Top 10 boardgames, revised, with lost comments.

It seems to be list-updating time for me, and mental_floss’s rundown of Games magazine’s category winners for new games in 2009 prompted me to finally write this up and post it. Here’s my updated top ten, after which you’ll find the user comments from the original top ten that were lost in the database corruption that happened last December.

Quick notes: I hate Scrabble. I’ve never played Agricola. I dropped Risk, Acquire, and Monopoly from the list.

10. Babel. We bought this game on a trip to Austria in 2003, which meant getting the German rules, which meant I had to translate them … so who knows if we really played it correctly. But it was fun. It’s a fairly simple two-person game where each player is trying to build temples using five “tribes” at his disposal, but at the same time that you’re building, you’re using those tribes to try to slow down your opponent’s building or knock down his temples entirely. Our favorite move was the “Wanderung,” where you can make one of your opponent’s tribes wander off.

9. Taboo. Different type of game entirely from the others here – this is a “party game,” and maybe the only one I really liked. For those of you old enough to remember the TV game show Password, Taboo takes that general format (one person gives clues, the rest of his team has to guess the keyword), but adds the twist that there are five words the clue-giver can’t say. The challenge of trying to describe something without saying the five most obvious words is what makes Taboo fun. Our friend Pete was a whiz at giving clues because he had an endless supply of bad pop songs and commercial jingles on which to rely.

8. Diplomacy. Described by one friend of mine as “Risk for grownups,” Diplomacy requires seven players, but removes the luck element entirely after the initial setup. Players represent the seven “great powers” of Europe, set in 1900 (although there are endless variations), and must scheme, ally, attack, and backstab their way towards control of at least half of the map. The rules are incredibly simple, and there are a few thriving online communities of “Diplo” players, although playing online means that the normal etiquette of live play (such as “don’t stab the guy you just allied with thirty seconds ago”) goes out the window.

7. Wise and Otherwise Board Game. I guess this is part party game, but it’s more clever than most games in that genre. On each turn, one player becomes the “reader” and reads the first half of an incredibly obscure (but real) proverb. The other players have to fabricate plausible or funny second halves, while the reader writes down the real conclusion to the proverb, after which, all players must guess which conclusion is the correct one. You get points for getting it right, and for fooling other players, while the biggest bonus goes to the reader who reads all the completions so convincingly that no one gets the right answer. It’s like Balderdash, but the opportunities for silly answers are greater, and the problem with Balderdash is that you can often guess the definitions by looking at word roots.

6. San Juan. Full review. The card game/two-person adjunct to the board game Puerto Rico (which I haven’t played), San Juan is a hard game to explain but easy and quick to play. Using only cards, each player builds a small settlement of various types of buildings, producing goods using them to build faster and better structures. There’s some luck involved, as in all card games, but the deck is big enough and diverse enough that you’re unlikely to be buried by bad luck; you’re just forced to consider different strategies.

5. Metro. Another German board game – Germany seems to be where all the good games are designed these days – Metro is almost comically simple. Players compete to build the longest subway lines on a grid that represents the city of Paris. There are different types of tiles, some of which include straight tracks, while others include all manner of twists. You can extend your own tracks on your turn, or you can use a tile to screw someone else. The game ends when all tiles are played; the player with the longest total track lengths across all of his lines wins.

4. Carcassonne. Full review. A boardgame without a board, Carcassonne is very easy to play (although learning how to maximize your score takes time) and emphasizes on-the-fly thinking over long-term planning. You draw one land tile each turn and build roads, cities, and farms by adding each tile to the table, creating a different map every time. You can play a solitary style or use an aggressive approach to grab some points from your opponents.

3. Orient Express. This is the only game on this list that is out of print, although the designers have told me they’re considering a reissue. Orient Express takes those logic puzzles you saw on the LSAT or in GAMES magazine and turns it into a murder mystery: You have to walk around the two train cars, interviewing suspects and crew members, searching cabins, and – when possible – sending telegrams for background info on the suspects. You must come up with a suspect and a motive to solve the crime, although you may also glean clues about the weapon or other factors. The original game itself comes with 10 cases., and there are at least 30 expansion cases available through the publisher’s website.

2. Ticket to Ride. Full review. An outstanding marriage between two styles – the German strategy board game and the American family game. You start Ticket to Ride with 45 train cars and several routes each connecting two U.S. cities; you get points for completing these routes and for connecting any two cities on the map, but other players are also trying to cross the map and you can end up blocked out of a specific city pair or unable to complete a route entirely. We play the U.S. version with the 1910 expansion; the Europe version is also excellent but I wouldn’t recommend the Swiss expansion.

