Le Havre boardgame & app.

The board game Le Havre is one of the best complex strategy games I’ve tried, although the emphasis is on complex, involving a lengthy setup, more pieces than I can remember in any other game (mostly tiles representing resources that need to be sorted into piles), and a lot of long-range planning with great potential for other players to inadvertently trip you up. It’s very balanced, nearly luck-free, and rewards patience and attention. But the time to set it up and the time to play it are both major obstacles unless you’re quite hardcore about your boardgaming – and you don’t have to get up early the next morning.

All of that makes it a perfect game for adaptation into electronic form, and Le Havre, released on Wednesday night by Codito, is excellent, playing easily with plenty of instructions and offering sufficient challenges from the AI opponents to allow for many repeat plays.

In Le Havre, a game by the designer of Agricola and heavily inspired by Caylus, players compete to acquire the most total value in buildings and ships while filling growing requirements to feed workers each turn, a balancing act that is far more difficult than it sounds because of the competition for scarce resources and the limited number of ways to obtain food, a problem exacerbated in games of more than two players. On each turn, a player may choose to take resources from any of the seven available stocks; to take the available supply of money (francs); to build one of three buildings visible on the stacks of building cards; or to use a building that is already built, even if it was built by another player. A player may also buy certain buildings outright in addition to that main action.

Each player has to have enough food or francs on hand at the end of every round to feed his workers, and the rounds are short – seven moves in total, so in each round of a four-player game, one player will get only a single move. Yet to acquire points from resources, players have to first acquire the right mix of resources, sometimes converting them to other kinds of resources, sometimes acquiring energy sources as well, and then build the building or the ship in question. It takes patience, and requires a lot of quick decisions about when to move for the short term (food) and when to move for the long (points).

There are multiple ways to win Le Havre, one of the key features in a game that is this complex (and my main criticism of Puerto Rico). Shipbuilding is the best way to beat the AI players in my experience with the app, but there are several different paths to high point totals through buildings, including several buildings that stack up point bonuses depending on what else you’ve already built. There are also several different paths to ensuring a regular food supply, and ships can provide a fixed quantity of food on each turn once they’re built. When a player can’t feed his workers, he can take out a loan – annoying, but sometimes the right strategic move, and sometimes the path to digging a hole you can’t quite escape.

Game play within the app is very straightforward, and one of the benefits of an app version is the fact that you are protected from rules mistakes, which, given the complexity of Le Havre, is a significant advantage. Each card replicates the graphics from the physical game, including symbols that indicate the card’s price in resources, fee to use if it’s not yours, value in points, and resources or gains from usage. Clicking on the question mark in the upper right once the card is expanded gets the full text explaining the card and all of its costs and benefits. Learning the lay of the board took me two or three games, but all of the critical information is either visible or is a click away. The game also gives players the ability to undo a move while the turn is in progress, and confirms the ‘end turn’ request as well (an option that can be turned off). There’s a solid tutorial, although it is no substitute for playing the game a few times against easy AI opponents.

Those AIs are good enough to continue to challenge me, a relative rookie in Le Havre, because they offer multiple levels of difficulty. I do find them a little predictable, and they often race out to early points leads because they plan more for the short term than the long; the first two settings are like training wheels, but in a 4- or 5-player game against all AI opponents, the hardest AI setting is a good enough challenge to allow for repeated gameplay. The app now offers turn-based online multiplayer through GameCenter, which I haven’t tried yet.

My criticisms of the app are minor – the graphics could be brighter, and the font isn’t as clear as it could be, so some of the text is tough to read without expanding it from the background. The hint feature, suggesting the next move to make, can be a little too focused on the short term, although the point of the hints is to help you learn the game, not help you beat the AI players that are running on the same software. I ran into some very minor graphics glitches that should be addressed in the first update. Also, the music made my wife want to strangle me after about two minutes, so I muted it for my own safety.

If you like Agricola and/or Caylus, I strongly recommend Le Havre. It is as elegant an adaptation as I can imagine for a game with this many elements. I’m also impressed by how Codito’s boardgame apps improve each time out – the leap from Puerto Rico, another complex game with a lot of elements, to Le Havre is outstanding – showing an internal commitment to improving the player experience (and, I presume, increasing revenues). That said, if you aren’t a fan of boardgames with a lot of rules or a relatively steep learning curve, you might find this game frustrating, particularly the physical game given all its pieces. (It took me the better part of an hour to break apart and sort all of the little cardboard resource tiles.) It’s very fair to jump off the boardgame bandwagon before Le Havre or Agricola – but at least the app lets you try it out for $5 first.

Recent ESPN content, if you made it this far: My quick reaction to this year’s Futures Game rosters; an early look at Mike Trout’s MVP case; this week’s Klawchat; and some fun podcasts from Thursday with Dave Schoenfield and from Wednesday with Chris Sprow.

Caylus iOS app.

The complex strategy game Caylus is one of the top-rated games on Boardgamegeek, a site where voters tend to favor intricate games with pages upon pages of rules and little to no luck involved. It’s the kind of game I can’t imagine playing as a rookie against someone who’s played a few times – an experience I had with Agricola that ended up with me getting my ass handed to me by a slightly more seasoned player (who is, most likely, about to read this review). It’s also the kind of game that makes me say I’m not a “serious” boardgamer – I love smart games, but the complexity and length of games like Caylus (and Agricola, and Le Havre, for which I still owe everyone a review) keeps them off the top tier of my own list.

