Century Eastern Wonders.

Emerson Matsuuchi’s Century Spice Road was a modest hit in 2017 that earned a lot of comparisons to Splendor, although it gave players more of an active role in trading the goods they were collecting before they cashed them in for points tokens. It’s the first game of what is now a completed trilogy with this summer’s release of Century A New World, three games that can be played alone or in any combination of two or even all three, each of which shares a core mechanic (you have four goods of increasing value, and will trade them up so you can collect certain combinations for points on objective cards) but approaches it in a unique way. Spice Road is a card game that focuses on hand management; A New World, which I’ll review for Paste next month, is a worker placement game a bit similar to Stone Age. The second game, Century Eastern Wonders, has players moving around a map, with a bit of pick up-and-delivery to it, but the heart of the game is route planning, as the board varies in each game and you will have to figure out the most efficient way(s) to get around the various tiles to get the cubes you need so you can score.

Once again, we have four goods, in the same four colors – yellow is the least valuable, brown the most valuable – and players try to collect sets of them and then go to one of the four port tiles at the corners of the modular board to trade in a specified combination of the goods for a points tile that is worth anywhere from 11 to 20 points. Each player has a boat to move around the board, moving at least one tile per turn. When you land on a tile, you can place a trading post on it, doing so for free if it’s empty and paying one cube for each opponent’s post already on the tile, after which you can use the trading function of that tile as often as you’d like, including more than once on this turn. (In a two-player game, you pay two cubes to build on a tile with your opponent’s post already on it.) All trades on the board are net-positive, so there are no bad tiles, but some are more useful than others, depending on what objectives are present at that time in the game. You can also move to a tile and choose to ‘harvest,’ taking two yellow cubes for free, rather than trading.

Eastern Wonders adds an additional layer on top of this mechanism, as you gain points and bonus abilities as you place trading posts. Your player card has 20 spaces on it that are covered by posts at the start of the game. Each tile has an icon representing one of the four trade goods, and when you build a post on a tile, you take a token from that row on your card. Once you’ve emptied a column on your card, you may take one of the game’s bonus tokens, which can confer valuable abilities – moving one extra space for free each turn, getting a free pink cube when you harvest, storing 13 cubes instead of 10 – or just give you points at game-end. The second post you place from each row is worth a point at game-end, the third and fourth two points, and the fifth post three points.

Moving around the board gets more difficult as the game progresses. If you move to a tile with an opponent’s boat, you have to pay them a cube, so doing this is generally not a great strategy. Building posts on tiles that already have two or more posts on them, or just one in a two-player game, is costly, and you’ll often find yourself less willing to pay that penalty as the game progresses because you’re trying to scrape enough cubes together to fulfill another contract. The game ends as soon as any player finishes their fourth objective, with players just completing that round, so usually you’ll end up with one player getting four objectives and their bonuses and everyone else ending with three; it’s possible to win with only three objectives, especially if they have higher bonuses, but it’s harder, so there’s a bit of a race to the finish. You can improve your chances by figuring out optimal paths around the board that work a bit like engines – a sequence of three or four tiles that quickly let you go from some low-value combination (usually including two yellows from a harvest move) to the higher-value set that fulfills an objective card, or at least gets you some brown and green cubes you can then trade down for whatever you need for objectives on the board at that point.

Of the three games in the trilogy, Eastern Wonders is the most complex (although it’s still on the lighter side) and takes the longest to play, and while I like it quite a bit, I also think it’s my least favorite of the trio. The Eastern Wonders box includes a separate set of rules and a few additional components that let you combine it with Spice Road for a single game called Sand to Sea, although a glance at the rules seemed to rob the games of the elegance that makes them both fun. Eastern Wonders plays two to four, as do the other games in the series, but in our experience can easily run an hour for even a three-person game with fairly quick turns, longer than the other two require, and I would say this is the least appropriate of the three for younger players because of the route-optimization aspect. For adults and older kids, though, I recommend it.

Downforce.

Restoration Games has brought back a half-dozen old board games since the company was founded a few years ago, including one of my childhood favorites, Stop Thief!, which was kind of a precursor to modern games that ask you to download an app to help you play. (The original Stop Thief! came with a battery-operated “phone” that would give you clues in the form of sounds to tell you if you’d found something or even located the thief – and, if he escapes, sounds of him running or breaking glass so you can guess where he went.)

