Proving Grounds.

Proving Grounds is a solitaire dice-based game with a peculiar mechanic around re-rolling, giving you sixty seconds to settle on your rolls and then matching them up to the six enemy cards your character is currently fighting. It’s a fun little distraction but ultimately I don’t think it puts enough strategy or power in your hands to mitigate the randomness of the dice rolls and the restrictions around rerolls.

There’s a complicated back story to Proving Grounds, which comes with a novelette that gets into it, but it’s immaterial to the play itself. Your character faces six enemies at a time and must try to defeat eight enemies – they get replaced when you kill one – before taking five ‘wounds’ from all of your enemies. Enemy cards have battle tracks up their right sides that spell out how many dice and in what combinations you need to roll to hit them, moving the battle marker up one spot on the track. If a battle marker on an enemy reaches the top spot, you have defeated that enemy and get to remove that card from the game, replacing it with the next card from the enemy deck.

You start the game with eight dice to roll, and in each round you get sixty seconds to roll and re-roll until you get a result you like or the timer runs out. (Renegade has an app that includes a timer and lets you track how many enemies you’ve defeated.) When you roll the dice, you group them into sets by value. You can re-roll any set of dice, but if you have a single die with a particular value, you can’t re-roll that unless you end up matching it by re-rolling some other set. You can keep re-rolling sets and regrouping the dice, but you roll complete sets at once and you can only roll one set at a time.

When you’ve finished rolling, you assign each die or set of dice to the card in that value’s slot around the board. For example, if you have three dice with the value of 1, those dice go to attack the enemy in slot #1. If you have enough dice to meet the criteria in the next spot up the battle track on that card – usually a minimum number of dice, occasionally an extra criterion to have at least one nonwhite die – you may move the marker up. If, however, you have only a single die with that value, you move the battle marker down one slot. When the battle marker reaches the bottom spot, you sustain a wound, moving the wound marker down on its track, then restoring the battle marker on that card to its start position. This feature informs your re-rolling strategy, as you will want to try to avoid creating singles for any enemies with battle markers one spot above the bottom.

Some enemies have other unique features on them. One card’s battle track works in reverse – singles move the battle marker up, sets move it down. Most of your dice are white, but there are green, purple, and yellow dice as well, and some cards count those as two dice apiece, both for purposes of determining whether to move the marker up or down (one die that counts as two thus also counts as a set) and for determining whether you have enough dice to move the marker up the battle track.

When you sustain a wound, you take one die and place it on the top spot on the exhaustion track, which has three spaces on it (although you can stack dice on any space). At the end of each round, you move dice on that track down one space, so after a die has spent three rounds on that track, it returns to your pool. The health track also has additional dice you gain after you’ve sustained three or four wounds, helping shift the odds a little in your favor.

The best part of Proving Grounds is the timed feature: the added pressure of the timer makes the decisions of whether to continue rolling and which sets to re-roll feel more fun, like a real-time quiz or puzzle, and creates the possibility that you’ll rethink certain decisions after the round ends. But the game is overly dependent on the luck of the dice, and once you have a single, it’s not that easy to get rid of it in the base game or some of the additional modules that come with it.

Those modules tend to increase the game’s complexity while shifting around some of the balance of the game. One gives you a dragon die that has five sides that are beneficial and one that requires you to reroll all of your sets. Another includes chariot cards that will ‘activate’ unless you place the required dice on them, raising the level of difficulty. The Inspiration module gives you a single card with a power you’ll keep for the entire game. They’re all tweaks to the base game that add complexity and change strategy, but I don’t think any does enough to mitigate the randomness at the game’s heart. As solitaire games go, it’s probably just good enough to recommend, but is behind other solo games I like more, such as Coffee Roaster, Friday, Onirim, or even Aerion.

Patchwork Doodle.

Patchwork is one of my favorite two-player games, and is probably the forerunner of all of the polyomino (Tetris shapes) games that have been flooding the market in the last year. Patchwork only plays two, and there’s very direct competition for the game pieces, each of which is unique, you use to fill out your 9×9 board, as well as specific rewards on a progress track that also serves as a sort of timer to restrict the length of the game. Designer Uwe Rosenberg has since created a line of polyomino games in the same vein as Patchwork, but that allow up to four players and run longer, including Cottage Garden and Indian Summer, while he experimented with mechanics like how players select their tiles; they’re good, but Patchwork is still the king.

This year saw Rosenberg bring out two new flip-and-write titles in this subgenre, Patchwork Doodle from Asmodee imprint Lookout games and Second Chance from Stronghold. I have both and have played Patchwork Doodle a bunch of times already; it does a solid job of bringing part of the Patchwork experience to more players (the box says “1 to 6+,” but the maximum is really ten players), but the game is also very streamlined and there’s zero player interaction, so it’s more of a brand extension than a sequel or a reimplementation.

This is a flip-and-write game, which means there’s a core deck of cards, and players will use those cards to write on their individual scoresheets. Each player here gets a sheet with a blank 9×9 grid, and gets one of ten unique start cards (which is why I say you can play with up to ten people), each of which shows a shape that will cover seven squares. You can fill in that shape anywhere on your board – I tend to do it somewhere in the middle, as placing it on an edge risks creating some hard-to-fill areas right out of the chute – before players take their first turn. The game itself comprises three rounds, and players will get to fill in eighteen more shapes across those rounds, scoring after each round, and possibly using any or all of their four special powers across the game.

The cards show more polyomino shapes, as you’d expect, although this time they’re not all unique. You start the game by flipping the top eight cads from the deck and creating a circle, placing the start token anywhere on that circle, and then having one player roll the die to move the token. The die lets you move the token 1, 2, or 3 spaces on to a card, which all players then get to fill in on their grids, after which the card is removed from the game. You do this six times in a round, after which you stop to score, saving the two unused cards to start the next round, when you’ll draw six fresh cards to bring the circle back to eight. In the last round, you’ll stop after the fifth card is used, and every player can choose one of the three remaining cards to fill in on their grid for their final move.

