Race for the Galaxy.

Race for the Galaxy is a card game for two to four players that uses the same basic engine as San Juan while borrowing more heavily from San Juan’s parent game, Puerto Rico. Race junks the colonization theme in favor of a space-exploration one, where players settle worlds and build developments to create the top-scoring civilization. It’s a rich game, different every time, but ultimately has two drawbacks that prevent me from giving it a full recommendation.

Each player starts with a home world that has one or two powers, and then lays other cards representing worlds or developments along side it. Players acquire points for the cards they lay and for producing and consuming any of the four types of goods, represented by cards laid face-down on production worlds, then removed during the consumption phase in exchange for more cards or for points. The game ends when the supply of victory point chips is exhausted or when any player lays his 12th card.

In a turn, each player simultaneously chooses a role from the seven options: Two “explore” roles that allow for card draws; a “develop” role that allows a player to place a development card by discarding a certain number of cards from his hand; a “settle” role for placing a world card in the same way; “consume-trade,” where the player trades in one good in exchange for more cards, then consumes the rest (if he has cards with consume powers on the table) for victory points; “consume-x2,” where the player consumes goods for double points; and “produce,” where each empty card with a production ability produces exactly one good. All players use all selected roles in that round, but receive some extra ability or bonus for the roles they chose themselves – for example, the developer can develop at a cost of one fewer card than the regular price.

Nearly all cards bring some special ability to the table. Some cards allow the player to consume a good for a specific gain – usually a victory point, a new card, or one of each, with a handful of cards offering higher bonuses. Others take a point off the cost of developing or settling a world, or give the player a card draw when he does so. There are “windfall” worlds that only produce goods when the player chooses to be the producer or if the player has another settled world or development that has a windfall production power. So when players have 10-12 cards down, there’s a lot to track, and I’ve found it’s easy to overlook a bonus you might have on one of your cards.

If all players have some experience with the game, it’s going to move fairly quickly. But the first drawback to the game is that it takes many plays to learn the game’s strategy, because you can’t map out a strategy if you don’t know the cards well, and you have to play several times to get to know the deck. I downloaded a free version with strong AIs and played at least 20 games (they take a few minutes), after which I knew the key cards for the two main strategies I use. That’s a lot to ask a newbie to do, especially one who’s playing for fun rather than with the goal of reviewing it. And without those games on the computer, I doubt I would have grasped some of the badly-written rules as quickly as I did. (It’s also extremely helpful to have the computer handle the scoring and keep track of Consume powers for that phase.) The cards also express their abilities in icons unique to this game, which seems to be a frequent criticism in online reviews, although I thought they were pretty straightforward once I learned them (and it’s fair to say that learning them is a time commitment not everyone will want to make).

The second is that there’s one strategy that will win the majority of the time, pointed out to me by Tim K. – the produce/consume-x2 strategy. Beating it requires a fair amount of luck in card draws; I’ve won with a military strategy twice, but needed to nail a couple of key cards to pull it off. There are many more production and consumption cards in the deck, meaning a produce/consume-x2 strategy is more flexible and more likely to work, especially if no other player tries it. (Your strategy choice is somewhat set by your start world; if you get the military world New Sparta up front, you’re at a disadvantage if you want to try the produce/consume-x2 strategy.) I’ve read descriptions of Trade and Develop strategies, but I think the extent of luck in card draws required to pull those off must be very high. And if another player shoots for produce/consume-x2 using low-cost blue good cards, he’ll probably finish before the Develop strategy can lay its first big-bonus development.

With some of your recommendations for Race for the Galaxy and its very high rating on Boardgamegeek (#13 as I write this), I was predisposed to like the game, but the combination of high randomness in card draws and high complexity in resolving consume phases doesn’t validate the high ranking. San Juan is simple when compared to this, and I understand that it’s too simple for some people, but the simplicity means that the randomness of card draws has a much lesser effect. Everyone has the same fundamental strategy because San Juan doesn’t allow for as much variation. Race for the Galaxy gives you the variation and thus the multiple strategies, but one strategy can rule them all, and keeping track of all those abilities and bonuses starts to feel a little like work. It’s good, better than most games out there, but I have high standards and Race doesn’t quite meet them.

Catan app.