One of their first redesigns was the game now known as Downforce, which has existed under multiple names going back to 1974, when designer Wolfgang Kramer released his first game, an abstract game called Tempo. He repurposed the basic mechanics of that game for a series of car-racing games, including 1996’s Top Race, which seems to be the last iteration of this game until Restoration brought it back in 2017. This new version has slick graphics and very simple to learn game play that still has the same core mechanic where players play cards to move six cars around the track, but where the card you play likely moves some of your opponents’ cars forward too, and you can win the race but still lose the game depending on how every player bets.

Players begin the game with a hand of cards that varies with the number of players – you deal out the entire deck of 42 cards, ditching any remainder if you have 4 or 5 players – and then use those cards to bid for the six cars in the ‘auction’ that ends with all cars assigned to players. When you win a car in the bidding, you get two additional cards: one that lets you move that car 8 spaces (and doesn’t require you to move any other cars), and a card with a special power unique to you for that game, with some more useful than others. (My favorite is the one called Tricky, where you have the option to execute the moves on any card you play from the bottom up, rather than from the top down, so you can choose which is most advantageous and may be able to use the card to create or clear a bottleneck.)

Each player then plays one of their cards on each turn. The cards have from one to six rows, each row showing a number and a car color; the player moves all of those cars the displayed number of spaces, going from top to bottom, if possible. (Cars can be blocked when the track narrows in the three turns; you can and should use that to your advantage.) Some cards have spaces marked ‘wild,’ which you can assign to any car not already shown on the card. Players go around the table playing these cards until all six cars have crossed the finish line or the remaining players with cars on the track have run out of cars.

The track has three yellow lines across it, roughly at the quarter marks, and when the lead car crosses each line, every player bets on which of the six cars will win the race by marking it on their scoresheets (in secret). This can give you an incentive to help a rival player win if you realize your car isn’t likely to do so, and creates a way for a player hopelessly behind in the race to at least have a chance to win the whole game. Your final score is your winnings from your car(s), ranging from $12 million for first place to $2 million for fifth, plus your winnings from the betting (you can get money if the car you bet on at each point finishes in the top three), minus the cost you paid at the auction. A perfect bet, where you bet on the eventual winner in all three betting periods, would get you $18 million, enough to win some games even if you get nothing from your car.

Games take about 30 minutes to an hour, depending on the number of players and how quickly everyone takes their turns. My seven-year-old niece had no problem keeping up with the game after she sat and watched the adults play once, just needing a little guidance on using the cards to her best advantage. (I think it took a little longer for her to grasp the way the cards worked when certain cars would be blocked partway through a move.) And who doesn’t love a race car game … especially one that doesn’t suck?

Azul: Stained Glass of Sintra.

Azul was my #1 game of 2017 and remains a huge favorite in my house for so many reasons – simple mechanics, high interaction, appealing components, solid play for two players and for four, and the most important fact: it’s a lot of fun. The game was such a huge hit that the designer and Next Move games have released a spinoff game, Azul: Stained Glass Of Sintra, that borrows about half of the mechanics of the original but asks players to achieve different goals, creating a slightly longer game but one I find just as entertaining.

The basics of Azul: Stained Glass Of Sintra are identical to the original. Tiles in five colors are placed on platforms in the center of the table, four per platform, and on a turn, each player takes all of the tiles of one color from a platform. Remaining tiles go to the center, from which players may also take tiles. As the round progresses, players then have to weigh the potential of getting stuck with tiles they can’t place, which also carries a penalty – this time, one that increases as the game goes on, rather than resetting every round.

Here, players have unique boards of eight columns of five spaces in different combinations of those colors. The player places as many of the tiles they’ve taken in a single column, moving their personal glazier token to that column. Once a column is filled, the player places one of the tiles on his board below the columns, discards the rest, and scores: 1 to 4 points for that column, plus points for every column to the right of that one for which the player has scored at least once previously in the game, plus one point per tile matching the special tile color for that round.

