Top 40 boardgames.

This is the fifth iteration of my own personal boardgame rankings, a list that’s now up to 40 titles, up ten from last year’s list. It’s not intended to be a critic’s list or an analytical take on the games; it’s about 80% based on how much we enjoy the games, with everything else – packaging and design, simplicity of rules, and in one case, the game’s importance within its niche – making up the rest.

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

I own every game on this list except Diplomacy, Caylus, and Tigris & Euphrates, playing the latter two in their iOS app forms. As always, clicking on the game title takes you to amazon.com; if I have a full review posted on the site, the link to that will follow immediately. I’ve linked to app reviews where appropriate too. I’ve got most of these games in my aStore on amazon and am gradually adding the rest.

Finally, I’ve added a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. My wife prefers medium; I’m somewhere between medium and high. This isn’t like ordering a filet and asking for it well done.

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

39. Maori: I haven’t reviewed this one yet, as I just got it earlier this month and have only played it (and lost, as it turns out) three times. It’s a light two- to four-player game, relatively high in the luck department for this list, with more opportunities to screw your opponent in a two player game, whereas with four players you’re focusing more on your own strategy and less on others’. In the game, players compete to fill out their own boards of 16 spaces by drawing island tiles from a central 4×4 grid, where the available selections depend on the movement of a boat token that travels around that grid’s perimeter. Players must form completed islands to receive points, and lose points for open spaces. Currently out of print, but amazon has plenty of new copies through marketplace sellers. Complexity: Low.

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

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

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

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

34. 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.

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

32. Jambo. Full review. A two-player card game where the deck is virtually everything, meaning that there’s a high element of chance based on what cards you draw; if you don’t draw enough of the cards that allow you to sell and purchase wares, it’ll be hard for you to win. Each player is an African merchant dealing in six goods and must try to buy and sell them enough times to go from 20 gold at the game’s start to 60 or more at the end. We played this wrong a few times, then played it the right way and found it a little slow, as the deck includes a lot of cards of dubious value. I’m due to replay and reevaluate this one, though. It’s also among my favorite themes, maybe because it makes me think of the Animal Kingdom Lodge at Disneyworld. Complexity: Low.

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

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

29. 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. Complexity: Low.

28. 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.

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

26. Le Havre. Full review, including app. It’s a great game, one of the most complex I’ve tried, based on Agricola and on another game further up this list (Caylus), but my God, the setup is a bear if you’re playing the physical game, and a full game can take a few hours. I do like the game a lot on an intellectual level, and I think it’s a little more enjoyable than Agricola, but I can fully understand anyone who looks at the size and scope and says “no way.” The app version, on the other hand, removes the biggest obstacle to the game and the AI players are solid, even able to execute some niche strategies that require knowledge of the special buildings in the deck. Complexity: High.

25. 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.

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

23. 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. Back in print at the moment, and maybe the game on this list that gets the least press relative to its quality and fun factor. Complexity: Medium.

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

21. Vikings: Full review. Currently out of print, and unavailable through that link (which I’m including anyway because used copies may appear there in the future). A very clever tile placement game in which players place island and ship tiles in their areas and then place vikings of six different colors on those tiles to maximize their points. Some vikings score points directly, but can’t score unless a black “warrior” viking is placed above them. Grey “boatsman” vikings are necessary to move vikings you’ve stored on to unused tiles. And if you don’t have enough blue “fisherman” vikings, you lose points at the end of the game for failing to feed everyone. Tile selection comes from a rondel that moves as tiles come off the board, with each space on the rondel assigning a monetary value to the tiles; tiles become cheaper as the number remaining decreases. You’re going to end up short somewhere, so deciding early where you’ll punt is key. I’m sad to see it out of print. Complexity: Medium.

20. Lost Cities: Full review. This was the best two-person game we’d found, from the prolific designer Reiner Knizia, and the most portable game as well, since it can be played with nothing but the game cards. We’ve since moved on to some more complex two-player games, but for simplicity (without becoming dumb) this one is hard to top. The deck comprises 12 cards in each of five colors, including cards numbered 2 through 10 and three “investment” cards to double, triple, or quadruple the profit or loss the player earns in that color. Players take turns drawing from the deck but may only place cards in increasing order, so if you draw a green 5 after you played the 6, tough luck. You can knock out a game in 15 minutes or less, so it’s one to play multiple times in a sitting. The iOS app is very slick and plays really quickly – a great one for killing a minute while you’re waiting in line. Complexity: Low.