My latest column for mental_floss, a conversation with prolific board game designer Reiner Knizia (the man behind my favorite two-player game, Lost Cities), went up today.

Settlers of Catan remains the top board game on my rankings, even though it requires at least three players; it’s a great game that has simple mechanics, requires players to plan and have a strategy, includes mechanisms to reduce the odds of one player routing the others, and has helped forge a new segment in the U.S. board game market. You can’t overstate its value.

The Catan iOS app costs a reasonable $4.99, with colorful and slightly goofy graphics and an AI good enough to help you learn the game or pass the time, but no AI player strong enough to challenge an experienced player on a consistent basis. The app allows you to play two or three AI players, or to play another person who’s sitting with you, but lacks an online play option. The developers just released the first in-game expansion, Seafarers, today, and I purchased it but have yet to download it.

The Catan app itself works well if you fine tune the options to speed up the graphics and reduce the fake chatter from AI players. The app provides statistics on dice rolls and resource gains for all players, so you see for yourself that the computer wasn’t cheating when it made you roll a 7 when you had 13 resources and were about to build two cities and win the game. The map itself is extremely clear even with the colors and textures on the various tiles, and you can zoom as needed.

On your turn, once the die roll occurs, you click a somewhat-hidden menu buton on the right side of the screen to pull up your options: Build something, buy or use a card, initiate a trade, go to settings, or pass the dice. Building is straightforward, and only items you can build are highlighted, although it would be simpler if it snapped right to the first thing you can buy. Buying a card is simple, but using one requires scrolling to the right until you find the card you already have, at which point the question mark (for a description) changes to a check mark.

The trading engine is simpler to use, and AI players do make frequent trade offers. There’s also an option to decline all trade offers until your next turn, which can be useful when you’re receiving a slew of offers for a resource you know you won’t trade at any likely price. The trade engine screen presents all five resources in a row in the center, and you slide up or down depending on whether you want to give or receive a certain resource in the trade.

The game comes with a half-dozen or so AI players that vary in overall skill and in style of play, some aggressive, some focused more on building internally. But no AI player does much in the way of blocking the human player’s strategy, and they all have a tendency to hold resources too long – I’ve won a few times when the AI players each had 9-13 resources, and there had to be something they could have built with those resources to gain some points.

The Seafarers app doesn’t seem to have added any new AI players, and the game requires that you play a few of the basic scenarios before unlocking the Seafarer ones, even though I’ve played the First Island numerous times before buying the expansion. I’ll report back on that once I’ve had a chance to play it a few times.

I’d recommend the Catan app to anyone who’s been listening to me rave about the board game for years but hasn’t had a chance to try it, and I’d recommend it to anyone looking to improve his play. For me – and I am far from an expert at Settlers – it’s more of a fun diversion, not as challenging as some other apps I’ve tried but still fun, probably because I enjoy the underlying game so much. The fact that they’ve issued a major expansion also gives some hope that they’ll continue to develop for it, adding new features and maybe other expansions or AI players along the way.

Forbidden Island.

Forbidden Island is another cooperative board game by Matt Leacock, designer of the fantastic cooperative game Pandemic (reviewed earlier this month), with similar mechanics and a similar goal. It’s more visually appealing than Pandemic, coming in a tin box rather than cardboard with nicer artwork on the island tiles, but is a little simpler to play and definitely simpler to win, making it a better family game than Pandemic but perhaps a little less challenging for a group of 3 or 4 adults.

In Forbidden Island, two to four players take on adventurer roles to capture four relics on the titular island and attempt to escape as a group before the island sinks. As the game goes on, the water level rises, making certain tiles flood and, if they flood again while already flooded, sink permanently, after which they’re removed from the game; players must therefore choose between capturing relics and running around the island restoring flooded tiles.

The island itself varies in each game, similarly to Settlers of Catan – the set of tiles is drawn randomly to build a 3-4-5-5-4-3 island, and no fixed position for any of the nine critical tiles, the tile required for departure and the eight tiles for the four relics. To capture a relic, one player must possess four cards showing that relic (within the hand limit of five cards) and then move to either of the two tiles with that relic on their corners, using one action to take the relic. When the team has captured all four relics, the players must all go to the departure tile and play a special Helicopter Lift card to lift all four players off the board and into victory.