So I’m pleased to report that the Caylus app for iOS is very strong, with outstanding graphics, a very easy-to-use layout (no mean feat given the amount of information a player might need midgame), and, after a recent update, no issues with stability. The AIs could be better, and the rules included in the app are not sufficient, but once you get the hang of it, it’s easy to play and keeps you thinking the entire time – 15-20 minutes for a game against AI players. (I have yet to try this multiplayer, but that is available through GameCenter.)

Caylus is a worker-placement game: Each player has a small number of workers to place each turn on buildings that might return money, resources, or points; allow the exchange of some of those things for others; or allow him/her to construct something of value. Caylus operates around five resources, the value and supply of which fluctuate as the game progresses, and offers multiple paths to victory (although I found one the AIs just can’t seem to beat*). There’s really no luck involved, and because most buildings on the board allow just one worker per turn, each decision, from small to large, requires the player to consider not just his own future moves but those of every opponent as well.

* The strategy requires gold, the scarcest resource in the game. A human player would see that I was stockpiling gold and certain other resources and would at least try to made it harder for me to get gold from the gold mine, the one place to get gold for no cost beyond the cost of the worker. A human player would be trying to get gold for himself anyway. But the AI players don’t do either of these things, and I don’t think the AI players are that good at pursuing points via multiple, simultaneous strategies. I’ll come back to that.

The centerpiece of the game is the castle, which players build in blocks during three separate phases, after which their contributions to the castle are scored. Building certain numbers of blocks, or just building the most in any particular turn, grants the player one or more “royal favors” – money, a resource, victory points, or the ability to build a building at a discount. Failing to build at all in any of the three phases costs a player two victory points, but the opportunity cost is just as significant.

The graphics in this app are the best I’ve seen for any boardgame app so far, clear, bright, and very easy to look at for the length of a game. The layout is another strength, with critical information available in a left-hand sidebar that the player can rotate through several screens or can shrink to half its size to see more of the board. Moving workers is straightforward, and in the banner on the right from where the player drags a worker the app displays key info like money remaining (since placing a worker costs at least one unit of money).

I found the AI players all pretty easy to beat, working my way up from a two-player game against the easiest AI opponent to a five-player game against the two strongest AI players and two more from the next level of difficulty. The primary problem is that the AI players can’t detect a human player’s long-term strategy – an issue evident in other apps and one I expect to see in the upcoming implementations of Agricola and Le Havre. The simpler the game, generally the simpler it is to program a strong AI, either because it can pursue an optimal strategy that’s hard to beat or because the tree of potential human-player moves isn’t that wide.

The lack of in-game information is the other flaw here, one that creates a steeper-than-necessary learning curve for new players. The rules and tutorial show you how to use the app more than they show you how to successfully play the game. Buildings aren’t marked on the board; their icons are unique, so a player can look in the building directory in the left-hand sidebar and try to match them up, but allowing a player to tap any building and see its identity would be an easy addition. The app will also allow a player to select a favor that s/he can’t afford, with no opportunity to undo it as a player would have when playing the physical game.

For $4.99, I’ve already gotten my money’s worth from Caylus, spending close to three hours total across all games I’ve played so far. I’ll still play it occasionally, but they’ll need to offer a better AI for this to be something I continue to play regularly without GameCenter (and since I play on planes, that’s a key issue for me). The weaker AI makes the app more of a Caylus tutorial, or even an advertisement for the physical game – albeit a very slick, easy to use one, once you figure out the rules, which you might have to do outside of the app. It’s really well done, and if they can offer a stronger AI player down the line, it’ll join that top tier of boardgame apps.

Top 30 boardgames.

This is the fourth iteration of my own personal boardgame rankings, with more games listed as my own collection of these games grows ever more slightly out of control. 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. We are not hardcore gamers; 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.

The list includes 30 titles, although we have more than that, just because the list was getting way too long and I wouldn’t really recommend anything not listed or mentioned here. I own every game on this list except Diplomacy and Tigris & Euphrates, and with one exception (Agricola) have played every game on here many times. 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 a few of my app reviews where appropriate.

I’ve got most of these games in my aStore on amazon and am gradually adding the rest.

30. Tikal: Full review. Strongly balanced game of board exploration, but the length of time between any single player’s turns, especially with three or four players, is a real drawback. Players compete to control temples and acquire treasures while building out a board representing a Central American jungle; control of those temples can change from turn to turn, and each player’s ten “actions” presents an enormous list of potential decisions to position his/her pieces for maximum points in each of the scoring rounds. That makes it interesting to play, but also leads to the long gaps between turns. Plays two to seven, but doesn’t play well with two.

29. Maori: I haven’t reviewed this one yet, as I just got it earlier this month and have only played it (and lost, as it turns out) three times. It’s 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.

28. 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.

27. 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.

26. Acquire. Monopoly for grown-ups. 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.

25. Race For The Galaxy: Full review. It’s a well-designed game that requires that players know the cards in the entire deck to play effectively. I know several of you who swear by it, and I do appreciate the depth of the design in both the mechanics and the variety of cards, opening up a handful of core strategies that depend on which card you receive as your “start world.” The debate over whether the military strategy or the produce/consume*2 strategy is superior might be the boardgame world’s closest analogue to the Mac vs PC debate. But the bottom line for me is that you have to play this game a number of times to learn the deck and understand what cards you need to execute each strategy, and that’s a very big hurdle for a new player.

24. 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.

23. 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.

22. 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.