1. Settlers of Catan. It’s not the simplest game on the list, but it’s the smartest, and it’s simple and quick enough to teach someone by playing a game with them, after which they’ll probably be hooked. Three or four players compete to settle the island of Catan, which involves tough decisions about placing settlements, trading for resources, developing units or towns, and overall strategy. There’s not much confrontation, and players are never eliminated. The first player to reach 10 “victory points” – achieved through a combination of building towns or cities, building the longest road, raising the largest army, or special one-point cards – wins. The game was such a success that there are multiple add-ons, including 5-6 player expansion, as well as a very good two-person card game (since the board game requires three players).


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Carcassonne.

Klawchat at 1 pm EDT today. Tentatively scheduled to be on the FAN 590 in Toronto at 6:05 pm.

I’ve been promising this writeup for months but there always seems to be a book or a trip in the way, which is a shame, since Carcassonne is definitely one of my favorite boardgames now and clearly top-ten material.

Carcassonne’s concept is very simple, generally a hallmark of good boardgames. All players build the board as you go, using a collection of square tiles that depict various pieces of roads, cities, and pastures. You keep no hand tiles, drawing one piece per turn and placing it immediately next to one or more pieces already on the table. You must make sure that the edges match – if a tile has a city on one edge, that edge can’t be placed next to a road or a pasture – which limits your options. Along the way, you place your followers, known as “meeples” to hardcore Carcassonne players, on cities, roads, or farms that you build to try to earn points, with bonus points awarded for completing cities, using city tiles with pennants, and for certain tiles available in the many expansions to the core game.

It’s an easy game to pick up but the changing board and the fact that your opponents are simultaneously building, often nearby, make gameplay different every time. You can play a solitary game, especially if you’re just playing one other person, but you can also play in a way that tries to steal points from your opponents by merging one of your cities with one of theirs, since the points for a completed (“closed”) city go to the player with the most meeples occupying tiles in that city.

The trickiest part of the game is the use of farms, which can be more valuable than cities if played properly. When you play a meeple on a city or road, you get the meeple back to redeploy once that city is closed or that road is completed. When you play a meeple on a farm, however, he’s there for the rest of the game. When the game ends, a player gets points for each closed city that his farm abuts, but a player often doesn’t have much control over how his farm grows, and a player can end up with nothing for one of his meeples if farms merge as the board develops and he’s outnumber on that farm when the game ends. As a result, when and where to place meeples is the main strategic decision for Carcassonne players, since you have no control over what tiles you draw but have complete control over meeple placement.

We’ve played with two to four players; four players can take a while, but two player games run under a half hour for us, especially since my wife and I tend to play apart from each other on the board. I’ve played online a few times, including two games against players who spent all of their time trying to glom on to my cities (by creating a new nearby city and attempting to merge the two), and not only was the strategy annoying, it didn’t seem to work – you can keep the game close that way, but you can’t get ahead without building some cities and farms of your own, so I never pursue this strategy myself.

We’ve used two Carcassonne expansions. The game currently comes with the first River expansion, twelve tiles that you use to start the game; it provides some structure and helps break up farms, but it doesn’t substantially change gameplay. The second, Traders and Builders, adds a number of new tiles, as well as two new pieces: the Builder, which allows a player to draw an extra tile when adding to the city/road the builder occupies; and the Pig, which increases the final value of the farm on which he’s placed. Both the Builder piece and the new tile configurations added quite a bit to the game, changing strategies but also providing more flexibility and, depending on how you use the Builder, allowing you to avoid wasted turns.

I’ll do one more game post in the next few weeks, updating the top ten and reposting the comments lost from the original thread last fall.

San Juan card game.

Chat 3 pm EDT on the four-letter. ESPN 710 Seattle at 2 pm PDT. AllNight later on tonight. Waiting for confirmation but I should be on ESPN 1250 Pittsburgh tomorrow at around 11 am EDT.

Back when I did my original post on board games, several readers recommended Puerto Rico, a 3-5 player game that can be played with two players but that is apparently better with more people involved. When I pointed out that my wife and I play a lot of these games ourselves, at least one of you recommended the 2-4 player spinoff, a card game called San Juan.

The game takes a while to explain but is very simple to play. In each round, there are phases (one per player) that allow players to build new buildings, produce goods, sell goods they’ve produced, or draw extra cards from the deck. The cards serve several functions: a player can use them to pay for buildings, a player can build the building on the card’s face if he has enough cards, and a player can stash them under a Chapel to sock away some bonus points for the end of the game. The game ends when one player has built twelve buildings in his settlement, after which the player with the most points is the winner. Having the most buildings doesn’t mean you’ll have the most points, as different buildings have different point values, and some buildings are worth bonus points based on what else each player has in his settlement.