On each turn, a player has four actions to use, including moving to an adjacent tile, restoring (“shoring up”) a flooded tile adjacent (horizontally or vertically) to where he’s standing, giving a card to another player on the same tile, or playing four cards to capture a relic. Diagonal moves are prohibited, so most of your actions will go to moving around the island, with a fair amount of thought going to positioning yourself for future moves. But because the board is fairly simple to navigate, it doesn’t have the same critical-path modeling feel as Pandemic, which may be good or bad depending on your point of view. I prefer Pandemic’s operational complexity; your mileage may vary.

Each player plays one of six roles giving him special abillities. The Engineer can shore up two tiles for a single action. The Pilot can use one action each turn flying to any tile anywhere on the island, regardless of its distance from his starting point. The Explorer can move or shore up a tile diagonally. The Messenger can give a card to another player even if they’re not on the same tile. The Diver can move through multiple flooded tiles or even the empty spaces where removed tiles sat for a single action. And the Navigator can move another player up to two adjacent tiles for a single action to set him up for his next turn. The key to winning is, of course, figuring out how best to use the special abilities of all players, using them as often as possible; most roles are helpful although the Diver isn’t as useful as the others in a two-player game.

A few island tiles are flooded at the start of the game, and each player completes his turn by drawing two to five cards from the Flood deck. Each Flood card shows an island tile; when a player draws an island’s card, he flips the tile over to show that it’s flooded or, if it’s already flooded, removes it from the game permanently. As in Pandemic, several times during the game, the stack of used (played) Flood cards is shuffled and placed back on top of the Flood deck, so an island that has already been flooded is going to be flooded repeatedly as long as the game goes on. The timing of those shuffles depends on when the Waters Rise! cards are drawn from the master Treasure deck that includes relic cards and five special ability cards: three Helicopter Lifts (move one player anywhere on the island, with no action required) and two Sandbags (shore up one tile immediately, also for no action). A player draws two Treasure cards at the end of her turn, discarding if she’s over five cards in her hand.

There are several ways to lose Forbidden Island, although we only lost via one method. You lose if both island tiles that show a particular relic sink before you capture it, thus leaving you unable to do so. You lose if the departure tile sinks. You lose if an island tile sinks with a player on it and he’s unable to swim to an adjacent tile because those have already sunk. And you lose if the water level rises a certain number of times – nine times if you play the Novice level or just six times if you play at Legendary level. We lost when the departure tile sank too quickly for us to shore it up because we drew Waters Rise! cards on consecutive turns; other than that, we played up to the Elite level (one below Legendary) and finished the game with plenty of time left on the theoretical clock.

The relative ease of winning with two players didn’t make the game less fun to play, but it wasn’t as challenging or frustrating as Pandemic. I prefer the higher level of difficulty, even though I can still say “Bogota” to my sister and her husband they’ll remember exactly which session of Pandemic I mean and how aggravating that loss was. If you’ve played neither game and want to try the cooperative concept, Forbidden Island is under $13 on amazon, or about half the cost of Pandemic, making it a great introduction to this style of game and this designer’s mechanics.

Thanks to a reader recommendation, I’ve set up an amazon.com aStore that includes all board games I’ve recommended and that will eventually include the entire Klaw 100 (I think I’ve added 30-35 titles so far). It’s also linked permanently on the Amazon link above.

Jaipur (game).

If you missed it yesterday, I chatted right after the Hall of Fame announcement.

Back in July when I complained in my review of Lost Cities about the shortage of good German-style two-player games, two of you recommended the card game Jaipur, an Indian-themed trading game with a solid mix of luck and strategy. The recommendation was spot on, as it’s one of the better pure two-player games we’ve tried, not quite as good as Lost Cities but perhaps our second-favorite in that category.

In Jaipur, each player is a trader looking to collect and sell cards of six different types of goods, ranging from jewels to leather. Each good sold brings in a token worth 1 to 7 bonus points, with the first goods of a type sold within a round worth more than the same goods sold later. But there are also bonuses for selling 3, 4, or 5 goods of one kind in a single transaction, so there’s a tradeoff between selling early to get the best goods tokens or waiting to collect more cards and receive a bonus for a larger trade. There’s also a 5-point bonus for having the largest herd of camels (also cards), although camels have some strategic value beyond their points.