21. Agricola: The most complex game we’ve tried, with the steepest learning curve. 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. It was out of print this summer but appears to be back. (Credit to my wife for finding one of the few remaining new copies out there for my birthday, ordering it from a site based in England.)

20. 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. Disclaimer: My wife doesn’t like this game because she says the board and cards look “depressing.”

19. 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. Seems to be out of print, but available through amazon marketplace sellers.

18. 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.

17. 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.

16. Samurai: Review of the iOS app, 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.

15. Vikings: Full review. Currently out of print, and unavailable through that link (which I’m including anyway because used copies may appear there in the future). 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. I’m sad to see it out of print.

14. Orient Express: An outstanding game that’s long out of print (although there are two used copies on sale via that link); I’m lucky enough to still have the copy my father bought for me in the 1980s. 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.

13. Battle Line: Full review. Among the best two-player games we’ve found, designed by Reiner Knizia, who is also behind Lost Cities. 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.

12. 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. Currently out of print.

11. 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.

10. Tigris and Euphrates: Review of the iOS app. The magnum opus from Reiner 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. One of two games on this list I don’t own in physical form; the current version (sold through that amazon link) includes some minor expansions I haven’t tried.

9. 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. I haven’t tried the On The Brink expansion, but several people (including my sister and her husband) rave about what it brings to the base game. 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.

8. Jaipur: Full review. Jaipur has supplanted Lost Cities as 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.

7. 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.

6. 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.

5. The Settlers of Catan: I had this on top of the rankings every previous time I did this list, but it’s not realistic for me to rank it there any more when we rarely pull the game out to play it. It made this market, as a game with simple rules that were easy to learn, less luck than the typical old-school board game, and several different strategies that could lead you to victory. It’s just been surpassed by better games – games that are more fun, more complex, better designed – to the point where it’s more of a gateway game, even for us, than a core game we’ll return to again and again. We did play it dozens of times over the last few years, and if you own nothing on this list (and are good with a game that requires at least three players), this is an excellent place to start.

4. 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.

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.

2. 7 Wonders: Full review. 7 Wonders has swept the major boardgame awards (yes, there are such things) this year 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.

1. Carcassonne. Full review. I wrote last year that the game “keeps growing on me,” and that has proven true, especially with the best-of-breed iOS app (in which I have now played at least four of you). 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.

Games I’ve dropped from the list, because the article was getting too long: Babel, Metro, Rivals for Catan (card game). I also removed the party game Wise and Otherwise, only because I chose to limit this list to strategy games. We do still like W&O.

I own Through the Desert and Le Havre but have yet to play either. I’ve tried Ascension and Wits & Wagers but wouldn’t rank either one in the top 30. Beyond those, I’m open to suggestions for future purchases!

Glen More.

Glen More is the first board game from German designer Matthias Cramer, who was subsequently nominated for the Kennerspiel des Jahres award in 2011 for his next game, Lancaster (losing out to one of our all-time favorites, 7 Wonders). I haven’t played that latter game, but Glen More is one of the most interesting new games I’ve come across, second only to 7 Wonders in that department, with particular points for introducing a new selection mechanic for a tile-based game.

In Glen More, players are Scottish clan leaders and begin building their territories with a single village tile and a single clan member (experienced boardgamers will recognize it as a meeple). On his turn, a player takes one or more tiles off a track that goes around the outer edge of the central game board and places it (or them) adjacent to any tile he has already placed. When he places a tile, that tile is “activated” as are any adjacent tiles, meaning the player may receive up to nine actions and/or resources for placing a single tile. Standard tiles may provide resources (wood, stone, cattle, sheep, and wheat), allow for the conversion of resources into victory points, allow for the production of whiskey from wheat, or add new clan members. The game also includes several special tiles that grant bonuses at the time they’re placed or at the end of the game.

The selection mechanic is the biggest difference between Glen More and any other game where players are building territories or edifices independent of other players (such as in Alhambra). Glen More’s track includes twelve spaces, of which eleven are occupied at any time by either a single tile or a single player token. On his turn, the player whose token is at the head of the chain may jump back as far as he likes on to any tile and claim it; therefore, if he is still ahead of all other players in the chain, the player can go multiple times. (Once all players have passed over a particular tile, it is discarded from the game.) Therefore, it is likely that players will receive uneven numbers of turns, something balanced out slightly by a game-ending penalty for players who have more than the minimum number of tiles. The mechanic forces players to weigh the opportunity cost of jumping far back in the chain to claim a specific tile – not only does this leave other tiles to competing players, but it may be a while before the player who moved so far gets to select again.

The other two main strategies in the game involve balancing resource production with conversion into points or whiskey and placing tiles in the most advantageous manner. You need some resources to buy certain tiles, and there are good tile pairings (such as a pasture and/or a cattle tile plus a butcher tile to convert them into … well, delicious victory points) to target. But you can get caught overproducing without enough options to convert or spend those resources, or have the opposite problem where you can’t take certain tiles because you lack the resources. (There is a market to buy and sell goods, but it’s limited, and once three resources of any kind have been purchased by players, the market has no more until a player decides to sell one back.) Whiskey production, while fun on a more general level, also leads to victory points for players who produce more than the player with the fewest barrels has, and can be used to buy certain valuable tiles like taverns, which produce 7-8 victory points whenever they’re activated.