Patchwork Doodle components

Some example cards and player sheets

Players also have single-use powers they can bust out at their discretion over the course of the game. One lets you fill in a single square rather than using the card for that move. One lets you choose to use either card adjacent to the one with the token on it, whether one space ahead or one behind. One lets you make one straight-line cut to the polyomino shape on the card into exactly two shape, after which you fill in one of those shapes (but not both) on your grid. The last power just lets you reuse one of the three powers you’ve already used.

Scoring is a little confusing at first, although everyone I’ve played with got it after a round or two. When a round ends, you identify any completed rectangle on your grid, and then score one point for every space in the largest square inside that rectangle, plus one more point for every row outside the square. So if you had a 4×6 rectangle completed already, you would score 18 points: 16 for the 4×4 square, plus 2 for the additional rows that were in the rectangle but not the square. It’s just not intuitive, but the way the game plays out, it starts to make sense both for strategy and from a design perspective – the scoring absolutely affects where you choose to place your shapes.

After the last round, you score the largest square inside your chosen rectangle, then subtract one point for every space you didn’t fill in at all over the course of the game. You add up your three scores from the rounds, subtract that penalty, and that’s your final score. Games take 20-25 minutes, really depending on how quickly players choose which areas to fill.

There is zero player interaction here, which is true for most roll- or flip-and-write games, but you aren’t even competing in game-end scoring categories like in games like Welcome To; Patchwork Doodle is very much a solitaire game where you compete at the end of the game. Also, the box comes with six colored pencils that are kind of useless, so I recommend you gather your own before playing. It’s very portable – I just took it on vacation with my girlfriend, only to have her trounce me by filling in all but 5 squares on her grid – and easy to pick up once you grasp that square-in-rectangle scoring, but I would still suggest the original Patchwork if you’re going to play with two people.

Curios.

Curios, which will be released this week at Gen Con, is a fun trifle of a deduction game, playing two to five players in a very quick little game that asks you to bet on which of four ‘artifacts’ will prove most valuable based on the cards in y our hand and those you see. It’s a clever little idea that could probably have been built into a more significant game, but instead it’s a fast-playing filler.

The heart of Curios is a deck of sixteen cards in the four colors of the artifacts, showing the values 1, 3, 5, and 7 for each. Regardless of player count, the dealer sets up the game by dealing one random card from each color, face down, next to each artifact’s card, which will be the value of those artifacts when the game ends. Each player then gets some cards at random to start the game, the number depending on the player count, and will then place their tokens on each of the artifact cards to claim artifacts based on the values they deduce from the cards they hold and others revealed during the game. Once the supplies of two of the four artifacts are exhausted, the game ends; the four hidden values are revealed and players add up the values of the artifacts they’ve collected during the game.

Where the game goes a bit awry for me is in the way the players claim those artifacts. Each card has columns with one space, two, three, and four columns (two); to place your tokens on a card, you must fill the leftmost empty column. You start the game with five such tokens, so you run out of ways to bid on different artifacts very quickly in each round. When you fill a column on a card, you take one artifact of that color; when all players have placed all of their tokens (or can’t place any more), the player with the most tokens on each card gets a bonus artifact.

At the end of a round, each player may choose to reveal one of their hand cards and gain an extra token for the next round. The benefit of having an additional token probably justifies doing this, although by revealing a card you share useful information with other players; in a five-player game, you only get two cards apiece, so it may make more sense to hold one back there than in a two-player game, where you each get four cards. Regardless of player count, the way the columns work means you find it very hard to ‘bet’ on more than one artifact in a round, which means that you end up with a lot of luck involved in every game – maybe too much in a game of deduction, especially with five players. I think it’s ideal with three, and it works as well with two because you set up a neutral third deck of the remaining four cards and reveal one each round, and it’s pretty portable, so as a quick filler game for travel that can introduce novice players to deduction games, it’s fine, but I prefer deduction games that rely more on your mind and less on luck.

Reef.

Emerson Matsuuchi has come on the gaming scene with a bang the last couple of years thanks to the trilogy of games under the Century banner, beginning with Century Spice Road, which is – and this is generally a compliment – a great game to try if you like Splendor. In between the release of Spice Road and the second Century game, Eastern Wonders, he also released a very light pattern-matching game called Reef, which is a fun trifle of a game that I think is a great game to play with younger kids or folks entirely new to gaming.

Reef’s setup and components are themselves quite simple. The game comes with coral pieces in four colors, and you use a fixed number depending on how many players are playing. Each player has a 4×4 board, and begins with one coral piece of each color, arranging the pieces as they wish on the four central spaces. There’s a deck of cards with two coral symbols on top and some sort of pattern on the bottom that you’ll try to match. You begin the game with two cards, dealt to you at random, and then there are three cards out on display.

On each turn, you may take a card from the center of the table, or play a card from your hand. If you play a card, you execute two steps: You take and place the two coral pieces shown on top, and then you can score if anything on your board matches the pattern shown on the bottom. You can stack coral pieces, but the only color on a stack that matters for matching purposes is the one on top – so you look at your board from the top down to determine if you’ve matched the pattern. Regular patterns can include anywhere from one to four spaces, and may require you to have one or more stacks of specific heights. For example, it might require you to have two stacks, diagonally adjacent to each other, of height two with purple coral on top. You can score a pattern multiple times, but each stack can only contribute to one pattern per turn. Although you could potentially score more for certain cards, across many plays we’ve found it’s extremely rare to score more than ten points for any of these cards. (I believe my daughter did so once, and that’s it so far.) There are a few special pattern cards that can score quite a bit more – they give you two points for each stack topped by color X adjacent to your tallest stack of color Y, which can get you up to 16 points (four orthogonally adjacent spaces, four diagonally adjacent spaces).