Each player begins the game with five cards showing goods or camels, and the market opens with five cards as well, three camels and two randomly drawn from the deck. Players place their camels in a pile in front of them, so they don’t count against the hand-card limit of seven. On his turn, a player may take one card from the market; exchange as many of his own cards (hand or camel) with the same number of cards from the market; take all of the camels from the market at once; or choose to sell goods to the Maharaja (what you’d call “the bank” in other games). The round ends when the deck is exhausted or when three of the six piles of bonus tokens for goods are exhausted.

Because cards are drawn from the shuffled deck, there’s a relatively high degree of randomness involved in Jaipur, and you may go through a round where you just can’t get cards of a certain good – but the fact that there are more cards of each good in the deck than there are tokens of that good on the table mitigates that and allows you some flexibility. We found that there is a strong strategic element to Jaipur, including deciding when to sell and how many to sell, when to go for a bonus and when to try to steal the highest tokens out from your opponent who might be collecting the same good, and when to exchange several cards even though doing so may restock the market for your opponent. It’s light strategy, but enough that there are clearly better and worse ways to play the game, and on every turn you’re thinking about your options or watching what your opponent is taking so you know what she’s collecting and what cards are left in the deck.

Jaipur, like Lost Cities, is also extremely compact, with just the single deck of about 60 cards and a handful of tokens that you could just throw in a zip-top bag, so I imagine it would travel well. Even in the box, it’s one of the smallest game packages I own. If you care about graphics and art, everything’s done in bright colors and the images are appealing in a cartoonish way, although I would gladly play this game with bad art and dim colors.

I interviewed Reiner Knizia recently for an upcoming mental_floss article, and brought up my affection for his game Lost Cities. He said many people call it “the spouse game,” because in many couples you find one game-player more serious about gaming than the other, but Lost Cities seems to sit perfectly in between those two poles. That’s not the case in our house, as my wife likes about 90% of the games I like, but I love the “spouse game” description because it gives such a concise description of where Lost Cities and Jaipur are on the strategy scale. I’d still recommend Lost Cities first, but if you liked that and are looking for another game in the same general area of strategy, ease of learning, and fun, I’d recommend Jaipur for your next two-player purchase.

Ingenious app.

I’m starting to feel like the president of the Reiner Knizia Fan Club, as I’ve raved about two games he designed, the card game Lost Cities and the Samurai app (an adaptation of a board game he published in 1998). I’ll now do the same about the app for Ingenious, another award-winning board game that is a perfect candidate for adaptation because the machine can ensure the scoring is done accurately. And since Ingenious plays very quickly, it’s become my go-to app when I know I have just a few minutes for a quick game. (As of December 2025, the app is gone and there’s no official replacement.)

Ingenious is an abstract game, meaning there’s no theme or graphics, just a large hexagonal board made up of smaller hexes, with six per side. Each vertex is filled with a single color, each color unique (that’s six colors for the Jack Morris voters in the audience). Players place two-hex pieces on the board – most contain two colors but some contain two hexes of the same color – and receive points for placing them adjacent to the same colors on the board, including any pieces beyond the immediate piece that extend out in a straight line from the piece the player just placed. Points accumulate in each color, so each player has six separate scores.

The twist, however, makes the game … well, I’ll call it clever. The winner is the player with the best “lowest” score among his six. If you neglect one of the six colors, you’ll lose. There is some benefit to maxing out a color at 18 points, as you get a bonus turn after doing so, but chasing 18s may leave you too unbalanced and you can absolutely win a game without reaching 18 in any color even if your opponent does.

For example, in that screenshot above, the player has a tile with red on one half and purple on the other. If he played that tile in the one open space on the top right with the purple side at the top, he’d get four points in purple (adjacent to two tiles, each of which extends out in a straight line for one more tile) and four points in red (adjacent to the top-left red tile, adjacent to the tile below that plus two more extending down and to the right in a straight line). And since red is his lowest color, that’s probably his best play.

The Ingenious app plays just two players and has no online component, but the AI has three levels and is very competitive, with the hardest level considering what you need in late-game moves and blocking you if possible. There is a solitaire mode which I haven’t played (I’d much rather play an AI opponent than a modified game for solo play).

