say, two of the four categories/colors, although in my experience playing dozens of games in the app, you’re better off purchasing the best card available than taking a weaker card just to stay within a preferred color.

Those interactions are particularly useful when you play one or more bases, cards that remain on the table for future turns. Such a move gives you a better chance of one of those interactions the next time around, which can mean doubling your attack points or your cash, or getting the ability to draw another card or trash one. These bases also have their own point values for defense if your opponent chooses to attack one of them and remove the special ability it grants you. Some bases are Outposts, which also prevent your opponent from hitting your main base of authority points until s/he destroys the Outpost too. Unfortunately, once the attack points values start reaching 8-10 regularly by any game’s midpoint, no Outpost is going to survive another turn, which I find one of the game’s biggest flaws – if I play a card to the table intending to use it next turn, but there’s basically no chance it survives that long, then it hasn’t done me much more good than a typical card I’d play and move to my discard pile.

StarRealms

The iPhone/iPad itself is free, but better AIs are in-app purchases and well worth the cost – the free app is just a tutorial, in essence, but the hard AI was good for forcing me to learn some strategy. The campaign in the app is very entertaining because it changes the ground rules and/or starts your opponent with different configurations of cards and points, so the game itself gets a lot of variation. Without that, however, the game would have become stale for me; it’s too much like Dominion, and while the combat angle provides an element of direct competition that the base Dominion game lacks, it’s not like there’s a whole lot you can do to stop your opponent, either, so it’s more a matter of hoping the lumps you take are less than the ones you dish out.

By far the best thing about the physical game is its price: For $12, you get a real game with plenty of replay value that would fit in someone’s stocking. Try putting Power Grid or Agricola in an oversized sock hanging by the chimney and see if you don’t pull the whole mantle down in the process. There are also some expansions (called Crisis, coming in little packets like old-school baseball card packs) coming soon that I expect will address some of the weaknesses in the main game – the minimal utility of bases and the too-strong resemblance to Dominion. Until then, it’s a good game for the price, but more of a trifle than a staple like its ancestor.

Galaxy Trucker iPad app.

I’ve got two posts up for Insiders, one on Boston signing Hanley Ramirez and an omnibus post covering four moves, two each by Oakland and the White Sox.

The Galaxy Trucker iPad app takes a well-reviewed boardgame (which I’ve never played) and turns it into something more on a tablet, with a “campaign mode” that plays like an adventure or role-playing game layered on the mechanics of the boardgame itself. It’s the most addictive game I’ve played all year, probably too much so – although I had a little spare time this weekend to try it out.

In Galaxy Trucker, you’re a long-haul space trucker who has to build a new ship for each run, preparing it to dodge meteors and stardust, battle space pirates and slavers, and pick up cargo from planets and abandoned ships for sale at your destination. Those various goals and obstacles require you to build a ship that has the right balance of cabins for crew, guns, engines, shields, batteries, and storage for goods … and that’s before you unlock the ability to carry certain aliens as extra crew too. Each component has connectors on one to four sides, so you have to make everything fit together on your ship while trying not to leave connectors exposed to stardust or vulnerable to meteor fire. And building those ships means competing in real-time against AI players to grab tiles from a central pile available to everyone; once the first player completes his/her ship, a timer starts and other players must finish as quickly as they can.

Out in space, the ships all appear on a track, starting in the order in which the players finished building. The journey to the next satellite or moon involves a set of eight to twenty “adventure cards,” overturned in order, each revealing a specific event. The easiest one is open space, where you can go as many spots forward as your engine allows, although position is only relative to the other ships rather than letting you speed to the destination – that is, you have to play all the cards before you dock.

Being first in line gives you first crack at any abandoned ships (where you can send crew members for money or cargo, at a cost of a couple of spaces on the track) or planets (so you can grab the most valuable cargo), but also puts you first in line to face pirates or slavers, who can damage your ship or steal your crew/cargo if you don’t have enough firepower. Meteors hit everyone in line, with smaller ones damaging tiles with exposed connectors but larger ones destroying whatever they hit if you can’t shoot them down. Combat is the one time you’re pitted against your rivals, because all ships are compared using three criteria – firepower, engine strength, and crew size – with the trucker scoring the lowest in each subject to attack, loss of crew, loss of cargo, or other penalties.