The cards are well-calibrated so that the colors shown on the top don’t contribute to the pattern on the bottom, which means few if any cards beyond the special pattern cards are objectively more valuable than the rest. There’s a bit of strategy involved in collecting cards that will allow you to build toward a pattern on a card you already have while also letting you score something for the patterns on the new cards, but you’re limited to the three shown on the table and those will often be less than helpful. (You can take the top card from the deck in a blind draw, but have to place one or more point tokens on the lowest-valued card on the market, which is probably a terrible move.) With a hand limit of four, you can’t do too much long-term planning, and you’ll regularly have to change your strategy because the cards don’t cooperate or an opponent took the card you wanted.

The game ends when the supply of any color of coral is exhausted or, less likely, the deck of cards is exhausted. At game-end, each player can then score every pattern on cards in their hand, but only once apiece, so saving cards to try to score more points has a bit of risk involved.

That’s all there is to Reef – if anything, it’s simpler than my very detailed explanation implies – and the game doesn’t vary in practice with the number of players. It plays in a half hour or so, with moves very short and your decisions quite limited in practice; you can put your two new coral pieces on any of the sixteen board spaces, but most of those will make no sense at any given time. The flip side is that the game itself is shallow, pun slightly intended; I don’t see any way to play this with a long-term strategy, so you’re just drifting along with the current, playing the best cards that become available to you. Even holding two or three high-value cards doesn’t make much sense because you can usually score those patterns no more than twice and you need to churn your cards to get the coral pieces you need.

Reef’s pattern-matching should work for pretty young kids – it’s color and number matching, and there is no text reading required whatsoever – with turns short enough to keep them occupied, and stacking the coral pieces is oddly satisfying. Each color has a unique shape as well in case any players are unable to distinguish certain colors. As a lightweight, filler game you can teach and play quickly, Reef works, but I don’t think it’s going to be in heavy rotation for us.

Morels app.

Morels was the first game I reviewed for Paste, over four years ago, and crossed my radar because it was a brand-new, purely two-player game with some positive early press. It’s a great, quick-to-learn set-collection game that was only the second title I’d come across to use the now-popular rolling market mechanic, where you can take the first card or few cards in the display for free, while taking cards further from the start of the queue costs you something. There’s also a push-your-luck element to choosing which sets to collect and which to discard for twigs, the game’s currency, as well as trying to deduce what your opponent might be collecting and deciding whether it’s worth using a turn to grab something they need. It’s been on every iteration of my all-time board game rankings and my top two-player games rankings since I first reviewed it.

Late last year, an app version of Morels appeared for iOS and Android devices, using the original artwork and featuring strong AI opponents – at least, I think they’re pretty strong, since I can’t beat the hard level more than about half the time – for a very strong app experience. If you’ve been looking for a new two-player game and want to try Morels before buying the physical game, or just want a new game app that plays well as a solo vs AI experience, I strongly recommend this.

Morels is a game of mushroom collection, which means a few of my closest friends are already predisposed to hate this game. The deck includes cards of nine different mushroom types, each with a different point value and value in twigs. You can ‘cook’ any set of at least three mushrooms of one type to gain the points shown on those cards by turning in the mushroom cards with a skillet card; if you turn in four, you can boost the value by 3 with a butter card, and if you turn in five, you can boost the value by 5 with a cider card. Basket cards increase your hand limit. You can turn in two cards of any mushroom type to gain twigs, which you then use to grab cards from the market that are beyond the first two (free) spots. The market moves one space to the right on every turn, and if the rightmost card wasn’t taken, it falls into a pile just off the market that can hold up to four cards, which you can also take for free; if that pile reaches four and no one has taken the stack, they’re all discarded for the remainder of the game.

Morels app screenshot

There are two special card types in the deck. Destroying Angel cards are deadly, of course, and if you take one your hand limit is cut in half for several turns. Night cards show the same mushroom types as the regular (day) cards, with the exception of the most valuable cards, the morels, and Night cards are worth two cards of the displayed type – so you can turn in one Night card for twigs, or you can cook one Night card and one Day card of the same mushroom type for points. The catch is that Night cards show up face down, so you take one without knowing which mushroom type you’re getting (there’s one Night card for each non-morel mushroom). Game play continues until the deck is exhausted.

Decisions in the game are quick, but they’re not always simple; you’re working against the constraints of your hand limit, the finite supply of skillet cards, and the hard end to the game – you don’t get a last shot to cook once the deck is finished. I learned more strategy from playing against the AI than from playing against anyone in person, since the AI player nearly always does what it can to grab Night cards, even if it means using all of its twigs, and will generally try to stop me from collecting enough high-value mushrooms – particularly morels and chanterelles – to cook. The hard AI also seems to have good deck awareness, knowing what’s left and also managing end game well enough that I found I had to change how I played to keep up.

I’ve played the app dozens of times with just occasional glitches, and no complaints about game play or the AI. I wish it kept track of total wins/losses against each AI level, but that’s a minor quibble. The graphics are bright and clear, and you don’t really need to be able to read the mushroom titles to play it as a result. Everything you need to know to play the game well is on the main screen, and the challenge is more one of keeping track of things in your head (or I guess on paper, if you want) rather than one of the app making this information harder to find. At $4.99 for iOS or Android it’s an easy recommendation for me.

Arkham Horror.

Fantasy Flight Games just released the third edition of its popular Arkham Horror cooperative game this fall to positive reviews, the first new version of the game since the 2005 edition, with somewhat streamlined rules and four scenarios to play in the base game. I had no experience with the previous versions – the original is from 1987, but Fantasy Flight’s 2005 version is considered a major improvement – but played this version a few times and found it easy to get into once you get past the daunting setup. It’s a co-operative game you can also play in solo mode, and follows the typical format of Lovecraft-themed games where you can die or go insane, but that’s not the losing condition in this edition. The balance here is solid and the format allows you to throw up a lot of defenses to try to give yourselves time to solve the mystery, but if you don’t do so in time, allowing too many horror tokens to pile up, you can still lose the entire game.