When a player fills a column, they flip it to the other side, which contains a different pattern; once that side is filled, the column is removed entirely. The bottom board thus has two spaces under every column, and there are bonuses at game-end tied to how many of those spaces you fill and in where – two different sets of bonuses, depending on which side of the boards the players use. My preference is side A, which gives you bonuses of 3, 6, or 10 points per 2×2 square.

The original game is a good bit simpler and more streamlined than this game, which takes slightly longer to play, but also gives you more options than the first game did. In the first game, it was easier to get stuck with tiles you couldn’t place. Here, you have more spaces to fill and more options, plus a way to pass your turn by moving your glazier back to the first position (you can only places tiles under him or to his right), which factors into the calculus at the end of the round battle to avoid getting the shaft.

There’s an elegance to the original that’s missing in this game, but the play in this game is also more open-ended, so you will usually feel like you have more choices. I don’t know that this is really a distinct game from the original; it’s more like a new flavor of the same thing. Some folks like original recipe and some like extra crispy. If you loved the first Azul as I did, though, you’ll at least like this version. (You can also buy the original game here.)

The River.

The River, the most recent release from the imprint Days of Wonder, tries to be Stone Age Lite, but only succeeds about halfway, as it strips down game time and makes building things a bit easier, while also recomplicating things with a strange and not very successful new scoring mechanism that adds little to nothing to game play.

Stone Age is both one of my favorite games ever, and one of the best examples of a straight worker-placement game: You get a finite number of meeples and you put one or more of them on the board in each turn to either gather resources (wood, brick, stone, gold, or food) or spend them to get stuff (build buildings for big points or buying cards for points and/or more goodies). Stone Age starts each player with five meeples, and you can run that up to ten by sending two meeples to what is colloquially known as “the love shack” on a specific turn to, um, make another meeple. Games can run 90 minutes or more, but you’re constantly in motion, and there are a lot of constraints that force players to compete for the same spaces and rewards on the board.

The River’s intent is clear: Streamline (pun intended) the Stone Age concept for a half-hour game. There are three main resources, wood, brick, and stone, plus a wild-card resource of food (little turkey meeples, a nice touch). You gather resources to build building cards worth two to nine points, and early buildings gain bonus tokens starting at six points and gradually decreasing to zero. The number of resources you get when you visit a resource space is equal to number of symbols showing that resource on the twelve spaces on your personal river board, and you also have a number of warehouse symbols that limits what you can store.

Within each round, you can also take up to two new tiles to place on your river, in order. Tiles show resource and/or warehouse symbols, or they confer one-time or game-end bonuses. So you can expand your storage and set yourself up for bigger resource hauls with the right tiles, making your meeple usage more efficient. You start with four meeples, and placing your fourth tile (out of twelve) unlocks your fifth meeple. After that, however, you can lose meeples, staring with your fifth tile, as your workers choose to settle down on the new terrain you’ve developed, so rounds can get shorter as players keep placing tiles.

The game ends when a player has placed twelve tiles, filling their river board, or built five buildings, filling all five bonus token spaces (even if one or more tokens are worth zero points). The game-end scoring adds an additional wrinkle: Tiles come in five different terrain types, and if you’ve managed to get the same terrain in two or all three of the tile spaces in one column, you get additional points – six if you got all three to match, two if you got two of the three. There are a few ways to switch tiles around once you’ve already placed them … but my God, this feels like a totally extraneous, tacked-on scoring method. It has no tie to game play, and it has no tie to the theme. With winning scores in the 30s for us, a player could mostly skip the building cards, get a little luck with river tiles, and rack up enough points to win just by color-matching.

The two-player game uses a smaller main board that restricts meeple placement further, and the game ends if either player builds four buildings (reduced from five). That latter threshold might be too low; my daughter, who didn’t care for this game, decided she was going to try to end it as quickly as she could, and raced through to build four building cards, two of which were worth two points each, the lowest value. It turned out to be a smart plan, because she ended the game before I could build my third building, since I was trying to get some higher point cards. It’s also possible that my daughter is just smarter than I am.