19. Puerto Rico: Full review. It’s grown on me, especially since I got to try it out a few times online via Tropic Euro, although I’ve had friends and readers tell me it can become monotonous after a lot of games. You’re attempting to populate and build your own island, bringing in colonists, raising plantations, developing your town, and shipping goods back to the mother country. Very low luck factor, and just the right amount of screw-your-neighbor (while helping yourself, the ultimate defense). Unfortunately, the corn-and-ship strategy is really tough to beat, reducing the game’s replay value for me. Complexity: High.

18. Samurai: Review of the iOS app, which is identical to the board game. I bought the physical game after a few months of playing the app, and aside from a slightly dated design and look to the pieces and the board, it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Complexity: Medium/low.

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

16. 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. 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. Complexity: Low.

15. Thurn and Taxis: Full review. I admit to a particularly soft spot for this game, as I love games with very simple rules that require quick thinking with a moderate amount of foresight. (I don’t care for chess, which I know is considered the intellectual’s game, because I look three or four moves ahead and see nothing but chaos.) Thurn und Taxis players try to construct routes across a map of Germany, using them to place mail stations and to try to occupy entire regions, earning points for doing so, and for constructing longer and longer routes. Just don’t do what I did and play it against an operations consultant, lest you get your clock cleaned. Back in print this year and quite reasonable at about $25. Complexity: Low.

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

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

12. 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. Complexity: Medium.

11. Tigris and Euphrates: Review of the iOS app. The magnum opus from Herr Knizia, a two- to four-player board game where players fight for territory on a grid that includes the two rivers of the game’s title, but where the winning player is the one whose worst score (of four) is the best. Players gain points for placing tiles in each of four colors, for having their “leaders” adjacent to monuments in those colors, and for winning conflicts with other players. Each player gets points in those four colors, but the idea is to play a balanced strategy because of that highest low score rule. The rules are a little long, but the game play is very straightforward, and the number of decisions is large but manageable. I’ve never played the physical game; the current version (sold through that amazon link) includes some minor expansions I haven’t tried. Complexity: Medium.

10. The Settlers of Catan: I do feel somewhat odd about dropping this in the rankings for the second year in a row, but the truth is we don’t pull this game out as much as we did a few years ago, and I’ve still got it in the top ten largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Three or four players compete on a variable board of hexes to acquire different resource types, build roads and cities, and reach twelve victory points before any other player. Resources are parceled out in part according to rolls of the dice, and you can lose resources if the Robber shows up on a roll of seven and you’re not prepared for it. The Seafarers expansion balances out the core game’s low value on the wool resource, but also makes the game take about 50% longer to play. It was, and is, a great starting point if you’ve never played anything on this list, and is also one of the few games here that has some traction outside of the boardgamer culture. You can even find this along with Ticket to Ride (higher up the list) at Target, which is about as mainstream as you can get. We’ve just got lots of other games we prefer after playing this one so often over the years. Complexity: Low.

9. The Castles Of Burgundy Full review. The highest-ranked new game on the list this year, Castles of Burgundy even scales well from two to four players by altering the resources available on the board to suit the number of people pursuing them. Players compete to fill out their own boards of hexes with different terrain/building types (it’s like zoning) by competiting for tiles on a central board, some of which are hexes while others are goods to be stored and later shipped for bonuses. Dice determine which resources you can acquire, but you can also alter dice rolls by paying coins or using special buildings to change or ignore them. Setup is a little long, mostly because sorting cardboard tiles is annoying, but gameplay is only moderately complex – a little more than Stone Age, not close to Caylus or Agricola – and players get so many turns that it stays loose even though there’s a lot to do over the course of one game. This is the best new game we tried this year. Complexity: Medium (medium-high).

8. Pandemic: Full review. We haven’t tried many cooperative games, but this one sets a very high bar. Two to four players work together to stop global outbreaks of four diseases that spread in ways that are only partly predictable, and the balance between searching for the cures to those diseases and the need to stop individual outbreaks before they spill over and end the game creates tremendous tension that usually lasts until the very end of the event deck at the heart of the game. I haven’t tried the On The Brink expansion, but several people (including my sister and her husband) rave about what it brings to the base game. If you’re looking for a cooperative game you can play with kids, try Forbidden Island, from the same developer but much easier to learn and to win. Complexity: Medium.