Once you’ve started the game, it’s easy to follow and moves pretty quickly; as you add to your settlement, the rate at which you can produce, build, and sell improves, since each building has some bonus feature like reducing the cost of certain buildings or allowing you to produce an extra good during the production phase. All of the other two-player games we regularly play take far longer, so it’s great to have a fun alternative when it’s late and we want to play something fast.

The game also has a good mix of strategy and luck. There are clearly better and worse ways to build your settlement, and you have to make major decisions like whether to build another production building or whether to start building the violet-card buildings, which have the bonus features I mentioned above and are generally worth more points. You have to decide which cards in your hand to use as currency and which to keep so you can ultimately play and build them. The prices of goods change slightly from turn to turn, leading to sell-or-wait decisions. But you’re also at the mercy of the cards you draw, making the game different each time but also perhaps preventing you from always using the same strategy.

And since it’s just a big deck of cards and a few cardboard pieces to mark phases and prices, it’s extremely portable, which never hurts.

I still have to write about Carcassonne, after which it’ll be time to revise the board game rankings.

The Ticket to Ride board games.

I’ll be on ESPN Radio in a few minutes here, and on ESPN 1000 in Chicago around 9:25 pm CDT tonight.

Ticket to Ride is a series of board games from Days of Wonder, a U.S.-based game company that makes games that rival the top games coming out of Europe (mostly Germany). The original version of the game won the Spiel des Jahres (Game of the Year) award in 2004, spurring a series of expansions and spinoffs. Over the course of two months, I’ve played the original game with its main expansion, one spinoff, and a spinoff of the spinoff.

The original Ticket to Ride is the simplest, even with the 1910 Expansion. The game board shows the U.S. and Canada, with about 30 cities connected by train tracks of varying lengths. Each player receives 45 trains and begins with a handful of “destination tickets,” with two cities and a point value that represents the minimum number of trains required to connect them; if you complete a route between two cities on a ticket, no matter how convoluted the path, you receive the number of points shown on the card, but if you fail to complete it, you lose that many points. (You do have some flexibility around the tickets you keep.) The tracks come in different colors, and you have to collect train cards of each color to be able to lay trains on those tracks; the longer the track between two adjacent cities, the more points you receive for placing trains on it. Of course, the tracks between cities are limited, so you may end up blocked from your intended route. There’s also a bonus for the longest continuous route (regardless of tickets), and in the “Mega” game variant, a bonus for completing the most tickets. It’s a pretty simple concept and everyone we’ve introduced to the game has picked it up pretty quickly, but the game is completely different each time because of the mix of tickets you receive and the way the board develops. A complete game with two people takes 30-45 minutes; a complete game with four people takes an hour or so.

The first spinoff we got was Ticket to Ride Europe, which brings the same basic mechanics to a new map, that of Europe in the early 20th century, but with several twists to make game play more complex. The differences include routes through “tunnels” (where the exact number of train cards required isn’t known until after you start building, so you may have to use as many as three extra cards) and “ferries” (which require the use of locomotives, which are otherwise wild cards that represent every color), and train stations that allow you to use someone else’s route between two adjacent cities as part of your own larger route. I found it to be slower to develop, but it requires more route-planning strategy, and the flexibility of the stations means it’s easier to adjust on the fly.

We love both of those games and would recommend them, but the one I didn’t like was the Europe spinoff for Switzerland. This map is smaller, designed for two or three people using 40 trains each (you use the trains and train cards from the Europe set, so the Switzerland expansion just comes with the board and new tickets). It was obviously issued hastily, as the instructions are woefully incomplete. Many tickets are extremely short – some require just two trains – which means you end spending a lot of time pulling new tickets, and you will almost certainly end up blocked by an opponent at some point during the game. A smaller board for a quicker game sounded appealing to us, but this implementation didn’t work for me.

Top ten boardgames.

So I saw a link on the Big Lead to some other blog that listed the writer’s five favorite and least favorite board games, which was interesting if only to show that the writer (who listed games like Sorry! among his favorites) hadn’t played any new games since he turned eight. I’d been toying with the idea of doing a top ten board games list for a while now, and I guess I just needed some incentive.

10. Risk. Used to love this game, and the simplicity of it leads to a fair amount of strategy in the setup, but the gameplay itself is pretty heavily determined by luck. It’s probably the most dated of the games on my list, but has the advantage of being very easy for kids to learn.

9. Acquire. Haven’t played this one in a while, unlike the others on the list. The Acquire game board is a grid, on which you place tiles (hotels) to form chains. You can also buy stock in chains and engineer mergers or takeovers by placing tiles that connect certain chains. Once all chains on the board are “safe” – meaning they’re too big to merge – or one chain has reached 41 or more tiles, the game ends, shares are liquidated, and whoever has the most money wins. The version I have includes a two-person variation, but Wikipedia says the newest edition of the game only includes the standard 3-6 person rules.