I don’t think The River makes the cut in my house to stay in our rotation; it’s too familiar – really, yet another game where we’re gathering wood, brick, and stone? really? – and offers nothing new in the mechanics or theme. It is, however, a simplified version of Stone Age and similar games, and probably far more friendly to play with younger kids – especially if you just dispense with the game-end tile-matching bonus. That eliminates one spot on the board, and you’d take out some tiles that give you a free tile swap power, but then the game would be like a starter version of Stone Age … except that such a game already exists, My First Stone Age, with a listed playing time of 15 minutes. I haven’t played the latter, but I keep coming back to how The River just feels like a blurry copy of Stone Age, and that feels very unsatisfying to me as a critic or just a player.

Founders of Gloomhaven.

If you go over to Boardgamegeek.com and browse their enormous database of games (over 100,000 and always growing), you’ll see the #1 game is something called Gloomhaven, a mammoth, $140 game that, in my personal opinion, isn’t actually a board game: It’s a role-playing/miniatures game that comes in a board game sort of box, but isn’t something the average person would consider a regular tabletop board game. It’s expensive, huge (the box weighs 20 pounds), and requires playing over many sessions, while borrowing heavily from the mechanics of RPGs. It may be great, but that’s not a board game to me, or, I think, to most of my readers.

The designer of Gloomhaven, Isaac Childres, has extended the brand by developing a true tabletop game in the same universe as his hit title, one that is also still complex but plays very much like a regular, heavy strategy game, and manages to introduce some clever tweaks that produce a novel playing experience. This new title, Founders of Gloomhaven, somewhat de-emphasizes the Gloomhaven part – the title on the box has Founders in huge letters and puts the “of Gloomhaven” part in a tiny font that’s easy to overlook – but still comes with a million pieces and an elaborate set of rules and mechanics to satisfy the hardcore gamers in your group. The rules are not well written or organized, unfortunately, and my first playthrough was marred by a lack of understanding of the real point of the game, along with questions we had to head online to answer, but at least when I tried the game a second time I knew what my goal was and what basic actions were required to get me there.

Founders of Gloomhaven is a game of hand management and pickup-and-delivery mechanics that also works in tile placement, route-building, worker placement, a technology tree, and some basic economic elements, so … yeah, there’s a lot going on here. Each player controls two or three of the eight basic resources at the start of the game, and players will build resource production tiles of their own while also paying to get ‘access’ to the resources owned by other players so that they can build better buildings that require delivery of those resources. Eventually, larger “prestige buildings” will appear on the board, and players will earn larger point totals by delivering resources to those while also creating new actions for players to use with their workers.

The real core of the game is in how you connect these resource buildings to the upgraded buildings, which produce level 2 and level 3 resources, and to the prestige buildings, using roads, bridges, and gates. There are ornate rules about where you can place buildings – primarily that you can’t just place new tiles next to your own tiles already on the board – and you must use those connector tiles to create uninterrupted paths from the resources’ origins to their destinations. That means you will often want to forego certain actions or income to place more roads and thus create multiple paths to ship your goods around the board, especially if your competitors might have their own resource production buildings they’re trying to connect to the same destinations.

On a turn, you play one of the five action cards from your hand (six in a two-player game, with a card to collect Income added to the hand) to the table, take its main action, and then let other players take a similar but lesser ‘follow’ action. These include Construct, where you build a personal building like a house (freeing up a worker meeple), a bridge or a gate; Recruit, where you pay one or two coins to add an adviser card to your hand, giving you an upgraded version of one of the five basic actions; Upgrade, which lets you build an advanced resource building for either 4 or 6 coins, as long as you can deliver the required goods to it; Trade, which lets you place resource stalls on the board or pay to get access to someone else’s; and Call to Vote, which triggers a vote on the next prestige building to enter play, gives you some income or road tiles or influence tokens while paying more income to all other players. Your income increases as you bring more resources on to the board, so the game has an incentive built into the rules to keep the board growing and the pace moving along, although money is scarce within the game and you’ll make tough choices every round on what to do. (I rarely build houses, even though I’d get more worker meeples from them, because they’re pricey and I don’t think they pay off as well as upgrades do.) You can also use a card from your hand to take a basic action, like taking one coin, placing one road, or moving a worker to an open space.

Each player also plays as a unique race that owns one specific resource and that has a worker placement space on the main board for the player to use once s/he has built at least one house. The choice of race affects what other basic resources you can own at the start of the game, but beyond that doesn’t seem to have much effect on game play.