7. Dominion: Full review. The definitive deck-building game, with no actual board. Dominion’s base set – there are four major expansions out there, including the potential standalone Dominion: Intrigue game – includes money cards, action cards, and victory points cards. Each player begins with seven money cards and three victory cards and, shuffling and drawing five cards from his own deck each turn, must add cards to his deck to allow him to have the most victory points when the last six-point victory card is purchased. I don’t think we have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. We own Dominion Seaside (which is outstanding) and Dominion: Alchemy (which I find a little weird), plus a standalone expansion further up this list. I can also vouch for this as appropriate for a young player – my daughter (age 6) understands the base game well enough to play it without me deliberately throwing the game to keep it competitive. Complexity: Low.

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

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

4. Stone Age: Full review. Really a tremendous game, with lots of real-time decision-making but simple mechanics and goals that first-time players always seem to pick up quickly. It’s also very hard to hide your strategy, so newbies can learn through mimicry – thus forcing veteran players to change it up on the fly. Each player is trying to build a small stone-age civilization by expanding his population and gathering resources to construct buildings worth varying amounts of points, but must always ensure that he feeds all his people on each turn. I haven’t tried the expansion, Style is The Goal, yet. Complexity: Medium.

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

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

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

Last year, I promised but never provided a ranking of games just for two players, so rather than make another pledge I won’t keep, I’ll rank them here, in reverse order. I’m only considering two-player value, so I’ve only included games I’ve tried in two-player format.

1. Jaipur
2. Carcassonne
3. Stone Age
4. Ticket to Ride
5. Dominion/Intrigue
6. Small World
7. Battle Line
8. Samurai
9. Castles of Burgundy
10. Lost Cities
11. Pandemic
12. 7 Wonders
13. Through the Desert
14. San Juan
15. Jambo
16. Thurn und Taxis
17. Orient Express
18. Tigris and Euphrates
19. Tobago
20. Asara

San Juan app.

The iOS implementation of San Juan is a bit expensive for a boardgame app at $7.99, second only to the best-of-breed app Carcassonne among adaptations of existing physical games, but at least San Juan can point to a very specific value the app offers to justify that cost – some of the strongest AIs I’ve come across yet in any of these apps. While that’s in part a reflection of the simplicity of the game itself, it means the app offers replay value that ranks among the highest of any of the boardgame apps I’ve tried. (I reviewed San Juan’s physical version three years ago.)

San Juan is the card game variant of the highly popular boardgame Puerto Rico, a slightly complex strategy game that has consistently ranked near the top of Boardgamegeek’s rankings (which are skewed toward complex games), making San Juan more of a gateway title that’s easier to learn and to play than the original. The entire game is built around a deck of cards that show various buildings players can construct, with the cards also standing in as goods to be produced and sold and as currency to be used from the player’s hand to construct those buildings. The physical game’s only other required pieces are five small boards showing commodity prices for the five goods players can potentially produce, with prices fluctuating slightly from turn to turn.

Strategy in San Juan is fairly straightforward – players get points for buildings constructed, and there are four ways to earn bonus points through specific buildings, three of which award points based on what else you’ve built, while the fourth (the Chapel) awards points for stashing cards under it over the course of the game. In most games the winning player employed one of those four cards and pursued the strategy from early on in the game; occasionally, a player can win strictly through aggressive construction of high-point buildings and filling out his space early, but I’ve found that requires some luck early on in acquiring and constructing the production buildings that make it possible.

The limited number of strategies likely helped the developers in crafting the AI players, but having played at least twenty three- and four-player games against AI opponents, I can vouch for the quality of their efforts. The expert-level AIs identify strategies early and pursue them strongly, with only the typical AI weakness of an inability to identify the human player’s strategy, thus sometimes making moves that help you more than the moves help the AI player itself. I’ve only found one game with AI players that take that aspect of gameplay into account, the aforementioned Carcassonne, which is one of the reasons that app remains the best of its class.