Arkham Horror is a Cthulhu game, so you’re going to play investigators trying to find and eliminate Lovecraftian monsters before they kill you or drive you insane, but in this game you can just replace a dead or insane investigator with a new one, losing any extra cards or bonuses you’d accumulated. The board has a different setup for each scenario, with five neighborhood tiles, each comprising three districts, and streets connecting them. Scenario cards tell you where to generate new monsters, place clue tokens, or potentially roll for benefits as you move your investigators around the board. Each scenario has you trying to rack up enough clue tokens to trigger the next phase, eventually winning the game by completing some final task – often beating a more difficult monster spawned after you’ve hit the final clue threshold.

The clues themselves are just tokens, not actual clues; you’re not solving a puzzle or mystery here, but accumulating those tokens while you also try to add cards to boost your investigators. Each investigator has a unique profile of health and sanity points, and gets a specific number of dice for each of the game’s five types of tests, which are measured by dice rolls; you roll that number of dice, and if you get at least one 5 or 6 among all your rolls, it’s considered a success. Investigators can add cards that give them items, spells, and even allies who add more benefits and can absorb some types of damage to spare your main character.

Game turns are simple, although you’ll take so many turns that an entire game will probably run two hours or more. You get two actions, including moving your investigator, attacking an enemy, warding off horror tokens (if too many accumulate, bad shit happens), starting an Encounter in your space to draw a neighborhood card, fleeing from a monster, and so on. You’ll spend most of the game moving to new spaces to either defeat a monster or try to draw a clue, since each game phase is triggered by gathering some set number of clues that lets you flip a scenario card to see the next step, or occasionally to go clear out some horror tokens from a space before they cause negative effects specific to that scenario.

Arkham Horror

Setup takes a while, primarily because each of the base-game scenarios has a unique board, tokens, and monsters, the last of which must be separated out from the complete set and shuffled into a game-specific monster deck. Once you’re rolling (pun intended), though, the game can move along as quickly as the players want to play it; game length is then a function of the storyline and the number of things you have to achieve or collect to get to the next stage. Turns themselves don’t take that long, and combat can be resolved with a couple of dice rolls. (One of the best benefits you can get in the game, from items or allies or spells, is the ability to reroll one or more dice.) If there’s a downside to Arkham Horror beyond its length, it’s that the clues aren’t anything more than green discs – you’re not actually putting together a story or solving any sort of mystery, just collecting good things and avoiding bad things. There is narrative text throughout each scenario, both on neighborhood cards and on the scenario cards that dictate the flow and rules of that specific session, but it’s all window dressing – you don’t need to know or follow any of that story to play the game.

I haven’t played the previous editions of Arkham Horror or the related game Eldritch Horror, but from what I’ve read, this third edition of AH borrows much of the mechanics of Eldritch Horror, and has streamlined this game’s design to reduce some of the randomness – investigator characters start with specific items/spells, the ‘mythos’ tokens at the end of each player turn are a bit easier to predict and plan around – while also giving players four scenarios out of the box instead of one. Those all sound like upgrades to me, at least.

Indian Summer app.

Game designer Uwe Rosenberg has managed to make a reputation for himself with two very distinct genres of board games – very complex, low-randomness games of worker placement and resource collection, often with rulebooks running twenty pages long; and light puzzle games that ask you to fill out your personal board with Tetris-like pieces while achieving certain side goals. I’m not a huge fan of the former, other than his original Agricola, but I like the latter quite a bit, including the first one, the two-player Patchwork. He’s followed that up with the “puzzle trilogy” of Cottage Garden, Indian Summer, and this year’s Spring Meadow. The first two now have app versions – I presume the third is in development – and, since I have the physical version of Cottage Garden, I decided to start with the app version of Indian Summer (androidiOS), and report that it’s pretty good across the board.

The basic move in Indian Summer is to place one of five tiles in your personal queue on to your 8×9 board, which is divided into six segments. The tiles can cover three, four, or five spaces at once, and every tile has a single ‘hole’ in it that allows anything printed on the board to peek through after you’ve placed the tile. When you place tiles to cover an entire segment (12 spaces), you then gain any treasures that appear through the holes in those tiles – berries, nuts, mushrooms, and feathers, each of which grants you some special ability. When one player fills out his/her entire board, that becomes the final round, after which players will get one more chance to play their nuts (#phrasing) before the scoring. You get one point for every space covered, up to 72, and then one bonus point for every nut you have left over.

The treasures are the key to the game, of course. Playing a feather lets you place an additional tile on the same turn. Playing a mushroom lets you place the first tiles in the queues of any two opponents. Playing a nut lets you place a squirrel tile, covering a single space, anywhere on the board. Playing a berry lets you refill your queue from the main supply before the automatic refill that occurs when your queue is empty. You can also trade up that chain at a 2:1 ratio, such as two berries for one nut, or down at a 1:1 ratio, such as one feather for one mushroom.

If you create certain three- or four-hole patterns with the tiles you place, you can place a bonus animal tile that matches that pattern and then score the treasures a second time. Since every board has just one feather on it, this is the obvious way to score a second feather – place tiles in a way that the feather is visible and part of a pattern matching an animal tile. There are even four animal tiles that come with a treasure of their own, one of each type, of course.

The app has run extremely well for me so far and provided sufficient challenge with the AI players to keep me playing. The tutorial could be better – it’s goofy, but didn’t make all the rules clear, especially not with the animal tiles – but I figured out the rules with some trial and error as well as one check in the online rulebook. The colors are fantastic, and using the app to move and rotate or flip pieces is intuitive. You can also easily click to see opponents’ boards, but the app is smart enough to give you a tiny thumbnail so you can see at a glance how close each opponent is to covering all 72 spaces.