When building your ship, you do get to peek at some of the cards (I think 3/4 of them) if you don’t mind taking a brief break from the tile rush, so you can plan accordingly – such as adding weapons facing a specific side of the ship if you know you’ll face large meteors from that direction. That said, the variety of cards in all of the journey’s you’ll undertake means you’re always trying to balance the various components to survive the trip and make as much money as you can through salvage, rewards for finishing first or having the best-designed ship, or completing certain missions in the campaign.

That campaign is easily the best part of the app – it’s a little bit of a choose-your-own-adventure feel, except that you can’t die on page 63, you just go back to port and try again. The challenges increase in difficulty slowly at first, but near the end of the campaign there are two extremely tough ones (so far) that I’ve struggled to get past. The game also gives you a few broader goals to achieve outside of individual missions, and you get to keep expanding areas on your map to see more destinations and potentially earn more money from larger jobs. That “one more challenge” setup kept drawing me back to the game beyond the point when I might have been bored from crushing the AI after getting the hang of the game.

The one flaw in the implementation is the ease with which you can make an unintended move, which is irrevocable under the rules of the game. Dragging tiles down over your ship to reveal them, then dragging them back to the pile, all while trying to move as quickly as possible will result in some tiles accidentally dropped into place on your ship – and if you don’t notice that that happened and reach for another tile, you’ll be stuck with a piece you didn’t want and/or somewhere you didn’t want it.

The graphics are goofy but easy to understand, drawn from the board game for a cartoonish feel; the app itself ran smoothly over a dozen times. (Okay, maybe way over a dozen times.) The puzzle-solving aspect of Galaxy Trucker was the initial appeal, but the campaign mode is what makes it a must-purchase for boardgame fans. I’ve already gotten way more than $7.99 worth out of the game in, well, about five days of playing it.

Top 60 boardgames.

This is now the seventh iteration of my own personal boardgame rankings, a list that’s now up to 60 titles, up ten once again from the previous year’s list. It’s not intended to be a critic’s list or an analytical take on the games; it’s about 80% based on how much we enjoy the games, with everything else – packaging and design, simplicity of rules, and in one case, the game’s importance within its niche – making up the rest.

I don’t mind a complex game, but I prefer games that offer more with less – there is an elegance in simple rules or mechanics that lead to a fun, competitive game. Don’t expect this to line up with the rankings at BoardGameGeek, where there’s something of a bias toward more complex games, which is fine but doesn’t line up perfectly with my own tastes.

I’ve expanded the list to include several games I have only played via iOS app implementations, rather than physical copies. As always, clicking on the game title takes you to amazon.com; if I have a full review posted on the site, the link to that will follow immediately. I’ve linked to app reviews where appropriate too. I’ve got most of these games in my aStore on amazon and am gradually adding the rest.

I’ve added a list of titles at the end that I have played at least once but not enough to offer a review of them or rank them. Many of those will appear on a future list once I get to play them more – I might update this list in a few weeks as we keep playing, as I’ve got a pretty long list of games to try out.

Finally, as with last year’s list, you’ll find 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. My wife prefers medium; I’m somewhere between medium and high. This isn’t like ordering a filet and asking for it well done.

60. Hacienda. I’ve only played the app version (review), but it’s a solid tile-placement game with a strange scoring twist – the game comprises two phases, and the score from the short first phase is doubled and added to the score from the second phase for the final tally. Players compete to form chains of tiles on a board with various terrain hexes, racking up points for connecting to markets, creating larger herds of animals, and placing hacienda tokens on large chains. Through the Desert does this theme one better but Hacienda has more variable play as well as a huge set of user-generated maps available online. Complexity: Medium.

59. Hey, That’s My Fish! The rare kids’ boardgame (just $12!) that is still a fun play for adults, where players compete to score points by placing and moving their penguins across a board of hexagonal ice tiles … but the hitch is that the tile you leave then drops into the ocean, so the board changes as you go and you can even trap an opponent’s penguin if you plan it right. The app version, the only way I’ve played this game, includes some great animations, and you can unlock a number of alternate boards via achievements, most of which are low-hanging fruit. This and Blokus are the two best games specifically aimed at younger players that we’ve tried. Complexity: Low.