The graphics in San Juan are outstanding, clear and easy to read and navigate on a smaller screen, and gameplay itself is simple, mostly requiring drop-and-drag motions, with relevant information available through a single tap to zoom in on your own hand of cards or to see what buildings a rival player has constructed. I’d like to see an Undo option after a player selects a role – on each turn, you select whether you want to be a Builder, Producer, Trader, or one of two roles that involve gaining cards – although that wouldn’t be feasible for the Trader role once the commodity prices for that turn are revealed. I’d also like an option to speed up some of the graphics that waste time between turns or the time lost announcing who the Governor (first player to move) is on each turn, which would improve the game’s already significant replay value. Overall, I’d call this app a pleasant surprise given the price; for a spinoff of a generally superior game, the developers added value through graphics and strong AI play that make the cost pretty reasonable.

I’ve also purchased and played the app for Reiner Knizia’s Qin, but after encountering a bug I’ll wait for the next update before reviewing it. The game itself is very good, but I couldn’t finish one particular match because of repeated crashing.

Battle Line game and app.

Battle Line is another two-player card game from the prolific Reiner Knizia, the man behind Lost Cities, Samurai, and Ingenious, one that brings a little more randomness to the table than Lost Cities offers but with plenty of opportunities for strategy – the type of randomness that forces you to rethink your approach to the game, rather than the kind that makes you throw up your hands in frustration. There’s also a very good Battle Line app available for iOS, with good graphics and a solid AI but as yet no online play option.

The main deck in Battle Line includes 60 cards, 10 cards numbered 1 through 10 in each of six different colors. Players begin with seven cards in their hands and on each turn play one card and draw one replacement. In between the two players sits a line of nine flags, and at each flag players place cards to try to create a winning formation, one that ranks higher than the opponent’s formation at the same flag. A completed formation contains three cards. The first player to either win five of the nine flags or to win three adjacent flags wins the game.

A formation’s value is determined by the numbers and colors of the cards it contains. The game has its own lingo, but you’ll notice a correlation to poker hands as well. The top formation is the game’s royal flush – three consecutive cards in one color, with a tie going to the formation with the highest sum on his cards, leaving 10-9-8 as the best possible formation in the game. (If a player completes a 10-9-8 formation at a flag, he wins the flag even if his opponent has yet to finish his own.) Next highest is three of a (numerical) kind, followed by a flush, a straight containing more than one color, and last just any assortment of three cards. When both players have identical formation types at a flag, the above tiebreaker applies. It’s also possible to claim a flag before the other player has completed his formation if it is no longer possible for the second player to create a formation to top the one that’s already on the board.

The twist in the game is the existence of a second deck of ten Tactics cards, each unique, which may be drawn instead of cards from the main deck. These cards run from the lifeline (Hero and Champion, two wild cards that can stand in for any card you want, although each player is limited to playing one of these per game) to the attack card (Traitor, stealing a card your opponent has played and using it yourself; or Deserter, trashing a card your opponent has played). The number of Tactics cards you can play is restricted by how many your opponent has played – the delta must not exceed one, so once you’ve played your first Tactics card you can’t play a second until your opponent has played one.

Battle Line strategy breaks down into two major areas. One is deciding how to fill out formations – if you have the green 9 and the green 8, do you play those together and hope you get the 7 or 10, or do you break up the 9 and 8 to try to build the easier three-of-a-kind formations? But the more interesting part is deciding when to fill out formations. Holding back the second or third cards in a strong formation might entice your opponent to waste a valuable card there – but playing that second card might open the door for him to waste your cards by dropping a stronger formation there. And do you challenge his formations early or try to play at empty flags and create large obstacles in the center of the board? It’s one of those “simple rules but different every time” games, like Lost Cities, that work very well for a quick two-player match.

The game’s card constraints are more confining than those in Lost Cities, which makes it a little more random because of how much you’re at the mercy of the deck. In Lost Cities, you’re just waiting for a larger card in any color you’re using, preferably not too much larger. In Battle Line, you have more formations in play but are often looking for a specific card or one of two in a specific color, and can’t discard a card without using it as you can in Lost Cities. If you want a change from Lost Cities, however, Battle Line is the most comparable two-player game I’ve found.