The AI skill levels seem to vary by the amount of time the app gives itself to decide on its next move; the hard AI players can easily take ten seconds to decide on a move, which is weird but actually reassuring in a way, as (I assume) the AI player is running through a huge list of potential moves before settling on one. I can beat the hard AI players about half the time, but the main challenge is finishing the board first because the AI players clearly favor that goal, with adding animal tiles their second criterion. It’s easy to get the shaft because an AI player filled out its board and triggered end-game, especially if you were the first player to go, since then you don’t get to place any other pieces beyond the one-space squirrels. I’ve noticed more than one instance where an AI player could have ended the game (I think) but chose not to do so, which seemed suboptimal when it happened – not for me, though, as I appreciated the extra turn.

The app has a great undo function that rolls everything back to the start of your turn, which is great for trying different scenarios out to see what has the best outcome. It seems to follow strict and not entirely necessary rules about using those optional actions; for example, if you’ve played a berry to add tiles to your track, you can’t then decide to play a feather to place two tiles on this turn, which doesn’t make much sense to me. That also means you can’t place a tile, play a berry, then place another tile.

I think I still prefer Patchwork as a game for its simplicity and the pure two-player experience – Indian Summer plays two to four – but this is very solid, and it’s a bit simpler than Cottage Garden too. My lone complaint with the game, rather than the app, is that the scoring is so tight that it does feel like the winner is often determined by the randomness of the draws, both what board you get and what tiles appear when. Since you can’t win if you don’t fill out your board, it’s a bit of a race as well. I’ll keep playing this one but I don’t think it’ll replace Patchwork for me any time soon. It does mean I need to pick up Cottage Garden’s app, though.

Hardback app.

The game Hardback, now available as an app for iOS and Android, is a quirky combination of Scrabble (or perhaps Boggle) and deckbuilders like Dominion, where players draw hands of five letter cards, play them to form the most valuable word they can, and use the coin values on their cards to buy more powerful letter cards from the table. It’s probably much better as an in-person experience, because playing the AI means you’re going up against a dictionary, but I will say even thinking of it as a solo game, since there’s little interaction between players, makes for a fun puzzle to try to maximize your score by building the best deck possible. (Hardback is a prequel to another game, Paperback, that I haven’t played or seen.)

The game is almost as simple as what I described above. Basic cards grant you either one point or one coin. You use coins to buy better cards from the scrolling market; such cards cost 2 to 9 coins, and grant you more coins and/or points as well as all kind of special abilities, some of which are only triggered if you have two cards of the same “theme” (color) in your word. These can include more coin/point bonuses, doubling the value of an adjacent card, “jailing” a card from the market for you to buy later, trashing a card from your hand for an immediate payment of one or two coins, and more. Thus building a deck requires some planning so that you concentrate your purchases in maybe two colors.

You can also flip any card over to its other side and use it as a wild card, representing any letter you want. You get no return for the card (unless you have an adjacent special card that lets you gain a card’s bonus even when it’s wild), but you’re going to do this often so you can complete words, and often make longer ones. You can use coins to buy ink, which lets you draw one card per ink unit – but the catch is that you have to use drawn cards in your word without flipping them unless you happen to gain ink remover from green special cards. So there’s some risk to drawing cards, although the app lets you peek at what’s in your deck, just not the order. Since your deck will tend to be small, you can play the odds a little.

The app is good with a few issues. One is that the hard AI player is just too good, because it’s using obsolete, archaic, and sometimes questionable words (I’ve seen a proper noun or two slip by). There are also many things in the game that should have an undo option – for example, if you buy one ink, then realize you’d rather buy a card, there’s no way to back up in that phase – but I can’t see an undo option for anything. Some actions shouldn’t have it, but some clearly can because revoking them doesn’t affect the game state or subsequent options. Also, once you hit Submit, if the word is invalid the app won’t accept it, but if it is valid, you’re stuck with it, so there is no testing to see if a word is valid or not, even against the AI.

I have beaten the hard AI players a few times, but generally lose while they play words I’ve never seen before. I don’t mind as much, however, since you barely know the other players are there until the final scoring – there is just one quirky ability, called Timeless cards, that lets you interfere a little with other players’ strategies, and it’s very small – so I’ve found it’s easier to think of it as a solo challenge where I’m just trying to build the best deck I can by anagramming the best words and making good buys. I’m at least intrigued enough by the app to check out the physical game at some point now.

Top 100 boardgames for 2018.

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

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

This year’s list is my eleventh one, so I should probably stop counting now. I rank 100 games, although I think I’ve played more than 250 in total if we count demos, apps, and online play. The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd. I have omitted some titles I’ve tried that are not available at all in the U.S. yet, and have several games here or en route to play that I haven’t played at all or enough to rank, including The River, Kero, Shadows over Amsterdam, Welcome To…, Reef, Coimbra, Century Eastern Wonders, Mercado, Cryptid, Wildlands, The Quacks of Quedlinburg, and more.

Finally, I’m at the point with this list now that there are games that I still like and would recommend that don’t crack the list. Mole Rats in Space came off the list this year. So did Seikatsu. Russian Railroads is a brilliant, high-strategy game, but I couldn’t justify including it again. For 2018, Forbidden Sky and Mesozooic are both very good, but again, they just couldn’t crack the top 100.

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

99. Petrichor. Full review coming soon. I saw this at Gen Con 2017, but it came out over a year later, so I didn’t play it until the fall of 2018. It’s a gorgeous game where players place clouds on a variable board, filling them with their own raindrops – and can put drops into other players’ clouds too (I know, phrasing, boom). When clouds are saturated, the raindrops go on the crop tiles below them, and players earn points in different ways for each crop. The twist is that players also get to vote on what weather will occur after each round, and there are big bonuses for winning the votes too. It’s a little point salady but the theme is great and the scoring isn’t too complex in the end. Complexity: Medium.

98. Port Royal. I believe this was just released in the U.S. for the first time in 2017, and it’s great value at about $14. Port Royal is a push-your-luck card game where you’re trying to collect points by buying point cards and completing expedition cards, gaining money by drawing ship cards with gold on them … but if you keep drawing and two ships of the same color appear, you bust. There’s also an engine-building element here that does give it a strategic element beyond shouting “No whammy!” Complexity: Medium-low.