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

57. Oregon. I need to play this some more, but it does have promise as a 2-4 player game that actually works with two players. Each player competes to place meeples and buildings on a rectangular grid by playing cards that match the row and/or column in which he’s placing the pieces. Points increase when players form larger groups of farmers on adjacent squares, place buildings next to farmers already on the board, or accumulate coal and gold tokens by building mines. It’s pretty simple and quick to play, but not that deep strategically. Complexity: Low.

56. Navegador. Full review. I love this game’s theme and better implementation of the explore-build-trade combination than Yspahan has, but it doesn’t work well at all with two players and really needs at least four to create enough competition on the board to make it more than just a few players playing solitaire at the same table. Players begin in Portugal with two ships apiece and have to sail to South America, around Africa, and eventually to Japan, opening up new areas, establishing colonies, building factories and shipyards, and buying and selling goods from their colonies according to fluctuating market prices. With enough players, it’s tightly competitive without feeling work-like, and the replayability comes from the interactions among players, since the game has only a miniscule amount of randomness. If you tend to game with four or five players, this would probably rank higher for you than it does for me, but I slid it down about ten spots this year because we usually play with two or three. Complexity: Medium.

55. Star Realms. Another deckbuilder, this one just for two players, playing very much like Dominion but with a space-exploration/combat theme. Each player starts with 50 points and must knock the other player down to zero to win. Players begin with ten cards, seven worth 1 coin each, three worth 1 combat point each, and on each turn can buy cards and/or attack at will. Scrapping cards (i.e., the Chapel strategy) is pretty easy, however, so the main twist is that players can build a wall of “bases” to protect himself – but those bases are pretty easily destroyed after the first few rounds because players can easily get to 6-8 attack points per turn. It’s a solid design but replay value was limited. The app looks great but the AI was a little light. Complexity: Medium-low.

54. Race For The Galaxy: Full review. I’ve played this game a few more times using a freeware version I found online with very strong AI players, but that’s only served to underscore for me how much this game resembles work. It’s a deck-based game where players must know the cards in the deck well to be able to execute a strategy, and are more or less told by their initial card what strategy they must pursue. I don’t game to add to my stress levels, but this game requires such intensity of purpose that, despite a good theme and precisely designed mechanics, it feels like a responsibility rather than like fun. Android: Netrunner, a top ten overall game on BGG, suffers from a similar problem – you have to know the game intimately before you can play it well. Complexity: High.

53. Spyrium. Full review. The steampunk theme didn’t do much for me, but there’s a decent game underneath it of very long-term planning – what you build in phase one really determines how much you’ll be able to accomplish in phase three. From the designer of Caylus (#15 this year), Spyrium requires players to collect the fictional energy-dense crystal of that name (dilithium much?) to build factories that produce more of it or convert it into cash. The real key to the game are the technologies available early in the game that can lead to lower costs later on; skip those, or buy the wrong ones, and you’re sunk. Complexity: Medium-high.

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

51. Alhambra: Full review. After playing it a few more times, I do like it more than I did the first time around, but the method used to acquire money is an awful mechanic that really screws the game up (for me) with more than two players. One of the cooler-looking games in our collection. Complexity: Medium.

50. Zooloretto: Full review. A fun game, but a bit of a trifle compared to the others further up this list. You’re a zookeeper trying to fill his zoo’s three enclosures (expandable to four) with animals that arrive each turn on trucks available to all players, but each enclosure can only hold one type of animal at a time. There’s a cost to switching animals around, and there’s a penalty for picking up animals you can’t house, with points coming for filling an enclosure or filling all spots but one. I’m a little surprised this won the Spiel des Jahres, as it lacks the elegance of most winners of that award, and the two-player variant rules included in the game don’t work at all. I have played a simplified version of the game with my daughter, who loves the animal tokens and the well-drawn zoo boards. It’s a good starter game in the German-style genre, but not the best. Complexity: Low.