The Battle Line app (a.k.a. “Reiner Knizia’s Battleline”), from Gourmet Gaming, features two AI opponents, allows you to play two-player against someone sitting next to you, and offers a basic game that involves six cards in your hand and no Tactics cards if you want a tutorial. The strong AI player uses Tactics cards well, doesn’t do anything stupid, and will seize on player mistakes nearly every time. Flags are claimed automatically regardless of the winner, and the graphics involved are very clear. The app had problems with crashing and with incorrect values on two Tactics cards, but both glitches appear to be gone since an update about three weeks ago. It’s been my go-to app of late when I don’t want to get sucked into a long game of Carcassonne since you can knock out a game quickly and there’s enough random variation to keep it fresh.

Race for the Galaxy.

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

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

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

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

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

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

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

Jaipur (game).

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

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

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

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

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

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

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

Rivals for Catan.

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

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

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

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

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

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

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

Jambo (board game).

My series of articles for mental_floss on the history of board games begins today, with a look back at games from ancient Egypt, Mesopotamia, Greece, and Rome. We’ll end up with some contemporary games at the end of the series, but not before going through the histories of some important games from East Asia, India, and Africa, and medieval Europe.

Note: I revised this article about a week after it was first posted to reflect the fact that we were playing the game wrong at first. The review below reflects the correct rules. I think.

I picked up Jambo in September on the recommendation of dish reader Joe Huber, designer of the game Burger Joint, who declared Jambo his “personal favorite two-player game” in response to my lament (in the Lost Cities post) about great German-style games’ tendency to play best as 3- to 5-player games. Jambo is, indeed, an excellent two-player game, even though there are certain mechanics I don’t love. It’s a higher order of complexity than Lost Cities, but much of what’s added is random chance rather than deeper strategy.

In Jambo, each player is a trader in precolonial east Africa, with a market capable of storing six “wares,” of which there are six types available (silk, jewelry, salt, hides, fruit, and tea, although the drawing for that last one keeps reminding me of the cover of The Chronic). The goal of the game is to finish with the most money; end game is triggered when either player passes 60 coins, after which he completes his turn and the other player gets one more full turn before the game officially ends. Players earn money by buying and selling wares, most often through ware cards that allow for the purchase or sale of a specific combination of wares – usually three, but a few cards allow the purchase of six – for fixed prices. However, the deck of cards is full of “utility” cards that allow for exchanges of cards and wares, for direct purchases of wares, or for attacks against your opponent such as swiping a single ware from his market or discarding one of his active utility cards, making the game more interactive and opening up some other avenues for strategy.

The core mechanic, however, is buying and selling wares. Each three-ware card has three specific wares on it; they may all be identical, there may be two of one kind and one of a third, or it may contain three different wares. The gap between purchase price and sale price shown on the card is always 7 coins for a three-card combination. That is, if you draw two copies of the same three-ware card, you can buy them and immediately sell them for a profit of seven coins. And since on each turn a player receives five “actions” – the first is usually used to draw a card, so in practical terms we’re talking four actions – it seems to me that the ideal turn is one that starts with a purchase and ends with a sale, where in between you might use utility cards to ensure you have what you need to complete the sale. (You can’t use a ware card to sell unless you have those three or six exact wares in your market.)

The non-ware cards are where the game gets interesting, or at least gets interactive. There are two types of cards – utility cards, which are played once and used repeatedly; and people/animal cards, which are played once and discarded. (I misread the rules, and we played people cards as utility cards for a while, which really wreaked havoc with the game.) Each player may have up to three utility cards face-up in front of him – playing a card counts as one action – and may use them once per turn, with each use counting as an action. Most involve the exchange of something for something – cards, gold, and wares, sometimes allowing you to exchange like for like, sometimes allowing you to use one thing to buy another.

People cards are a wildly mixed bag, with the best of them allowing you to increase your profits on a sale or buy missing wares cheaply so you can complete another sale, but many of them are close to useless and just clog up the deck. Animal cards are all for attack purposes; the parrot lets you steal one ware from your opponent, while the crocodile (the most abundant animal card) lets you take one of your opponent’s utility cards, use it once yourself, and then discard it. You can fight off an animal attack with a Guard card, although I don’t think the deck has enough of them and acquiring one is a function of luck rather than skill or planning.

And that’s the only thing keeping me from raving unabashedly about Jambo: There’s a lot of luck in this game, more than I tend to like. You have no outright control over which cards you draw, of course, and only a few utility cards give you any improvement over that. The solution is simply to draw more cards, and there are utility cards that allow you to draw an extra card, swap a ware for a card, buy a card for gold, grab a ware card your opponent just used, or even rifle through the discard pile for a specific card you’d like to have.