My only real criticism of the app is that rotating tiles can be a little tricky. To move a tile into place, you just drag it, which works fine, but to rotate it, you have to make arcs around the tile, which only works well if the tile is well away from the bottom edge. If you’re placing it towards the bottom of the board, it’s better to press and hold on the tile until it pops to the foreground, rotate it there, and then drag and place. It’s a minor nuisance overall for a very simple but consistently challenging app.

I’ve never played the original board game Ingenious, which appears to play up to four players, but would be curious to hear any of your thoughts on it and how it differs with more than two players.

Pandemic.

After receiving a number of recommendations from readers and questions about it from others, I asked for and received the cooperative board game Pandemic as a Christmas gift from my sister and brother-in-law. (One benefit to this new interest in board games: Family members who complained that they never knew what to get me for Christmas or my birthday now have something to get me.) I can’t compare Pandemic to other cooperative games, as it’s the first one I’ve played, but it is a fun and very challenging game that had the four of us playing till 1 am the last few nights while dropping our share of F-bombs along the way.

In Pandemic, two to four players form a team fighting four simultaneous regional pandemics of diseases denoted by different colors – blue in the U.S./Canada/Europe, yellow in Latin America/Africa, black in the Middle East and south Asia, and red in east Asia. When the game begins, you draw Infection cards for nine cities that will contain cubes representing infected populations, with those cities containing one to three cubes apiece. More cities gain cubes as the game goes on, and there will be four to six new epidemics that create three-cube infection cells in new cities while adding cubes to cities that already have infections.

The players begin at the CDC Research Center in Atlanta and must work to cure all four diseases while preventing them from spreading to the point where they trigger one of the end game conditions – running out of cubes in any color, or experiencing an eighth “outbreak,” where a city with three cubes already is hit with another one. A player can cure a disease by collecting five cards in that disease’s color (there’s one card for every city on the board, with the corresponding color) and turning them in while standing at any Research Center. Players can build other Research Centers besides the one in Atlanta for easier mobility.

On each turn, a player can take four actions. An action can include moving from one city to an adjacent one; playing a city card to move to that city; playing the card of the city he’s on to move to any city; moving from one Research Center to any other one; treating (removing) one cube in the current city; passing a card to or taking a card from another player as long as both players are in the city on that card; or building a research center if he’s in a city and plays the card of that city. But each player has a role that makes one of those actions simpler; the Medic, for example, can treat all cubes in the city he’s in with a single action.

The complication, of course, is that diseases spread. The deck of cards contains four to six Epidemic cards that speed the spread of the four diseases, and reshuffle all the Infection cards you’ve already used to place cubes on cities. Thus cities that have already come up in the deck and received cubes will come up again, so players must split their time between collecting cards for cures and putting out fires to avoid outbreaks – especially since outbreaks can cause chain reactions that can advance you to endgame very quickly.

We played the Normal game with five epidemic cards and still found it extremely difficult. Even with four players working together, we won just twice in a more than a half-dozen plays, and both wins came just as we were about to exhaust the deck of city cards (the third possible endgame condition). It’s a massive operations research problem, where all four players jointly coordinate the movement and actions of four players to try to most efficiently balance the short-term needs to avoid outbreaks or a cube shortage and the long-term need to cure the disease. You can even choose to eradicate a disease you’ve cured – if you treat all cubes of a cured disease (any player can remove all cubes of a cured disease in the city where his pawn sits with one action), the disease is eradicated and all future infection cards in that color have no effect. But eradication costs actions you may need to use to treat uncured diseases or coordinate with other players to collect cards.

There is some luck involved – you can have a bad combination of epidemic cards appearing close together with a concentration of cubes in cities of one color and see a game spiral out of control unless you’re sitting in that region – but there are enough disparate chance-based elements that it tended to balance out in our plays, so that we generally felt like we had a shot to win every game. The real challenges are coordinating that many players and choosing when you can avoid a short-term problem and go cure a disease, but those were what made the game fun and intense. It’s also a fairly quick play for that many people, about an hour if we didn’t lose early, and very replayable even within an evening because the mix of diseases, locations, cards, and roles differs each time.