97. Santorini. Full review. Abstract two-player game invented by a math professor, with a pasted-on Greek mythology theme that opens up a number of variants that tweak the base game’s rules. Very chess-lite, which I mean as a compliment. Complexity: Medium.

96. Brass. Full app review. Also known as Brass: Lancashire. Designer Martin Wallace has two major high-strategy games on his C.V. in Brass and Steam, and you could argue for either or both to be on this list. Brass is a game of economic development in England in the Industrial Revolution, where players build rail routes and factories and try to ship or sell goods so they can keep upgrading facilities to rack up more points. One key to the game is borrowing money from the bank early in the game to keep financing your expansion. Steam is a little simpler to learn, sort of a Ticket to Ride for more serious players, where you build your own rail routes and then deliver goods along those for points and other rewards, with Brass having the better theme and more well-rounded design of the two.. Both also have strong app versions, but again I think Brass’ is stronger. Complexity: Medium-high.

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

94. Tak. Full review. This very simple, chess-like (or chess-lite) two-player game is based on a description in Patrick Rothfuss’ Kingkiller Chronicles novels, but unlike those massive tomes, this game is quick to get into and to play. There’s some strategic density here below the surface despite the limited number of pieces. Each player tries to be the first to construct a path across the board (usually 5×5), but players can stack certain tiles and knock some over, and you quickly end up in a back-and-forth pattern that forms the meat of the game. Complexity: Medium-low.

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

92. Eight Minute Empire. App review. Haven’t played the physical game yet, but the app is great. I love the idea of a quick game that can satisfy the 4X itch – that’s eXplore, eXpand, eXploit, and eXterminate – in a few minutes with just a handful of rules. Players move out on the map from a central starting region, adding units, collecting goods for points, and trying to control regions or continents before the game ends. The money you start with is all you get, so managing that is a huge part of the game. Complexity: Medium.

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

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

89. Bruges. Full review. An indirect descendant of Agricola, Bruges also has players adding abilities from a giant deck, encouraging long-range planning that racks up points if you get the right cards played in the right combinations. You don’t have to feed your family here; instead you’re a noble in the beautiful Belgian town of (fookin’) Bruges, building stuff for points, because that’s how these games all work. It’s a pretty game as well, although I take a few points off for the disjointed scoring mechanisms. Possibly out of print. Complexity: Medium to medium-high.

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

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

86. The Blood of an Englishman. Full review. An asymmetrical two-player game where one player is Jack and the other the Giant, playing on a tableau of five columns of cards. Each player has specific goals to win and distinct actions to take by moving or removing cards that either complete his/her own sets or make the opponent’s task more difficult. Tremendous artwork too. It’s $9 right now. Complexity: Low.

85. Alhambra: Full review. One of my least favorite Spiel winners, with a good tile-placement and scoring system, 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. There are many, many expansions, but I haven’t tried any. Complexity: Medium.

84. Saint Petersburg. A classic Eurogame, recently reissued in German with better artwork, at which I am particularly bad for some reason. It’s all money and cards – you buy cards from the central supply, and each round has three separate scoring events, some of which provide money and some of which provide points. The unique aspect to Saint Petersburg is that you can gain discounts on future purchases by virtue of what you buy now: further copies of the same card cost one coin less for each copy you have, and some cards can be upgraded to more valuable versions, saving you the cost you paid for the card in the first place. I’ve played online a few times, and I found it becoming a bit repetitive over regular plays. You also have to play well in the first round as the game has no real mechanism for players to come from behind. Out of print in English, unfortunately. Complexity: Medium-low.

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

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

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

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

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

78. Ra. Full review. One of Reiner Knizia’s classics and one of the great auction games in the genre, Ra got a well-deserved reissue earlier in 2016 from Asmodee. Players collect Egyptian artifacts in groups of tiles. On a turn, a player may bid on the group on display or choose to add another tile; most tiles are worth acquiring but the bag has a few ‘disaster’ tiles that force you to discard something of value. It’s a little long, but it’s a deep economic game with many paths to victory. Complexity: Medium-high.

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

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

75. Exit: The Game. Full review. The Kennerspiel des Jahres winner in 2017 is actually a series of games you can play just once, because solving their puzzles requires tearing and cutting game components, writing on them, and just generally destroying things to find clues and answers that will lead you to the next question, at the end of which is the solution to the game. You can’t really lose, but you can grade your performance by looking at how many game hints you had to use over the time you played. The various titles in the series have varying levels of difficulty, and some are better than others, but in general we find them really fun and engaging. Complexity: Medium-low.

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

73. Century Spice Road. Full review. A fun, light, family game from a new but very prolific designer who already has a sequel out to this game (Century Eastern Wonders) and several other new titles out in 2018 alone. Century Spice Road is the perfect game if you liked Splendor and want something similar but that has at least a few little differences. The core engine-building component is very similar, but instead of collecting jewels to pay for cards, you collect goods to trade and acquire them by playing cards from your hand, eventually using a turn to replenish that hand with cards you’ve already played. You win by gaining enough resources to buy bonus cards from the table that will refresh as the game goes along, and there’s always a conflict between trying to grab a bunch of those early for a quick victory and going more slowly to gain higher-point cards. It’s not quite Splendor good, but it should appeal to everyone who liked Splendor already. Complexity: Medium-low.

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

71. Forged in Steel. Full review. A late 2016 release that has been consistently hard to find – it’s out of stock everywhere right now, without so much as a listing on amazon – Forged in Steel is a very complex economic and engine-building game that works because it’s so imaginative and integrates its citybuilding theme so well into game play. Players are building out a Colorado mining town, putting up different building types, controlling mines, and competing for votes to be the town’s Mayor. There’s also a newspaper stand on the board, with three headlines visible at a time, most of which alter game play in significant ways for that round. Complexity: High.