But, unlike in a game like Dominion where you build your own deck, acquiring good cards in Jambo requires luck, and I didn’t feel like the deck was flush enough with good utility/people cards to allow me to set a couple of strategies up and then just pursue whichever one the cards offered me. We’ve played ten times, and each of us has had at least one game where the cards just killed us, including one where I spent five turns needing just about any ware card to win the game, never got it, and lost.

Bear in mind that I prefer games with lower luck levels than most people do – if you view a game as just a game, you’ll probably love Jambo even more than we do. I enjoy games for the thinking and strategizing as much as I enjoy them for their social aspect, and Jambo fell a little short in that regard for me. It is still an excellent two-player option that I think we will continue to play often even as the collection grows.

Lost Cities.

As much as I love the new wave of German-style boardgames, the category lacks viable two-player options. Many games, like Settlers of Catan and Puerto Rico, require a minimum of three players, while others, like Zooloretto and Power Grid, include two-player variants that don’t work as well as the three-plus rules do. We’ve found a couple that work well for two players – Carcassonne, San Juan, and Dominion are probably the best – but the list is relatively short.

Lost Cities is a real rarity among great German-style games in that it’s strictly a two-player game, only the second (along with the card game Catan, a two-player offshoot of Settlers) in our collection, and it has the twin virtues of being quick to learn and quick to play, so that you can run through several games in an evening rather than devoting the entire night just to setting up Puerto Rico. Lost Cities – which went in the less common direction by spawning a multi-player game, Keltis, which ended up winning the Spiel des Jahres – is simple, portable (just a deck of cards and a small board that isn’t fully necessary once you know how to play), and has an excellent blend of strategy and chance that prevents the game from becoming repetitive yet gives the player some control over his fate.

Each player in Lost Cities may begin, over the course of the game, up to five “expeditions” using cards; each expedition costs 20 points once initiated, but there’s no cost associated with an expedition that’s never started. The deck of cards contains twelve cards in each of five colors, representing the five expeditions: One card each from numbers 2 through 10, and three “investment” cards that allow the player to double, triple (if he plays two), or quadruple (if he plays all three) his profit or loss from that particular expedition. On each turn, a player plays one card to an expedition or discards one to the board and draws a single replacement from the deck or the discard piles. When the deck is exhausted, you add the values of the cards in each expedition, subtract 20, and then multiply the result by 2, 3, or 4 depending on the number of investment cards that expedition, gaining another 20 point bonus for any expedition that contains at least eight cards.

The catch is that cards must be played in order – investment cards come before card 2 – but the deck is fully shuffled and players only hold eight cards in their hand at any given time. Thus, players face decisions like holding on to high-numbered cards while hoping to get lower numbers or investment cards to fill out the expedition, or risking beginning an expedition where he isn’t close to the 20 card points required to turn it profitable. If you discard a valuable card, your opponent may pick it up, unless his expedition has already gone past the number of the card you’ve given up. When the game is nearly over, a player may choose to pick up discards rather than draw from the deck to try to delay the end and allow him to play more cards – but the other player can just keep drawing from the deck to try to end it sooner.

Once we got the hang of it, we found that games only lasted ten minutes or so, meaning that one of us can try avenge his/her losses in the same night, breaking up one of our major frustrations with the Catan card game or massive multi-player games like Puerto Rico and Agricola*. There’s no particular skill required beyond arithmetic, so even the most ardent RBI-lover could handle the math, and the basic strategies are straightforward and shouldn’t take long for new players to figure out. I’d boil down those strategies to two archetypes that the players can blend as needed: You can try to hit home runs on one or two long expeditions with investment cards, or go for 5-10 points on four or all five expeditions. Your optimal strategy or mix of those two depends on the cards you draw, but since you only see eight at the start the game, you have to make some educated guesses – you could argue that there’s a little probability involved here but I’m not saying anyone needs to bust our their old permutations formula – and at some point will end up at the mercy of the deck and your opponent.

*Yes, I now own Agricola, a birthday present from a determined wife who bought one of the last copies from the game’s last print run – it’s out of stock just about everywhere until at least August – and we’ve played it twice. When I get through a few more games, I’ll write it up.