There’s also a well-regarded expansion called Pandemic: On the Brink that adds five new roles, a fifth “mutant” disease, and even a way for someone to play the spoiler as the Bio-Terrorist. I haven’t played it, but expect I’ll pick it up in time, since we’ll probably be playing Pandemic quite often.

Reiner Knizia’s Samurai app.

It’s up about $20 from yesterday, but The Wire: The Complete Series is still over half off at $96.49 on amazon.com.

I mentioned the other day that I’ve become extremely addicted to another iOS app, Reiner Knizia’s Samurai, by the prolific designer behind my favorite two-player game, Lost Cities. Samurai is based on a board game ranked in BoardGameGeek’s top 100, but I’ve never played it (I’ll be buying it after the holidays) so my impressions of the app won’t include any comparisons to the original.

The board Samurai includes an island or set of islands representing Japan and broken up into hexes, some of which have one or more icons representing peasants, soldiers (helmets), or buddhas. The object of the game is to capture as many of those icons as possible, but the victory condition is more based on capturing a plurality of each icon type than on the overall total of icons captured – you can, in fact, capture more icons than your opponent in a two-player game and still lose if he captured more in two of the three categories.

You capture an icon by surrounding it with tokens that influence it in your direction, placing one regular (“slow”) token per turn. Your slow tokens include peasant, soldier, and buddha tokens of varying strengths (1 to 4 points) and samurai tokens that influence all icons. You also receive “fast” tokens, of which you can place several each turn in addition to your one slow token; the ronin token is worth one influence point and goes on land, ship tokens are worth one or two points and go on sea hexes adjacent to land, and special tokens allow you to replay a slow token you’ve previously played or to switch two icons on the board to snatch one out from under your opponent’s thumb. When a hex bearing an icon is surrounded on the land side, it is captured by the player whose adjacent tokens exert the most influence. The game ends when all tokens of any single type are captured, or when four tokens are surrounded but uncaptured because of a tie in influence.

Samurai plays very differently as a two-player game versus a three- or four-player game. In the two-player game, it’s much easier to set up your next move or try to force your opponent to make a specific move, as well as to deduce some of your opponent’s strategy. With three or four players, your degree of control is so much less that your moves are more turn by turn rather than part of a larger game-long strategy, since it’s harder to predict what two or three opponents will do before your next move, leading to shorter setups for captures and more thought required in how your one move will push your opponents to do (or not do) something specific. It’s a simple mechanic that plays out in complex ways, yet with short turns still moves very quickly.

The iOS implementation has outstanding graphics and a very clear tutorial to get you started. I’ve found the AI to be very strong, especially in two-player games; in three-player games I’ve run into the occasional less-than-best move (unless I just didn’t understand what the AI was doing) but would never say I’ve had an easy win. Knizia is a mathematician by training, so his games are highly mathematical in nature, and I think that lends itself to stronger AIs because the programmer can model the game more easily. In Samurai, not only does that lead to more optimal moves by the AI, it also means the AI won’t miss a complex opportunity to end the game early by capturing the final icon in one category.

How addictive is Samurai? I had to leave my iPod Touch uncharged at one point to stop myself from playing the game when I should have been packing for our trip. I can’t seem to put it down unless I’ve won at least one game, because often I know I lost because of just one wrong move. I’ll have to pick up the board game, but I have a feeling this will be a top ten board game for me, maybe top five, given how phenomenal the app is. And I’m not the only ESPNer to think so – Jorge Arangure tweeted that he’s a fan too.

I may post again this weekend, but if I don’t get back before Saturday, Merry Christmas to all of you who celebrate it, and please be careful if (like me) you’re out on the roads.

Carcassonne app.

My wife bought me an iPod Touch 4G for Christmas – we exchanged gifts early because we’re visiting family for the actual holiday – and, as you might imagine, the first thing I did was load it up with board game apps. I’ve already mentioned the incredible adaptation of Carcassonne (EDIT: my #1-ranked board game), which I purchased for my wife when she got her own iPod Touch a month ago, but they’ve tweaked the app since then and now offer a higher-resolution version compatible with the iPad as well. If you’re a fan of the original board game, or if you’re interested in all these games I discuss but haven’t had a chance to try any, this is an outstanding app to buy.