49. Valley of The Kings. Full review. One of many Dominion-inspired deckbuilders, VotK has a shifting central market from which players can acquire cards, where more powerful and valuable cards aren’t available till later in the game. Players acquire points by “entombing” cards, removing them from their active decks and trying to build collections of cards in certain colors for bonuses that rise exponentially. Complexity: Medium-low.

48. 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.

47. The Battle for Hill 218. A simple-not-that-simple two-player card game with a high degree of blowing-stuff-up-ness. Two players compete to take control of the hill of the game’s title by placing cards representing different military units that have specific attack and defense skills – some merely attacking an adjacent card, some able to attack deep behind enemy lines. Currently out of print, but the Kickstarter was successful and a new print run is on its way. I’ve played and liked the iOS app version. Complexity: Medium-low.

46. 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 isn’t as difficult to learn or play. Complexity: Medium.

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

44. San Juan: Full review. The card game version of Puerto Rico, but far, far 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.

43. Yspahan. Full review. I should love this moderate-strategy game that combines worker-placement, building, and trading/shipping into one fairly quick-moving game, but the need to choose and play a tight strategy from the start detracts a little from the fun value. Players compete to place goods in clusters of buildings called souks on the brightly colored game board, with completed souks worth points at the end of each of the game’s three “weeks.” Players also earn points and privileges by building up to six special buildings, and can accumulate points quickly by sending goods to the caravan – or can ship other players’ goods from souks to the caravan to screw them up. Requires at least three players. Complexity: Medium.

42. 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.

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

40. Le Havre. Full review, including app. It’s a great game, one of the most complex I’ve tried, based on Agricola and Caylus (both further up this list), but my God, the setup is a bear if you’re playing the physical game, and a full game can take a few hours. I do like the game a lot on an intellectual level, but I can fully understand anyone who looks at the size and scope and says “no way.” The app version, on the other hand, removes the biggest obstacle to the game and the AI players are solid, even able to execute some niche strategies that require knowledge of the special buildings in the deck. That said, multiple plays of this (in the app version) against the two games that inspired it have shifted my opinion, to where now Le Havre seems to trade enjoyment for complexity, not an exchange I’m usually willing to make. If you think Caylus is for kids and Agricola too airy, Le Havre is the game for you. Complexity: High.

39. Flash Point: Fire Rescue Full review. A new cooperative boardgame that borrows very heavily from Pandemic but shifts to a new setting – a burning building with victims to be rescued – and includes different constraints and tools for fighting the common foe. I think Pandemic does this better, not just because Matt Leacock invented this subgenre but because the play itself, especially the way the foe (viruses) spreads across the board, so Flash Point is better if you love Pandemic and want more of the same but on a different board. Complexity: Medium.

38. 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. (I got it for under $20 last December, but as of this writing it’s selling for over $50 on amazon because it’s about to go out of stock.) Complexity: Medium.

37. Goa. Goa had been out of print for at least five years, but there was enough of a clamor for a reprint that Z-Man Games reissued it entirely, with a small expansion included. It’s similar to two other games higher on the list, Bora Bora and Castles of Burgundy, in that players work off both a central board and individual player cards, taking resources from the central space and using them to advance tokens or development in their own play area. In Goa, the central board has a 5×5 area of tiles for players to acquire via a convoluted auction process, but after that the process is more straightforward: You’re a Portuguese spice merchant, using spices, ships, and colonists to try to build plantations and settle colonies while also increasing your production power across five separate categories on your Progress card. It offers a lot of decisions despite using just three core resources, and once you know the rules game play moves much faster. The artwork could use some help; my wife says the drawing of the merchant/colonist “looks like he wants to oppress me.” Complexity: Medium.

36. 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 but the game plays more smoothly. Complexity: Low.

35. Machi Koro. Full review. A deckbuilder where the “deck” is actually all open, with all of a player’s cards laid out in front of him/her at all times. Each player rolls one or both dice and may collect coins depending on the result and on which cards s/he has on the table, then using coins to buy more cards and try to rack up bigger bonuses on future dice rolls. The first player to build four special buildings (requiring a lot of coins) wins the game. It might be a little too simple for adults to play alone, but we loved it as a family game where the dice keep the playing field fairly level. Complexity: Low.