The placement issue is the trickiest one in the game. There are multiple restrictions, but the key one is that a tile can only be placed horizontally or vertically adjacent to another tile with a meeple on it, meaning players must keep their meeples placed to allow for continuous expansion. Village tiles grant “movement points” to allow the player to move his meeples around, or to promote one to chieftain and remove it from the board for future points, but these opportunities are limited. A player also needs to consider the potential for future activations of the tile when placing it – you don’t want to place a tavern at the edge of your territory where you might not activate it again during the game, to pick an obvious example.

Glen More includes three scoring rounds and a final round of additional scoring, much as Vikings did. The intermediate scoring rounds grant points for whiskey barrels, chieftains, and special tiles; the player with the fewest in each category gets zero points, and other players receive 1-8 points depending on how many more tiles they have than the player with the fewest has. A delta of one receives just one point, but a delta of five or more receives eight points. At game-end, players score for their special tiles (some of which carry significant bonuses) plus one point per coin, and then lose three points for every tile they have in their territories above that of the player who has the fewest.

The game is designed for 2-5 players, but with two or three players there is a dummy player represented on the track by a die that has values of 1, 2, or 3. When that die is at the head of the chain, it’s rolled and jumps back over the number of tiles shown on the die. The tile selected is discarded, as well as any others that ended up ahead of all players plus the die in the chain. The dummy-player variant for two players is pretty common – Alhambra and Zooloretto both use it – but in Glen More it works much more smoothly; losing tiles is a bummer, but you’ll adjust your strategy and won’t lose anything too significant along the way. Without the die, tile selection would be way too predictable, and with four players there’s enough variation that that element of randomness wasn’t necessary.

By far the best part of Glen More is the number of ways to win. If there’s a single dominant strategy, I haven’t seen it, and from reading the forums on boardgamegeek I don’t see evidence anyone else has. You can mix it up based on the tiles that come to you, or just pursue a specific strategy (whiskey!) because it’s fun without costing yourself the game. The rules could be a little clearer on activation and player movement, but we figured those out on the fly once it became clear we’d misread them on the first pass. The fact that it plays as well with two as it does with four puts it in very select company among German-style games, most of which don’t scale down to two or only do so with clumsy rules variations. And for whatever reason Glen More isn’t as expensive as most games in the genre – it’s available for as little as $25.50 right now on amazon, including shipping. If you don’t mind a bit of a long ramp-up on learning the rules, I highly recommend it. It’s one of the best games we’ve played on the more complex end of the spectrum, and doesn’t take as long to play (under an hour) as most complex games take.

Top 15 iOS boardgame apps.

I’ve been promising this for a while, and kept delaying it to buy and review more apps, but I think we’ve reached a brief lull in major boardgame app releases, so here’s a ranking of the 15 that I’ve tried so far. All but two are iPad compatible – several are iPad-only, in fact – and all are adaptations of existing physical boardgames. Most include multiplayer through GameCenter and I believe I’ve highlighted (and downgraded appropriately) those that don’t.

If I’ve reviewed an app in full, I’ve linked to that review in the game’s name. The link on the price goes to iTunes for you to purchase it (yes, I get a 5% commission if you click through and buy).

One extra bit of awesome from all these games, at least for me, has been playing some of you – not coincidentally, all four of the games where I’ve played readers appear in the top five.

(EDIT, 12/26/11: One app that came out after I produced this ranking that I also recommend is Tigris and Euphrates, which I’d rank fourth, just after Ticket to Ride.)

(EDIT, 3/30/13: I’m due for a bigger update, but I also recommend Caylus, Le Havre, and Stone Age, with the last one just releasing an iPad version this week.)

1. Carcassonne. ($9.99) The best boardgame implementation on iOS happens to be of one of the best boardgames, period, although its ranking here is based more on how incredible the app is. The graphics are superb, the toughest AI players are very good, the easy AI players are still enough of a challenge for rookies, and the game offers networked play that works easily and smoothly. It’s the most expensive app on this list ($9.99 for a universal app) but absolutely worth the cost.

2. Samurai. ($4.99) Seven of the ten apps on this list are adaptations of Reiner Knizia games, led by this one. It’s classic Knizia – a simple concept leads to complex game play: Players compete to control specific hexes on the board, with special pieces that allow players to steal hexes at the last second. The AI player is also very good and despite the small board the game is very playable on an iPod Touch.

3. Ticket to Ride. ($6.99) Days of Wonder, the publisher of Ticket to Ride and Small World, put a tremendous amount of work into their apps, which are clean, bright, and robust. Ticket to Ride falls short of the two above here because the AI players are so weak, but DoW linked GameCenter multiplayer to their own thriving online multiplayer community, so finding games is easy at all hours of the day. They currently offer three in-app expansions as well, of which I’ve purchased one, the essential 1910 expansion.

4. Battle Line. ($2.99) A two-player card game from Knizia where players compete to capture five of nine flags (or three adjacent flags) laid out in a line between them, using poker-line hands of three cards at each flag. It’s simple and quick, made better by the use of tactics cards (you have the option to play without them, but you should use them). The AI player could be a little stronger, but the randomness of the cards tends to flatten out the game to make the AI more competitive. Note: The linked review was before a major software update that all but eliminated crashing, added GameCenter multiplayer, and added much sharper graphics.

5. Puerto Rico. ($7.99icon) A good implementation of a complex (and very, very good) boardgame, with competent AIs and functional multiplayer, including a two-player variant that makes it a little easier to get a game going. The screen is fairly busy and I imagine the app would be confusing to someone who’s never tried the boardgame, so the in-game tutorials are a must. You can beat the AIs pretty regularly with a shipping strategy (corn/harbor or corn/wharf), but if you eschew that you get a tougher challenge.