Carcassonne itself is a tile-laying game with no actual board; players build the board tile by tile as the game progresses. Players take tiles one by one and place them, with no stored tiles in anyone’s hand. Each tile contains some combination of road, city, and farmland, and the player must place it adjacent to one or more existing tiles while ensuring that any shared edges line up – if the new tile has a road on one edge, it can only be placed next to a tile with a road on the shared edge. Players earn points by placing “meeples” on cities, roads, and farms; city points are doubled when the city is closed (that is, the city walls are complete), while farms only earn points based on how many closed cities they abut. The catch is that you must have the most meeples on any city, road, or farm to earn points for it. The majority of the time that won’t be a problem, but a player can force a merger of two or more structures to try to take over the points that another player might have earned from it.

The iOS implementation is phenomenal. The graphics are dead-ringers for the board game, but also bright and clear for easy reading on the small iPod Touch screen. Placing tiles is intuitive – slide into place, tap to rotate, click and hold to relocate. Any legal placement for the tile is shaded so you can survey your options much more quickly. Once you’re happy with where you’ve placed the tile, click on the meeple in box on the right, after which you’ll have the option to place the meeple in any legal spot on that tile. Areas on the board that can’t be filled by any remaining tile are covered with a large X. Most impressive is the easy screening – the zoom level will change automatically as the board expands, and you can modify it manually if you want to see more or less of the board.

The app comes with nine different AI players – two each at easy, hard, evil, and “weird” levels, plus a simple AI I haven’t tried. There are even local ELO scores, so you can watch yours increase if you beat either of the hard AIs. The easy players are not awful or stupid and won’t make moves obviously against their own interest, but aren’t quite as aggressive about trying to horn in on cities and farms you’ve already created. I’ve found the hard players to be an ideal challenge – beatable, but only with effort, which is all you can ask from what is essentially a spreadsheet and a decision tree. And the game’s mechanics, with tiles appearing in random order, mean that playing the same AI doesn’t get old as quickly as it might in other games.

The app also includes multi-player capabilities, both locally and over the Internet, as well as a solitaire version I haven’t tried. The only thing it’s missing right now is the ability to play with any of the board game’s numerous expansions, but the developers have said for some time now that they intended to work on adding those as in-game purchase options once this month’s major update (including iPad compatibility) was released. I imagine the AIs will require some tweaking for certain expansions that alter or enhance the point-scoring rules, but either way look for the game to continue to improve over the coming months.

I’ll review some more apps over the next week, but the next one will be a Reiner Knizia game, Samurai, that has proven similarly addictive and is faster to play than Carcassonne. And apparently my colleague Jorge Arangure is just as hooked.

More from Dominion designer Donald X. Vaccarino.

By now you’ve probably seen my piece on the Zack Greinke trade. I want to thank all of you who’ve reached out to me to comment on the section on Greinke’s battle with anxiety disorder. I have been bothered by the way Greinke, Joey Votto, and other players with mental illnesses have been depicted, and this seemed like the appropriate time to discuss it.

I talked via email to Donald X. Vaccarino for last week’s mental_floss article on the making of his hit game, the Spiel des Jahres-winning Dominion, but ended up with far more material than I could use in that one piece. Here’s some bonus footage from the email exchange, covering some game details like cards, strategies, and which expansion to buy first. (Anything in bold/italics is mine; the rest is Vaccarino.)

Anything specific about the game that you love?

Dominion has a really nice solution to a classic game problem – or rather, a classic problem of the kind of game I tend to make. You have games where you play a card with a rule on it each turn, and it sits around in play for the rest of the game. And there are say four players. So after five turns, there are twenty cards in play. It’s impossible to pay attention to everything, to even make sure the rules are being followed. And well there are several things you can do to address this problem. Dominion’s solution is to hide away those cards in your deck. This is just a great solution. It drastically lowers the complexity of the game in this trivial way. Of course it’s not a solution I can generally use, without the game ending up as a Dominion variant.

How about your favorite cards?

My favorite cards from each set so far, as of this moment: Throne Room, Pawn, Smugglers, Apprentice, Peddler.

Thoughs on the so-called Chapel strategy?

Chapel is a powerful card; probably no other card will get to be as powerful for its cost. This was not a secret when working on the main set; I felt that the card added a lot to the game and was worth doing. The differences between it costing $2 and $4 were small, and favored it costing $2.