The simplicity of Lost Cities meant that I could even play with my four-year-old daughter, who wanted to play as soon as she saw the cards in my bag while we were in St. Kitts. We never keep score, but to make it interesting for her, I told her she just had to make sure each card she put down was bigger than the one before it, she had to match the colors, and her goal was to make each column add up to more than twenty (she’s not adding to twenty yet, but it turned into a whole conversation about how you add numbers together). We’d play the game and she’d be excited that, say, three of her five expeditions reached the magic number of 20. Those of you with children probably understand this more than those of you who haven’t crossed that chasm yet, but it was fun for both of us to play like that, and she enjoys playing games she sees mommy and daddy playing.

One final advantage to Lost Cities: It’s cheap for a German-style game, and so in many ways this could serve as a gateway game to the bigger, more complex entries that tend to dominate the rankings at BoardGameGeek.

Dominion (board game).

Dominion, the most recent winner of the prestigious Spiel des Jahres (Game of the Year) award, is a card game for two to four players in which players build a deck of cards through which they’ll cycle repeatedly, using money cards to buy new cards that grant the player more actions, more buying power, or the victory points used to win the game. It’s one of the hottest games going right now among fans of German-style games and ranks sixth on boardgamegeek’s master ranking of games, determined by user ratings.

A turn in Dominion comprises three basic steps: play one or more action card from your hand, buy one or more cards from the supply, and clean up the mess you just made in front of you. You end each turn by drawing the top five cards from your deck, and those cards constitute your hand for your next turn; when your deck runs out, you shuffle your discard pile and begin drawing again, so except for a few special cases when you acquire a card it’s yours to keep.

There are three major card types: money, actions, and point cards. You can use money cards to buy any type of card on the table, including more money cards (copper cards have buying power of 1 and cost 0; silver have buying power of 2 and cost 3; gold have buying power of 3 and cost 6). Your total buying power on any turn is determined by which money cards are in your hand, so you can have plenty of money cards yet be unable to buy on a turn because you didn’t draw them, leading to two strategic considerations – the ratio of money cards to other cards in your deck, and whether it’s better to have lots of copper cards or to concentrate your buying power in silver and gold. You need point cards to win the game, but they have no active function during the game and thus drawing one is a wasted spot in your hand.

The action cards, shockingly, are where the action lies in the game, although more action cards is not necessarily better. Dominion comes with 25 different action card types, but in any particular game you only use 10 of these, which may come from a predetermined set or be chosen at random, leaving you – assuming I did the math right – 3.2 million different combinations, meaning that the game need never be the same twice if you so desire. That in turn means that you can’t approach Dominion with a single strategy, because some games will be more skewed toward action cards that provide you with additional buying power when played, while others may be heavy on cards that grant you extra actions (fun, but not always practical unless you have a deck full of action cards), and so on. Some cards’ value is fairly straightforward; for example, the Village card grants you two more actions and the right to draw a card, but since you have the right to play one action card every turn, the net result is just that you get to take an extra action, which might be useless if you’ve got four money cards in your hand. Choosing the right action cards, including the right mix of action cards and then the right mix of action versus non-action cards, is the key to the game, but the variety of setups mean that there’s no single right answer, and even within one specific setup there will usually be multiple ways to win.

The artwork is nice enough, but the names of cards typically have no connection to the benefits each card provides (why would a village allow you to draw a replacement card and take two more actions?), so you’re not building a “dominion” as the game’s description implies – just a deck. There’s less imagination involved in playing this game than there is in Stone Age or The Settlers of Catan, although I’m sure that’s only a drawback for a limited number of players. Setup is simple if you use the tray and guide to put the cards away after each game, but that in itself is a process so you’re going to lose some time in either setup or cleanup whenever you play. Two-player games take us under an hour; having the third player added a little complexity with the small number of “attack” cards in the deck by increasing the incentive to buy and use such cards, but we can also now say with some certainty that it’s a quick game to pick up, since all three of us grasped it quickly.