The points awarded for delivering resources don’t strictly go to the player who delivered each specific resource, which is one of the most important and most confusing aspects of the rules of Founders. If you deliver leather to a prestige building that rewards 4 points for that delivery, for example, but your leather production building took hides from someone else’s trade stall, you would have to give one point to the other player and keep just 3 for yourself. This means there’s a lot of accounting to do each time there’s a resource delivery, and it’s probably the biggest factor in increasing game time, because as the board fills up, placing any upgraded building or prestige building will likely result in a pause to figure out who gets how many points.

The game ends once six prestige buildings are on the board and completed, meaning someone has delivered each resource required by that building. Our first play-through, with two players, took about 2.5 hours, a little above the 120 minute time shown on the box. I also played a solo game that took an hour or so, although I am fairly certain I played a bit loose with some of the rules (mostly because I’d already had two drinks, which is not great for modeling paths in your head, it turns out). The solo mode has you playing against the clock, trying to complete seven prestige buildings in seven rounds, with certain costs increasing on you as the game progresses; either I missed a rule somewhere or there needs to be a better way to obtain income, both currency and influence tokens, to give you a fighting chance here. (I did “win,” technically, but again I think I skimmed some rules here.)

I see two fundamental problems with Founders of Gloomhaven, starting with the rules themselves. They’re not well written or organized, and terms are used to mean slightly different things – “own” in particular has multiple distinct definitions in the game, as does “import” when referring to resources. The BGG forums for the game are filled with rules questions like those, or asking about the multifarious rules on tile placement. The other is that it seems to be too hard to get roads to place on the board – if ever a game needed a card like Catan’s Road Building development card, this is it. You can forego money in the income phase to take and place roads, but that puts you at some disadvantage in the next round, and that is one of just two ways when you can place multiple road tiles at once, the other coming with certain adviser cards you must purchase. The game can’t work without a big network of roads connecting resource stalls and buildings around the board – you actually don’t have enough claim tokens to set up unique resource buildings in each section of the board – so all this shortage does is add some needless length to the game.

One last positive aspect worth mentioning is that there is some collaborative effort to the placement of buildings, especially prestige buildings, because multiple players can benefit from any such placement. That speeds the game up a little it, and also encourages players to work together on building the network around the board (which comes with two sides, one of which is apparently harder than the other). For a game of this depth and potential time requirement, a collaborative aspect is both welcome and necessary.

The game has a list price of $80 but I’ve seen it regularly under $50; amazon has it right now for $45. I imagine it’ll appeal to Gloomhaven players for its theme, but this is much more of a game in the vein of heavy strategy titles like Great Western Trail or Whistle Stop from last year, games that focused on tile placement but also required you to manage multiple other tracks (no pun intended) at the same time that you’re building out the board. It’s solid, and offers some novelty in the semi-collaborative aspect, but I don’t think I’ll pull Founders off the shelves before some other heavy strategy games that play more smoothly or are just more fun.

Kerala.

The family board game Kerala: The Way of the Elephant first came out in 2016, and I tried it for the first time at Gen Con 2017, jumping into a game of a few friends who needed a fourth player, but I hadn’t scored a copy until just last week. It’s a very light, fast-playing game with a decent amount of luck involved, but the way the turns go, every player is going to have to cope with the randomness in the same way, and ultimately the game plays out as a sort of competitive puzzling match where each player has to build out his/her set of tiles to maximize points and minimize penalties in the same way.

Each Kerala player gets two elephant tokens and a start tile, all in the same color, with five colors total in the game (the game plays two to five, but it’s best with at least three). On each turn, the start player draws one tile from the bag – 100 tiles if there are 5 players, slightly fewer for lower player counts – for each player, and then players select tiles from those drawn to add to their tableaus. You can only add a tile next to one of your two elephant tokens, and then move the token on to the new tile. Then the start player moves around the table, so over the course of the game you should pick first through last a roughly even number of times.

The catch in Kerala is in the scoring, of course. There are five colors of tiles, and you want to try to create one area for each color in your tableau – if you have two separate areas of green tiles, you will have to choose one to discard at game-end, losing two points for each tile you lose. (You can have two areas in your start color.) Most tiles have one to three elephant symbols on them, and you’ll score a point for each symbol on tiles you haven’t discarded in the end-game scoring. You also need to have at least one area of each of the five colors at game-end, or you lose five points for each color you don’t have.