Note: The Chapel strategy involves using Chapel cards to strip down your hand so you’re running a very small deck stacked first with Silver and later with Gold cards, so you can buy a Province card on nearly every turn. It’s controversial because it’s you’re deck-destroying while you’re deck-building, and it can be tough to defeat without certain Kingdom cards available to opponents.

Recommendations for rookies?

For new players I recommend having a strategy, and not neglecting treasures.

Which expansion should people buy first?

Intrigue was specifically groomed to be the first expansion. I’d get it first. If for some reason you don’t want it, get Seaside (53% off at amazon right now) first. Both sets are simpler than Prosperity and Alchemy. I expect Prosperity to be more popular, but the changes it makes to the game are more exciting when you’ve already played the game without them for a while.

Coming Monday: My review of Harry Potter and the Deathly Hallows, Part One.

Rivals for Catan.

Amazon is still running several $1.99 album download deals, including Roots’ How I Got Over, The Walkmen’s Lisbon, and Spoon’s Transference. I bought the first two but have only listened to each part way so far. Reviews to come at some point in the indefinite future.

Settlers of Catan may be my #1-ranked boardgame, both for the game itself and its importance in board game history, but it has one glaring flaw: It requires 3 players. Since my primary gaming partner is my wife and my daughter is too young for Settlers (and in bed by game time anyway), we use the 2-player games we own much more often. Klaus Teuber, the designer of Settlers, sought to remedy that several years ago with a two-player card game simply called Catan, but it got mixed reviews for longer game play and some frustrating rules that made it harder to develop any sort of strategy.

Mayfair Games just released the update to that two-player game, now called Rivals for Catan, that streamlines the play, making games shorter and reducing the possibility of massively negative in-game events. The artwork is noticeably improved and the cards are (mostly) easier to follow. What has not improved, however, is the luck/strategy ratio, which means that it remains hard to play this game with any sort of plan or design in mind unless you tweak the rules yourself or re-use the “tournament” rules from the original card game.

The basic structure of the game is the same as it was in the original edition. Each player starts with a set of cards representing his principality: Two settlements connected by a road, with six regions, each representing a specific resource (the five from Settlers, plus gold) and bearing a unique number from one to six. On each turn, the player rolls a single die to determine which resource(s) each player receives. Players can expand their principalities by using resources to build roads or more settlements, or to upgrade a settlement to a city. There is a small deck of event cards that are used when either player rolls the event die and gets a question mark (on just one of the six sides, rather than two as before), and forty-odd expansion cards that include buildings to add to your principality, military units that give you strength or skill points, and action cards for single use that allow you to do things like fix the die roll or choose which regions you’ll get when you buy a new settlement. The expansion cards are in several face-down decks, and each player holds three to five cards in his hand, drawing at random from the stacks (unless he pays two resources to look through a stack for a specific card).

There’s a new “basic” game that uses just those cards and features described above and has a victory condition of seven points. It’s a complete waste of time unless you need to play once to learn the game’s mechanics. It’s over extremely quickly and is almost entirely based on luck, since players can’t pay to sift through a stack when choosing a card. The game comes with three “theme” decks that add several simple rules as well as a few new event cards and twenty-four expansion cards (buildings, units, action cards) to allow for a little more strategy, but you’re still dependent on the cards you draw unless you want to pay two resources every turn to exchange one of your hand cards for one of your choice from any deck.

One thing I’ve learned from playing and researching board games and discussing them with all of you is that each player has his or her own ideal luck/strategy balance, and there are games all along the luck/strategy spectrum to suit you no matter your tastes. The current rules structure of Rivals for Catan has too much luck for me, but with one of the theme decks there is certainly some strategy (garnering resources, pursuing certain points bonuses) and I think that underneath this game somewhere is a better strategy/luck balance.

The rules indicate that an expansion pack is coming in 2011, restoring the “Tournament rules” (where you build your own deck, choosing cards from the original set and one theme set) from the expansion pack to the original Catan card game, which gives the game more of a Dominion-like feel and shifts control back to the players. Those rules are still available on the Catan site and are easily adapted to work with this game, but without them, you’re relying too much on dice rolls and card draws for this to approach the degree of strategy involved in the core Settlers game, let alone that in little-or-no-luck games like Puerto Rico.