The lone negative I can see in the game is that there is one very simple attack that works most of the time if you’re the only person executing it – spend the vast majority of your turns buying silver/gold cards and, when you’re able, buying the Province cards (which cost 8 units) that give you 6 Victory Points apiece. When the pile of Province cards is exhausted, the game is over, so if you buy more than half of those, it’s extremely difficult for anyone to beat you through the lower-value point cards. The strategy won’t work if multiple players chase it, and the Gardens action cards throw a wrench in it, as can the Thief action cards, but it’s simple and straightforward enough that it almost felt like a hack. Against experienced players, it would be worthless, but it could really mess up a casual game night. Beyond that objection, I strongly recommend Dominion, especially if you find games like Settlers of Catan or Stone Age intimidating.

Speaking of Settlers of Catan, I came across an article from Wired, written in April of 2009, on the game’s rise in popularity so long after its initial release, unusual in any business but even more so in one as seemingly dormant as boardgames, with notes on the history of the game and why German-style games are becoming more popular. (It also includes a great phrase for deriding older, “classic” board games: “roll the dice, move your mice.”)

Bang!

I have a new article up covering Billy Wagner, arbitration offers, and other random stuff. I did a rambling hit with Mike Salk on AllNight last night. It certainly sounds like I said the Dodgers didn’t offer arbitration to “Woof.” Maybe he’ll sign with the Phoenix Desert Dogs next week.

I’ve had the Italian card game Bang! for over a year now, but finally got around to opening it the other day, since it requires four people to play and we always reach for Ticket to Ride or Carcassonne whenever we’ve got a group of four for game night. We ran through Bang! twice, and I’m guessing the game is better with more than four players, but I thought I’d offer a quick take.

Bang! has a simple object but the game play is a little complex. Each player gets a role: one Sheriff, one Renegade, two to three Outlaws, and one to two Deputies. Only the Sheriff’s role is revealed. The goal of the Outlaws is simply to kill the Sheriff. The goal of the Sheriff and any Deputies is to kill the Outlaws and the Renegade. The goal of the Renegade is to be the last player standing, so he’s the least likely to win although he’s fun to play because of the greater potential for deceit. Each player also gets a character who has one specific ability that deviates from the standard rules of the game.

The game is entirely played with cards, with nearly half the cards in the deck devoted to shooting opponents (called, appropriately enough, Bang! cards) or cards used to deflect shots aimed at you (Missed!). The remaining half of the deck comprises special-use cards, from Beer cards used to regain a life point lost to a bullet to weapons that allow you to hit players farther away from you at the table to the Jail card that you can use to try to force an opponent to skip his next turn. Some cards are played once, but others remain on the table in front of you for use in future turns until someone plays another card that takes yours off the table.

On each turn, a player can play all of the cards in his hand with the restriction that he can only play one Bang! card – that is, only fire one bullet at an opponent – per turn, unless he has another card that invalidates that rule. Turns move quickly, since you only start each turn with as many cards as you have life points remaining, and neither of our games lasted as long as a half an hour. The bulk of the strategy revolves around deciding whom to attack and which cards to hold in your hand, since there are various situations where having a Bang!, Missed!, or Beer card in your hand when it’s not your turn is beneficial. For example, you can play a Beer card even though it’s not your turn if you lose your last life point, thus keeping you in the game a little longer.

We found three problems with the game, one of which is easily fixed – a player can be eliminated or nearly eliminated before he gets a turn. A house rule that no player can be eliminated before he gets a turn is apparently a common solution. The second problem was that tying the card limit to the number of life points remaining means once you’re down a few points, you’ll find it hard to stay in the game without some luck or some help from an ally. The third problem was that a four-player game created something of an imbalance, with two outlaws against a renegade and a sheriff; two players are trying to kill one (the sheriff), while the other two players are trying to kill two targets. That imbalance means the sheriff is going to see his point total slip quickly unless he and the renegade happen to take turns before the outlaws do, and even the rule giving the sheriff one bonus life point didn’t help, as he was on the ropes quickly and eventually was killed in both games.

That said, I’d love to try this with five to seven people, since the next role added is a deputy, which should rebalance the game. The company’s site includes rules for a two-player variant, and the Dodge City Expansion expansion adds 3- and 8-player possibilities. (The online consensus seems to be that buying the complete set, Bang – The Bullet, which includes the expansions, is the best way to go.)

Boardgamegeek has a great forum post on Bang! where three kids, ages 9, 11, and 13, respond to some of the major criticisms of the game, and do so intelligently and sometimes humorously. The site also offers a Word doc that, when printed on both sides of a page, creates a handy player aid with condensed rules and card actions.