70. Yamataï. Full review. One of the most maligned releases of the year because … reasons? A Days of Wonder release from a well-regarded designer, Yamataï is a stunning game to look at, and manages to make some quirky mechanics work well over a game of manageable length, which I’d consider a big achievement considering how many games fail to do all that in a game under 90 minutes. Players place boats along tracks among the archipelago of islands on the board, but they can build on any island, even if they didn’t place those boats there – it’s the colors of the boats that matters, not who set them afloat. The ninja cards players can acquire are the real key, as many offer players greater benefits for certain core actions that can reap huge rewards if bought early in the game. Complexity: Medium.

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

68. Ex Libris. I used spot #50 as a placeholder last year for a game I loved on first play; I’m doing that again with Ex Libris, of which I saw a demo at GenCon, then played in full (and won!) in the new games section at PAX Unplugged. I have a review copy and have it in my queue for a full review soon. Players collect cards showing (fake) books to go into that player’s library, which must be organized in alphabetical order to score at game-end. There are six categories of books, and in any game, one will be “banned” and cost you a point per book, while another will be a priority category that scores extra points for everyone. Each player will have his/her own special category to also collect for bonus points. There’s also a stability bonus for arranging your bookshelves well. You use action tiles to do everything in the game, sometimes just drawing and shelving cards, but often doing things like swapping cards, stealing them, sifting through the discards, or moving a shelf left or right. Just make sure you know your ABCs. Complexity: Medium.

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

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

65. 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. It’s one of the best pure two-player games out there. It’s also among my favorite themes, maybe because it makes me think of the Animal Kingdom Lodge at Disneyworld. Out of print for over two years now. Complexity: Low.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

50. Glen More. Full review. Build your Scottish settlement, grow wheat, make whiskey. Sure, you can do other stuff, like acquire special tiles (including Loch Ness!) or acquire the most chieftains or earn victory points by trading other resources, but really, whiskey, people. The tile selection mechanic is the biggest selling point, as players move on a track around the edge of the central board and may choose to skip one or more future turns by jumping further back to acquire a better tile. Out of print again. I’ve never played the designer’s next game, Lancaster, even though I have a used copy, but I just noticed it’s $13 on amazon. Complexity: Medium.

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

48. Skyward. Full review. One of the most visually striking new games of the year, Skyward also has a novel card-drafting mechanic where one player, the Warden, draws a fixed number of cards and then separates them into piles, one per player, in any way s/he wishes – so if the Warden wants to try to get a certain card, s/he would try to put it in a pile with less attractive cards. Players then take a pile apiece and can discard cards and/or point tokens to build, trying to maximize their points by playing cards that share colors or bonuses. It plays very quickly and the artwork is stellar. Complexity: Medium-low.

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

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

45. T’zolkin. T’zolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks. The gears, though, are kind of badass. Complexity: High.

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

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

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

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

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

39. Through the Desert. Full app review. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Finally reprinted in 2018 by Fantasy Flight. Horse with no name sold separately. Complexity: Low.

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

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

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

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

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

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

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

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

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

29. Ingenious. Full app review. Ingenious another Reiner Knizia title, a two-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. The catch: The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute (and maybe more). It may return under a new name, Axio Hexagonal, but it’s not anywhere yet. Boo. Complexity: Low.

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

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

26. Battle Line: Full review. Reissued this year as Schotten Totten – same game, different theme, better art, $5 cheaper. Among the best two-player games we’ve found, designed by Reiner Knizia, who is also behind half the other games on this list. Each player tries to build formations on his/her side of the nine flags that stand in a line between him and his opponent; formations include three cards, and the various formation types resemble poker hands, with a straight flush of 10-9-8 in one color as the best formation available. Control three adjacent flags, or any five of the nine, and you win. But ten tactics cards allow you to bend the rules, by stealing a card your opponent has played, raising the bar for a specific flag from three cards to four, or playing one of two wild cards that can stand in for any card you can’t draw. There’s a fair amount of randomness involved, but playing nine formations at once with a seven-card hand allows you to diversify your risk. The iOS app is among the best as well. Complexity: Low.

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

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

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

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

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

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

19. (The Settlers of) Catan: It’s now just called Catan, although I use the old title because I think more people know it by that name. We don’t pull this game out as much as we did a few years ago, and I’ve still got it ranked this high largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Without this game, we don’t have the explosion in boardgames we’ve had in the last fifteen years. We don’t have Ticket to Ride and 7 Wonders showing up in Target (where you can also buy Catan), a whole wall of German-style games in Barnes & Noble, or the Cones of Dunshire on network television. Only four games on this list predate Settlers, from an era where Monopoly was considered the ne plus ultra of boardgames and you couldn’t complain about how long and awful it was because you had no basis for comparison. The history of boardgames comprises two eras: Before Catan, and After Catan. We are fortunate to be in 22 A.C. Complexity: Medium-low.

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

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

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

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

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

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

12. 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. We introduced my daughter to the game when she was 10 and she took to it right away, beating us on her second play. The iOS app is strong – they did a nice job reimagining the board for smaller screens – and is now updated and playable on newer devices. Complexity: Medium.

11. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of November 2018, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015. Complexity: Medium/low.

10. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. Complexity: Medium-low.

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

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

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

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

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

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

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

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

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

2. 7 Wonders: Full review. 7 Wonders swept the major boardgame awards (yes, there are such things) in 2011 for good reason – it’s the best new game to come on the scene in a few years, combining complex decisions, fast gameplay, and an unusual mechanic around card selections where each player chooses a card from his hand and then passes the remainder to the next player. Players compete to build out their cities, each of which houses a unique wonder of the ancient world, and must balance their moves among resource production, buildings that add points, military forces, and trading. We saw no dominant strategy, several that worked well, and nothing that was so complex that we couldn’t quickly pick it up after screwing up our first game. The only negative here is the poorly written rules, but after one play it becomes far more intuitive. Plays best with three or more players, but the two-player variant works well. The brand-new iPad app version is amazing too, with an Android port released early in 2018. Complexity: Medium.