8. Babel. We bought this game on a trip to Austria in 2003, which meant getting the German rules, which meant I had to translate them … so who knows if we really played it correctly. But it was fun. It’s a fairly simple two-person game where each player is trying to build temples using five “tribes” at his disposal, but at the same time that you’re building, you’re using those tribes to try to slow down your opponent’s building or knock down his temples entirely. Our favorite move was the “Wanderung,” where you can make one of your opponent’s tribes wander off.

7. Monopoly. Tough not to include the granddaddy of them all. I hate all the “special editions,” though. Leave Boardwalk alone.

6. Taboo. Different type of game entirely from the others here – this is a “party game,” and maybe the only one I really liked. For those of you old enough to remember the TV game show Password, Taboo takes that general format (one person gives clues, the rest of his team has to guess the keyword), but adds the twist that there are five words the clue-giver can’t say. The challenge of trying to describe something without saying the five most obvious words is what makes Taboo fun. Our friend Pete was a whiz at giving clues because he had an endless supply of bad pop songs and commercial jingles on which to rely.

5. Diplomacy. Described by one friend of mine as “Risk for grownups,” Diplomacy requires seven players, but removes the luck element entirely after the initial setup. Players represent the seven “great powers” of Europe, set in 1900 (although there are endless variations), and must scheme, ally, attack, and backstab their way towards control of at least half of the map. The rules are incredibly simple, and there are a few thriving online communities of “Diplo” players, although playing online means that the normal etiquette of live play (such as “don’t stab the guy you just allied with thirty seconds ago”) goes out the window.

4. Wise and Otherwise Board Game. I guess this is part party game, but it’s more clever than most games in that genre. On each turn, one player becomes the “reader” and reads the first half of an incredibly obscure (but real) proverb. The other players have to fabricate plausible or funny second halves, while the reader writes down the real conclusion to the proverb, after which, all players must guess which conclusion is the correct one. You get points for getting it right, and for fooling other players, while the biggest bonus goes to the reader who reads all the completions so convincingly that no one gets the right answer. It’s like Balderdash, but the opportunities for silly answers are greater, and the problem with Balderdash is that you can often guess the definitions by looking at word roots.

3. Metro. Another German board game – Germany seems to be where all the good games are designed these days – Metro is almost comically simple. Players compete to build the longest subway lines on a grid that represents the city of Paris. There are different types of tiles, some of which include straight tracks, while others include all manner of twists. You can extend your own tracks on your turn, or you can use a tile to screw someone else. The game ends when all tiles are played; the player with the longest total track lengths across all of his lines wins.

2. Orient Express. This is the only game on this list that is out of print, although the designers have told me they’re considering a reissue. Orient Express takes those logic puzzles you saw on the LSAT or in GAMES magazine and turns it into a murder mystery: You have to walk around the two train cars, interviewing suspects and crew members, searching cabins, and – when possible – sending telegrams for background info on the suspects. You must come up with a suspect and a motive to solve the crime, although you may also glean clues about the weapon or other factors. There are at least 30 cases available through the publisher’s website, and the original game itself comes with 10 cases.

1. Settlers of Catan. It’s not the simplest game on the list, but it’s the smartest, and it’s simple and quick enough to teach someone by playing a game with them, after which they’ll probably be hooked. Three or four players compete to settle the island of Catan, which involves tough decisions about placing settlements, trading for resources, developing units or towns, and overall strategy. There’s not much confrontation, and players are never eliminated. The first player to reach 10 “victory points” – achieved through a combination of building towns or cities, building the longest road, raising the largest army, or special one-point cards – wins. The game was such a success that there are multiple add-ons, including 5-6 player expansion, as well as a very good two-person card game (since the board game requires three players).

What’s missing? I’ve played Axis & Allies and its sister game, Conquest of the Empire, but the gameplay in both games is too complex. I hate Scrabble with a driving passion, since it’s not a game of vocabulary but of obscure two- and three-letter words. I might hate Cranium even more; the idea that that game somehow requires a brain is the biggest case of false advertising since The Neverending Story. I’ve heard great things about Puerto Rico and Carcassonne, and I see that Agricola is the hot new German game of the year, but haven’t played any of them (yet).

For another perspective, here are my wife’s top ten, unordered:

  • Taboo
  • Wise & Otherwise
  • Pictionary
  • Scattergories
  • Settlers of Catan
  • Yahtzee!
  • Mancala
  • Balderdash
  • Orient Express
  • Dungeon