34. 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.

33. 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.

32. 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. Disclaimer: My wife doesn’t like this game because she says the board and cards look “depressing.” Complexity: High (or medium-high).

31. 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.

30. 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. It’s been in and out of print a few times already, and is probably the game on this list that gets the least press relative to its quality and fun factor. Complexity: Medium.

29. Lost Cities: Full review. This was the best two-person game we’d found, from the prolific designer Reiner Knizia, and the most portable game as well, since it can be played with nothing but the game cards. We’ve since moved on to some more complex two-player games, but for simplicity (without becoming dumb) this one is hard to top. 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. Complexity: Low.

28. Camel Up. Full review. Winner of the Spiel des Jahres award this year, Camel Up revolves around the “Camel Cup,” a race around the board involving … well, camels, yes, but camel meeples that stack, so when one lands on a space occupied by one or more camels already, they form a pile that moves as one. Players get to place little bets on each round of the race and on the ultimate winner and loser. Strategy is light, and it works for up to 8 players – the more the merrier in our experience, because it just gets sillier (in a good way). Complexity: Low.

27.Puerto Rico: Full review. It’s grown on me, especially since I got to try it out a few times online via Tropic Euro, although I’ve had friends and readers tell me it can become monotonous after a lot of games. 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.

26. Vikings: Full review. Back in print after a two-year absence from the market! 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. Complexity: Medium.

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

24. Bora Bora. One of two 2013 releases on my list, Bora Bora is one of the best-looking games we own and plays like a more complex version of the Castles of Burgundy. Two to four players compete to occupy territories on a central board of five islands, then using resources they acquire there to build on their individual player cards … but that’s just one of many ways to gain points in this game, where you can also hire natives to perform tasks or earn shells or status points, and you can trade in shells for jewelry worth points at game-end, and you can get bonuses for collecting certain combinations of cards, natives, or resources. It’s almost too much – you have so many options the game can slow down if players start overthinking it – but if you like Castles of Burgundy this is a good follow-up purchase. Complexity: Medium.

23. Thurn and 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. Just don’t do what I did and play it against an operations consultant, lest you get your clock cleaned. Back in print this year and quite reasonable at about $27. Complexity: Low.

22. Concordia. Full review coming soon on Paste; I’ve filed but don’t have a publication date yet. 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) this year to Istanbul, which I will also review for Paste in the next few weeks. Complexity: Medium.

21. Through the Desert. Full app review. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Out of print at the moment, although I picked up a new copy back in 2011 for $10 on amazon. I’d grab the app while we wait for the physical version to come back around. Complexity: Low.

20. 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. Complexity: Low.

19. 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. It’s very well made aside from the square animal pegs, which we replaced (at the suggestion of one of you) with actual animal-shaped pieces I bought via amazon. You’re a farmer trying to raise enough food to feed your family, but also trying to grow your family so you have more help on the farm. The core game play isn’t that complex, but huge decks of cards offering bonuses, shortcuts, or special skills make the game much more involved, and require some knowledge of the game to play it effectively. My wife felt this game felt way too much like work; I enjoyed it more than that, but it is undeniably complex and you can easily spend the whole game freaking out about finding enough food, which about a billion or so people on the planet refer to as “life.” Complexity: High.

18. Ingenious Full app review. A new addition to the list, although I only own the app rather than the physical game. It’s another Reiner Knizia title, a two-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. My daughter loves this game as well. Complexity: Low.

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

16. Samurai: Full iOS app review, which is identical to the board game. I bought the physical game after a few months of playing the app, and aside from a slightly dated design and look to the pieces and the board, 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. Appears to be out of print at the moment. Complexity: Medium/low.

15. Caylus. Full app review. Another game I’ve only played in its app version, Caylus is 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.

14. 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 just got a huge upgrade this past summer too. Complexity: Medium.

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

12. Tigris and Euphrates: Review of the iOS app. 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. I’ve never played the physical game; the current version (sold through that amazon link) includes some minor expansions I haven’t tried. Complexity: Medium.