6. Ingenious. ($2.99) A simple two-player game on a hexagonal board where the victory condition calls for a lot of counterintuitive play. Also by Knizia.

7. Small World. ($6.99) Another Days of Wonder app, without multiplayer but with a somewhat better (but not great) AI player. The app only plays two players (the physical game plays two to five), but with a clever tabletop mode that allows the players to sit across from each other without having to move or rotate the iPad. Graphics are superb, although an “undo” option would be nice considering how easy it is to drop a token in the wrong spot. A multiplayer option would bump it up the list, but if you’re looking for a really slick two-player game you can play with someone who’s sitting next to you, this is a great option.

8. Through the Desert. ($1.99) I really like the underlying game and the graphics on this app are strong, but it doesn’t play that well on the iPod and the glitch where you can’t see the bottom of the screen in four-player mode on small devices still isn’t resolved. The AIs improved noticeably after the last update. It’s another board-control game with lots of opportunities to sabotage other players, if that’s how you roll, and at $1.99 for the iPad version it might be the best value on this list.

9. Tikal. ($3.99) After a recent update this moved up out of the cellar, and while it’s available for all devices the small graphics play much better on the iPad. It’s a solid strategy game with aggressive AIs that play fairly predictably despite multiple difficulty settings; GameCenter integration was a big boost.

10. Wabash Cannonball. ($1.99) A no-luck, auction-driven, train game where players compete for shares in railroads that they then develop across the map from the eastern seaboard to Chicago. This app, adapted from the boardgame Chicago Express, gets the award for the cleanest presentation of in-game information, of which there’s a lot. However, the app is designed for iPhone/iPod screens, not for iPad, and really needs online multiplayer. Give me those two things and I’ll rank it higher.

11. Medici. ($2.99) And another Knizia game, this one built around auctions of sets of goods on ships where players compete to ship the largest quantities of specific goods.

12. Zooloretto. ($3.99icon) One of the best-looking games on here, with fun sound effects and an unlockable (free) in-game expansion … but the lack of networked play is a real handicap. It looks to me like the developers have walked away from this one, which is a shame since it functions properly and looks so good; better AIs or networked play would help. I did discover a strange bug as well, where the in-game expansion somehow relocked itself after I didn’t use the app for a few months.

13. Catan. ($4.99) The AIs improved with the Seafarers expansion, but they’re still not very tough. It’s a good introduction to Settlers of Catan if you’ve never played the physical game and want to try it out before investing, but once I had defeated the AIs in every level I didn’t feel the need to go back to the game. The first major update improved the graphics, but the AIs still aren’t great, although it added multiplayer through GameCenter.

14. Kingsburg: Serving the Crown. ($4.99icon) This app looks great, runs smoothly, includes what I think are competent AIs, offers GameCenter multiplayer, and takes absolutely forever to play. I’ve never played the physical version, which probably doesn’t help matters, but one of the things I look for in a good boardgaming app is the potential to bang out a quick game, whether solitaire or online. The game is currently iPhone/iPod only, although an iPad port has been promised as “coming soon” for several months.

15. Ra. ($3.99) I’ve never reviewed this game here, mostly because I didn’t care much for it. It’s another Knizia game, with an auction component but way too many moving parts and an AI that I beat the first time out despite not knowing what I was doing. Medici takes a similar concept and executes it better.

Ticket to Ride app.

Ticket to Ride, reviewed here, is one of our favorite games to break out with friends who haven’t played many of the German-style boardgames we like because a new player can learn how to play in a few minutes and the game is long enough for a new player to start to catch on to strategy before it’s through. The publisher, Days of Wonder, has operated a very successful online site for several of their games for several years, and their Ticket to Ride app for iOS (or for Android devices) is fully integrated with the online site, so you get a robust community of experienced players right out of the chute.

The app is close to perfect if you’re playing online. The graphics are exactly those of the physical game and are very easy to navigate on the iPad’s screen. Route cards go in the lower left; you can cycle through them by clicking once, and completed routes get a solid-colored outline and a punch mark on the left side, with a count of total routes and incomplete routes next to it.

Your train cards display in the bottom center, and when you have enough to complete a track between two cities, you click on the relevant cards and drag them to the track, waiting until the right track is highlighted (both city circles start to glow as well) before releasing. That’s a little trickier than it sounds, and my wife and I have each once incorrectly placed trains; a setting allowing players to insert a confirmation option would be helpful, but right now the only confirm/cancel option appears when you select new route cards.

Opposing player icons sit at the top with number of trains remaining, number of train cards in hand, number of route cards in hand, and number of points all clearly visible. You can see an online opponent’s ELO rating (at least, I assume that’s an ELO system) and “karma” by clicking on the player’s icon.

The app itself runs very quickly with only a few unnecessary animations that didn’t unduly hinder play. Online play may lag due to slow connections or slow players, of course, and you can turn some of the animations and the entirely harmless music off.

Online play is the game’s strength. Players can log in via GameCenter or via the Days of Wonder site, and can create games or join existing ones in the “restaurant” accessible two clicks from the main screen. Open games are identified by different icons that indicate whether you are eligible to join the game and which board and cards are in use – the 1910 expansion, the Europe board, and the Swiss board are all available as in-app purchases. Players also tend to describe games as fast games or no-blocking games where applicable, although that’s on the honor system. So far, I’ve only played on the US board with the 1910 expansion and have found online opponents tend to go hard after the long, cross-country routes (sensible) and are obsessed with getting the longest route (potentially counterproductive). Then again, I think I’m at two wins in five or six games, so perhaps my opinions on strategy hold as much water as a plastic sieve.