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

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

1. Jaipur
2. 7 Wonders Duel
3. Carcassonne
4. 7 Ronin
5. Azul
6. Stone Age
7. Ticket to Ride
8. Splendor
9. Patchwork
10. Everdell
11. The Mind
12. Agamemnon
13. Dominion/Intrigue
14. Small World
15. Battle Line/Schotten Totten
16. Samurai
17. Castles of Burgundy
18. Morels
19. Ingenious
20. New Bedford
21. Cacao
22. Targi
23. Lost Cities
24. Pandemic (and the Forbidden games, which all use the same mechanic)
25. Jambo
26. Baseball Highlights: 2045
27. Blood of an Englishman
28. Through the Desert
29. San Juan
30. Tak: A Beautiful Game
31. Santorini
32. Tak
33. Photosynthesis
34. Maori

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders and Citadels, both of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. For more social games, One Night Ultimate Werewolf is best with five or more also, and I believe Crossfire requires five players. Sagrada with the expansion plays up to 6, but I haven’t played it with more than three.

Mesozooic.

Mesozooic seems to be flying a bit under the radar among new releases in 2018, coming in a small box from a new designer from a publisher (Z-Man, now part of Asmodee) that has many larger and higher-profile releases in the second half of 2018 … but it’s actually kind of great, a really fun, quick family-level game that has a strong mix of skill and luck, plus a timed aspect that generally leaves people laughing by the time each round is over. It’s available to preorder right now with a scheduled release date of September 30th, although it was on sale at Gen Con last month.

Players in Mesozooic try to build the most valuable dinosaur ‘zoos’ of cards that they can from hands of 11 cards that they’ll lay out randomly in a 4×3 grid and try to rearrange to maximize their point totals in the 45 seconds while the game’s little hourglass drains. Each round combines the 11-card deck from each player – they’re functionally identical but differ in artwork – with the 12 neutral cards used in every round; the complete deck is shuffled and each player is dealt 11 cards, with the remaining cards left out for the round. The game incorporates a common card drafting mechanic (think 7 Wonders), where each player chooses two cards from his/her hand and then passes the remainder to the left or right, until eventually each player is passed one final card that they keep to bring their hands back up to eleven.

At this point, each player then shuffles his/her hand and lays the cards out in a 4×3 grid, leaving the bottom right space blank. The players then have 45 seconds, measured by a little timer, to rearrange their zoos to try to align cards to maximize their points. If you remember those annoying little puzzles you had as a kid where there were tiles numbered 1 through 15 in a 4×4 grid, and you had to try to get them in order by shifting tiles around into the one empty space, then you understand the core mechanic in Mesozooic. (There are certain game states that you can’t achieve even if you had no time limit; in the classic 4×4 puzzle, for example, if the 1-13 tiles are in order, but the final two tiles are reversed so the final row reads 13-15-14, the puzzle can’t be solved.) The official rules say you can only use one hand to manipulate the cards, but we’ve dispensed with that rule as superfluous and frustrating – plus, when we’ve played with younger players, it puts them at a needless disadvantage. When the timer runs out, you take your unique Director card, which has a small truck icon on it, and put it in the empty slot in your zoo, wherever that ended up.

The basic game’s scoring is fairly simple, with four ways to earn points. If you can create enclosures across two adjacent cards – some are left-right, some are top-bottom – you score six points for each completed one. If you connect roads on adjacent cards, you earn four points per connection (not per card – that was a bit unclear in the rules). Every card with a truck on it that is adjacent to a giant blue dinosaur attraction earns you two points, and every topiary card (a large shrubbery trimmed into a dinosaur shape) is worth one point. The enclosures are generally the best path to victory, but every player is trying to grab those in the card draft, so you’ll end up having to balance out the cards you select with other ways to score. The draft is largely where the round’s winner is determined; the arrangement phase is the fun part, although obviously you can screw yourself over if you don’t get the cards in order before the time runs out. You play three rounds like this, and add up each player’s two highest scores to determine the winner.

Mesozooic cards

The core game also comes with a set of ‘advanced’ cards that offer different ways to score points that blunt the power of the enclosures to dominate scoring. With the advanced cards, you ditch the neutral cards, and then shuffle in a number of advanced cards (random or selected) based on the number of players. The advanced cards include ‘double enclosures,’ cards with enclosure halves in both directions, allowing you to potentially score 12 points off 3 cards (the double plus adjacent cards in both horizontal and vertical directions). T-Rex cards score 5 points if you get one into the two central spaces in your zoo. Gift Shop cards score four points if you get one into any of the four corners. Gate cards score 3 points if you get a top gate card on the top row or a bottom gate card on the bottom row. And then there are the VR Simulator cards, which can copy the feature of any adjacent card of your choice and score for that – a clever twist but also a harder one to manage when you’re moving fast to rearrange your zoo. Z-Man has already announced another expansion with three new card types, a rules twist that allows you to flip certain cards to change how they score, and variant rules that let you play with up to 12 players at once (I have no idea how this will work, to be honest).

Mesozooic plays two to six players; we’ve played with two to four and it works well with any number, with the obvious changes in the card-drafting phase that will be familiar to anyone who’s played a game that uses that mechanic (mostly that you know you’re more or less likely to see a card again in the phase). It’s fine for ages eight and up, and I see no reason players as young as six couldn’t play along if you granted them a little more time in the arranging phase. I bought this on a whim at Gen Con, since it was only $20 and the box was so small (space in my suitcase was at a premium by this point), but it’s hit our table many times already and I’ve brought it to many friends’ houses where there are kids, since the rules are quick to learn and the bright, goofy artwork is an instant hit with younger players. The luck factor is probably too high for hardcore gamers but I think it’s perfect for family game night.