11. The Settlers of Catan: We don’t pull this game out as much as we did a few years ago, and I’ve still got it ranked this high largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Without this game, we don’t have the explosion in boardgames we’ve had in the last fifteen years. We don’t have Ticket to Ride showing up in Target, 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 19 A.C.

As for the game itself, in Catan three or four players compete on a variable board of hexes to acquire different resource types, build roads and cities, and reach twelve victory points before any other player. Resources are parceled out in part according to rolls of the dice, and you can lose resources if the Robber shows up on a roll of seven and you’re not prepared for it. The Seafarers expansion balances out the core game’s low value on the wool resource, but also makes the game take about 50% longer to play. It was, and is, a great starting point if you’ve never played anything on this list, and is also one of the few games here that has some traction outside of the boardgamer culture, although that’s improving as well. There’s a brand-new expansion called Explorers and Pirates that introduces new scenarios and “missions” that add new ways to gain victory points. I haven’t picked that up, as we’ve just got lots of other games we prefer after playing this one so often over the years. Complexity: Low.

10. Pandemic: Full review. We haven’t tried many cooperative games, but this one sets a very high bar. 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. If you’re looking for a cooperative game you can play with kids, try Forbidden Island, from the same developer but much easier to learn and to win. Complexity: Medium.

9. Splendor. Full review. A Spiel des Jahres nominee, 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. Complexity: Low.

8. Dominion: Full review. The definitive deck-building game, with no actual board. Dominion’s base set – there are four major expansions out there, including the potential standalone Dominion: Intrigue game – includes money cards, action cards, and victory points cards. Each player begins with seven money cards and three victory cards and, shuffling and drawing five cards from his own deck each turn, must add cards to his deck to allow him to have the most victory points when the last six-point victory card is purchased. I don’t think we have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. We own Dominion Seaside (which is outstanding) and Dominion: Alchemy (which I find a little weird), plus a standalone expansion further up this list. I can also vouch for this as appropriate for a young player – my daughter (who started playing this at age six) understands the base game well enough to play it without me deliberately throwing the game to keep it competitive. Complexity: Low.

7. 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. This was our favorite new addition in 2012 and we haven’t tried anything new since then that beats it, especially not for $27. Complexity: Medium (medium-high).

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

5. Dominion: Intrigue. Intrigue can be combined with the base game of Dominion, but unlike other Dominion expansions (of which there are now approximately 82, with a new one released every other week, or so it seems) Intrigue is a complete game right out of the box because it includes the money and point cards. And it’s better than the original game when both are viewed without any expansions because it’s more interactive – Intrigue lives up to its name in the sense that you should spend much of your time either plotting against your neighbors or trying to defend yourself, which makes the “Big Money” strategy in the base game much less effective. The changes make the game longer, but more even, and more fun. Complexity: Medium.

4. 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. The iOS app is strong – they did a nice job reimagining the board for smaller screens, too. Complexity: Medium.

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

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

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

Games I need to play more: Istanbul and Five Tribes, both of which I’ll be reviewing for Paste shortly; Village; Tzol’kin; Innovation (one play didn’t thrill me); Room 25; Kings of Tokyo; Hanabi.

Games I own/have played and decided for various reasons not to rank: Friday (a good one-player game); Android: Netrunner (too freaking complicated); Suburbia (good app with poor AIs, haven’t seen the physical game); Love Letter (need to play with more people); Tikal (dropped off the list); Relic Runners (not good enough).

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

1. Jaipur
2. Carcassonne
3. Stone Age
4. Ticket to Ride
5. Splendor
6. Dominion/Intrigue
7. Small World
8. Battle Line
9. Samurai
10. Castles of Burgundy
11. Morels
12. Ingenious
13. Lost Cities
14. Pandemic
15. 7 Wonders
16. Through the Desert
17. Machi Koro
18. Targi
19. Jambo
20. San Juan
21. Thurn und Taxis
22. Orient Express
23. Tigris and Euphrates
24. Elder Sign
25. Tobago
26. Battle for Hill 218
27. Valley of the Kings
28. Asara
29. Star Realms
30. Maori