The app has two flaws that put it below the standard-bearer in the space, Carcassonne. One is the aforementioned potential for a misplay that would be solved by a confirmation dialog. The other is that the Ticket to Ride AI players are horrible – they play linearly and won’t present any kind of challenge to even a novice player. It’s also less than ideal for pass and play because you can see other players’ routes too easily unless you’re sitting rather far apart. I did have one unexplained crash that hasn’t recurred.

However, if you like playing online opponents, it’s very strong and I’ve found the half-dozen or so games I’ve played to move very quickly. And if you’ve never played any of the boardgames I’m always yammering about here, on Twitter, or in chats, this is one of the best places to dip your toe in the water of smarter, better games that also play well for socializing.

Tikal boardgame & app.

Winner of the 1999 Spiel des Jahres (Boardgame of the Year) award, Tikal has two to four players exploring a Mayan jungle, uncovering temples and discovering treasures for points, but with the added twist that you can steal control of temples or forcibly trade treasures with your opponents to maximize your point scores.

On a turn, a player draws the top hex tile from the stack and places it wherever s/he wants on the board as long as it is accessible from a hex that’s already placed. The tiles include temple tiles, treasure tiles, and empty tiles. A temple tile is worth points to the player who has the most worker tokens on it at each scoring round, and temple tiles can increase in value as players “uncover” higher levels, ultimately worth one point per temple level each time it’s scored. The treasures on temple tiles are “discovered” by workers and come in six types, with points per treasure increasing as you add more examples of each type – one point if you only have one treasure of that type, three points if you have a pair, and six if you collect all three. The empty tiles are useful primarily for a player’s ability to place one of two new base camps on one (or on a treasure tile from which all treasures have been collected), allowing the player to place new workers closer to unclaimed temples and treasures.

Once a player has placed a tile, he has ten action points to use on his turn. Actions include placing a new worker or his one leader token for one point; moving a worker to another tile for one point per “step” between tiles; uncovering a temple level for two points; collecting a treasure for three points; trading treasures with an opponent (in which s/he has no choice) for three points; placing a base camp for five points; or guarding a temple, thus protecting it for the player for the remainder of the game, for five points. Uncovering temple levels, gathering treasures, guarding temples, and scoring points for temples all require the use of workers, so placing and deploying them constitutes the critical decision in the game.

In those scoring rounds, players score for treasures as described above and for controlling temples. When multiple players have workers on a temple tile, the points go to the player who has the most workers on that tile, counting any leader tokens as three workers. But each player takes a turn in the scoring round before counting up his points, so before you score, you get to move workers around to control as many temples (or dig up as many treasures) as possible. And since the three scoring rounds before the final one are somewhat randomly timed, each player has to keep one eye on his positioning for the next scoring round – both how well he’s defended temples he’s controlled and how quickly he can move workers and/or his leader around to grab control of another temple. Guarding temples does help, but a player can only guard two temples per game, and when guarding a temple the player loses control of all workers on that tile for the rest of the game.

One other constraint covers new temple levels: Uncovering a level requires placing a small square game piece with the next level number on top of the highest current level. If all game pieces with the next level number have been used, that temple can’t get any higher.

Because there are multiple scoring rounds and the types of tiles revealed vary as the game goes on, Tikal almost plays like a game with two halves, similar but far from identical. In the first half, players are primarily uncovering temple levels and guarding their highest ones, but as the game moves on to the second half, the inability to uncover new levels means players use more action points on stealing control of temples and/or swapping treasures. Of course, the first half can set up the second half, such as controlling temples that are remote from the rest of the action, thus guaranteeing the player a few points without having to spend action points or workers to shore up his defense.

The main flaw in the boardgame is the length of time between a player’s turns. With each player given 10 action points and an ever-widening number of options on the board, a single turn can take several minutes as the player maps out a plan to use up all 10 points in the most efficient and effective way possible while also setting himself up for the next turn. The compensation for this is that the tension created by the knowledge that the other players are likely to screw you out of some points, so while nothing good is going to happen while it’s not your turn, you will want to watch to see just how badly you get screwed. I’ve also seen the suggestion on boardgamegeek that players use a timer to limit just how long each turn takes, which isn’t the worst idea for a four-player game.

Tikal players two to four players, but the board size doesn’t change, so with two players there’s somewhat less interaction or need to steal from other players. With four players, you’re fighting for smaller pieces of the same pie, and there’s more movement and intrigue involved.

One final positive on the game is the box, which is well-designed for easy cleanup given how many different tokens and tiles there are in the game.

Several other commenters at BGG compare Tikal to El Grande, saying the latter game uses a similar mechanic with a better implementation. I’ve never played El Grande, but I’m sure many of you have and am curious whether that should be an upcoming purchase and whether it plays reasonably well with just 2-3 players.

The Tikal app for iOS received some pretty tough reviews when it was first released because it was a buggy mess, very crash prone, hard to decipher on screen, with really weak AI players; I bought it early and had all of those problems, but heard about a forthcoming update and decided to sit on a review until that update arrived. The update has made the app much more stable, cleaned up the UI significantly so it’s easier to follow what’s going on, and I think the AI players are a little better – but not a lot, making it more of a training app if you’re not going multiplayer through GameCenter (which I haven’t tried). At $4.99, it’s definitely worth the trial run if you have an iPad and want to try Tikal before you purchase the physical game. One comment I’d offer is that the game graphics are different from the boardgame, including trucks instead of workers, and the screen is a little dense on an iPod or iPhone. On the plus side, however, the AI moves pretty quickly, so you can run through a solo game without dragging, and the animations make it clear what the AI players are doing.

Puerto Rico HD app.

Puerto Rico was, for several years, the top-rated game on Boardgamegeek, and I’d argue it still deserves the top spot, as it’s just two-hundredths of a point behind a more obscure game, Twilight Struggle, that has only one-third as many votes. (That is, there’s something of a self-selection bias here: People who don’t like long, complex games like Twilight Struggle won’t try it, and won’t put low ratings on it, whereas Puerto Rico is popular enough that far more players have tried and rated it.) I’ve recommended a very good if unauthorized online version of Puerto Rico called Tropic Euro, but about two weeks ago the first official Puerto Rico app (currently on sale for $7.99) was released for the iPad, and after some weird non-recurring issues the first time I played, it’s been stable and fairly easy to play.

The gist of Puerto Rico, if you haven’t played the board game, is that you are trying to settle a new island by filling it with plantations, producing crops, and using the proceeds to build up your island, while also accumulating points from shipping crops back to the mainland. In a round, each player chooses one role to play and earns a particular benefit from it; any unused role earns extra money for the player who is next to select it. Roles allow players to add plantations or buildings, occupy them with colonists (they’re useless until occupied – but this is why one friend of ours calls Puerto Rico “the slave game”), sell goods, or ship goods. The rule that states that players must ship all available goods during the shipping phase despite limited space on the cargo ships, with unshipped goods discarded entirely, is the key differentiator in the game – timing shipping is critical, and you can really boost yourself and/or screw an opponent by picking the shipper role at the right moment. The game involves almost no luck or randomness – it’s all player selections.

The app itself squeezing everything into a pretty brisk game, and the screen layout has improved since the earliest screenshots were released; it’s not intuitive, but after a game or two it’s pretty easy to figure out what you need to do. Descriptions of buildings are easily available with one click, and the app offers a hint feature that I’ve found gives solid advice, although it’s a little too skewed toward the Prospector role (one free coin but no action). The music and story animations are cute but I had to turn them off after the first game because they slowed everything down. You can control AI and animation speeds to keep things moving along.

The big negative is the screen itself; Puerto Rico’s mechanics are simple, but the game’s pieces and setup are complex, and there’s just a lot of stuff on the screen. Your island and plantations are in a column, stacked next to all of the other players’ islands, even though your icon and score are on the opposite side of the screen. You can’t tap on a building to identify it, but have to tap the question mark in the lower right and drag it across the screen to drop it on a building to get its name. The use of lit windows/doors in buildings to indicate when they’re occupied by a colonist is clever, but those lights are a few pixels tall and therefore it’s not immediately obvious whether a building is occupied. (Plantations are much clearer – they get a tiny icon if they’re unoccupied, but the square fills up once it is.)

One other minor negative is that the AIs are fairly easy to beat through a shipping strategy, primarily because (like most AIs) they’re not reactive. (Carcassonne is one of the few apps with an AI that clearly seems to be out to get you – and I consider that a good thing). I try to avoid the shipping strategy most of the time I play the Puerto Rico app because it’s a bigger challenge to try to win through development, and using multiple AI opponents with different strategies mixes things up to the point where I’m often forced to change plans even though the AI players aren’t specifically trying to block me. On the plus side, I’ve never caught any of the better AI options doing anything stupid or suboptimal. But they’re not enough alone to keep me playing for long – I’ll either use the multiplayer feature or I will end up backburnering the app behind ones that offer stronger single-player experiences, like Carcassonne or Samurai.

If you like the board game and expect to utilize the Game Center multiplayer options, I’d recommend the Puerto Rico app. It would also serve as a good introduction to the game for anyone who’s never played the board game version before, since that’s just over $30 and requires a minimum of three players. I’m just not sure this will have staying power for me beyond multiplayer because the AI players just aren’t strong enough, even though I’m nowhere near an advanced player.

7 Wonders.

New post for Insiders on interesting guys in this year’s Futures Game.

The Spiel des Jahres award, the most prestigious (and commercially important) prize in the boardgame industry, has now been split into two separate awards; one retains the old award’s name, but focuses on simpler, more mainstream games, while the other, the Kennerspiel des Jahres (roughly the “Connoisseur’s Game of the Year”), goes to more complex strategy games. The inaugural Kennerspiel des Jahres award was handed out yesterday, and the winner, 7 Wonders, is more than worthy of the honor.

7 Wonders hits the sweet spot of German-style boardgaming: The structure is complex, but game play is simple, with a three-player game taking about 25 minutes after our first abortive run through it. (The rules could be written more clearly. A lot more clearly.) That combination means that gameplay is pretty rich, with many different strategies and no clear path to victory. And one quirky mechanic manages to go a long way to balance out the randomness that is inherent in almost any game that revolves around a deck (in this case, three decks) of cards.

In 7 Wonders, each player has a home city representing one of the seven cities to house one of the Wonders of the Ancient World. During the three stages of the game, called Ages, the players build buildings that allow production or trading of resources, add military power, or just give the player victory points. These buildings come on cards, some of which may be played for free while others require expenditure of money or resources (although some of those become free if you’ve played another card in an earlier Age). Each Age has six turns, so a player can build up to six buildings; resource-producing buildings produce on every turn, and there’s no accumulation or depletion of resources. The ultimate goal is to finish the game with the most victory points, but with seven different ways to earn points there are many, many ways to win the game.

The one great mechanic of the game is the distribution of the cards. At the start of each Age, each player receives seven cards, and gets to play one of them, usually to construct the building on the card’s face. After that, the player passes the remaining six cards to a neighboring player, so the decision of what card to play depends on what suits the player now, what his/her neighbor might need, and, depending on the number of players, what cards might still be there when the hand comes back around. During each Age, six cards from each hand are played or discarded, and the last remaining card is removed from the game. So in each round of a game, you can be assured of seeing the majority of the cards at least once; in a 3-player game, you’ll see 18 of 21 cards, and with 4 players it’s 22 of 28. (The game is for 3 to 7 players, with rules for a 2-player variant included.)

There’s also a strong trading component in the game, as it’s very hard to produce all the resources you’ll need yourself. You can buy any resource you need from a neighboring player who produces it for 2 coins, which can be reduced to 1 by certain commercial buildings; those purchases can’t be refused, but don’t affect the selling player’s production, either. Therefore, you could choose not to produce a certain good, or to produce less of it, because you know your neighbors will have some available for you even if the price is steep.

In our handful of 3-player test games, we found gameplay to be far more straightforward than the rules, which are written more like a reference work than like a straight explanation of how to play a game from start to end. The mechanic that allows you to build one card free because you built another related card earlier is very powerful, while the mechanic that gives you points for building the three levels of your Wonder using any card from your hand (without considering what’s on its face) is the least powerful aspect, as none of our winners ever completed his/her Wonder. One facet that I thought was insufficiently explained in the rules was that you can only build production buildings for the seven resources in Ages I and II; by Age III, you’re just going for points. We didn’t find huge differences between the Wonders except for the Colossus of Rhodes, which has a military power that was worth 18 points if its holder made a few relatively simple moves to maintain that advantage, and in a game where winning scores were in the 45-55 range that’s a significant bump.

I can imagine that with six or seven players this game would get messy, and the luck factor in what cards you get to see starts to increase once you get past five players. For three players, however, gameplay is smooth with a hint of randomness but nowhere near enough to make the game frustrating, as great decision-making won’t be undone by rotten luck. I can see why it won the Kennerspiel and is ranked #12 overall on BoardGameGeek’s global game rankings, but if you do buy it, be prepared for a little confusion the first time you read the rules. The game isn’t as complicated as they make it sound.

Small World app.

I have updated this post to reflect the 2013 upgrade to 2.0.

Days of Wonder’s game Small World is one of our favorite casual strategy games, one that presents players with a small number of complex decisions, relies much more on strategy and skill than on chance, that replays well, and that looks great. They’ve now released Small World 2 for iPad (not for the iPod or iPhone, though); it looks great and has the best live two-player experience we’ve found so far, although I’d still say Carcassonne is the best overall boardgame app.

The concept in Small World is one of constrained resources. The map is small and its territories will be rapidly filled up by the two players. The players each select a race & skill combination from the table (one is free, others cost from one to five coins) with which to conquer territories, but those races don’t come with many tokens, and since you must have at least two to take over an empty territory and have to use one token to hold a territory you’ve taken, you run out quickly and must put your civilization into “decline” so you can select a new one. You earn a point for every territory you hold at the end of your turn, plus various bonuses. And the decision on when to decline your current race skill/combination will also be based on when your opponent declines or is about to do so, on what options are available on the board, and on how many points you’re still getting from the last civilization you declined, which will most likely disappear when you decline a second one. (For more on the boardgame itself, you might want to read my review of it from last July. The issue I raised about the Diplomatic skill has been solved in the iPad version by eliminating that skill altogether.)

The game’s best feature, by far, is the mimicking of the tabletop by allowing for two players to face each other on opposite sides of the iPad; the player control bars appear on the top and bottom (viewed lengthwise) and the board doesn’t rotate. Pass-and-play isn’t really a hassle, but this is much easier, and given how much the iPad cost I feel a little better about just letting the thing sit on the table while we play. The game also allows you to choose a start player or have it determined randomly, and even lets you choose background music from your iTunes library.

Play is mostly intuitive, with simple drag-and-drop moves and clearly marked buttons for things like redeploying tokens or declining (click on your main race card and it gives you Info and Decline options). Instructions and key details on races and skills are easily available in-game. It offers no undo option if you should drag-and-misdrop, however, and the game doesn’t allow you to save certain skills (like the Sorceror’s ability) till the end of your turn, automatically moving you to redeployment if you’ve used all of your tokens. The graphics in Small World are outstanding, crystal-clear replicas of the physical game pieces, with even smaller tokens easy to discern.

The AI player is adequate, but no great shakes. It avoids stupid errors and usually chooses its race/skill combination well, but would probably be better served with a more aggressive attacking mode and faster recognition of impending doom (I’ve found that the right race/skill combo can wipe the AI off the map, depending on who the AI chose in the first place.) Like that of most AI players in other games, its short-term thinking is better than its long-term thinking. But if you’re just learning the game or enjoy a quick game even though you’re about 80-90% likely to win, it does the job.

In 2013, Days of Wonder upgraded this app significantly to add maps for three to five players, online multiplayer, and several in-app upgrades (new skills and races). They also raised the price to $9.99, but it’s well worth the cost given how much you’re now getting for your money.