There are three types of special tiles in the bag, and they can be extremely valuable or utterly useless, depending on when in the game they appear and what your board looks like. One allows you to relocate any tile you’ve already played to the table; otherwise a tile you’ve placed can’t be moved for the rest of the game. One allows you to jump either of your elephants to anywhere else on your tableau, which can be very useful if you’ve boxed one of your tokens into an inconvenient spot. And the third type has two colors on it, one covering most of the tile and one touching a single edge; you score five points at game-end if you match the edge color to the tile adjacent to it on that side.

Kerala allows you to stack tiles on top of each other rather than just adding to the edges of your tableau, which can help you connect areas or cover tiles that would lose you points, but can also cost you more points if you have to discard an entire stack – it’s two points per tile you discard, not just for the stack – and potentially traps your elephant somewhere that makes it hard to place more tiles. You can also pass twice per game, choosing not to take any available tiles; when you do so, you lay one of your two elephant tokens on its side. You do get one point at game-end for elephant tokens still standing, although it’s generally worth losing that bonus to pass on tiles that you can’t place without incurring the two-point penalty.

Rounds can easily take under a minute, and you can play a whole game of Kerala in about a half an hour, unless you have a player who hems and haws over every little choice (I know a few of these, but I’m not one). It’s listed for ages 8 and up and I see no reason an 8-year-old or even a child a bit younger couldn’t play this with a little advice from an adult – you’re matching colors and just lightly planning ahead, but there’s only so much strategy you can employ in a game that gives you no warning or way to predict what tiles might be available. Kerala is also a bit unusual in that the designer is a woman, Kirsten Hiese: Board game design is an extremely male-dominated field, and if you see a woman’s name in the credits, it’s usually either as co-designer or as the artist. My #1 game at Gen Con this year, Nyctophobia, was designed by a young woman, Catherine Stippell; Visitor at Blackwood Grove, another game I didn’t get to demo there, earned some positive chatter, and its lead designer is Mary Flanagan (also the lead on Monarch, a game with three listed designers, two of whom are women). But this is rare, and there’s no good reason for it, which to me is all the more reason to try to boost a game like Kerala, one that is fun and easy to bring out for the whole family to play, and that oh-by-the-way happens to be designed by a woman.

Century Spice Road.

When reviewing anything – books, movies, TV shows, and, yes, board games – it’s often too easy to describe something by comparing it to another more familiar title, or to say it’s a combination of this title and that title. Come to think of it, that comes up quite often in baseball too – readers and especially TV/radio hosts often ask me “who does this prospect remind you of?” I generally don’t like to answer those questions, because I find those comparisons too facile and often not very revealing – you lose a lot of nuance, and the comparison becomes an anchor point for whoever is listening or reading. If I tell you such-and-such a pitcher reminds me a lot of Roy Halladay, you’re not going to think of anything but Roy Halladay – and any further elucidation comes in the form of a negative statement, like “he’s Roy Halladay but not X.”

So now I’m going to violate everything I just said earlier – Century Spice Road is really a lot like Splendor, in a good way. It has one significant twist in the mechanics that make it a great game for people who like Splendor (and really, if you don’t like Splendor, I’m not sure if we can be friends) but want something a little different. Splendor is a shade more elegant, and gets points for bringing this general mechanical framework to the table, but Century Spice Road is perfect if you’ve decided you want something similar to Splendor but not exactly the same.

Century Spice Road is the first part of a game trilogy from Emerson Matsuuchi (Reef, Volt), the second part of which, Century Eastern Wonders, was out at Gen Con last week, with part three due out in 2019. The first two games can apparently be combined into a single game called Sand & Sea, which I will try out when I get my copy of Eastern Wonders.

Spice Road’s theme is a familiar one in the tabletop world – I’ve lost count of how many games involve merchants trading spices – while the rules are quite brief and simple. Players will collect spice cubes in four colors (turmeric, safran, cardamom, and cinnamon), and try to trade them in for bonus cards that can be worth 8 to 19 points depending on the cube costs. Players collect those cubes by playing cards that allow them to just take two or three cubes form the supply, and, more frequently, by playing upgrade cards that allow them to trade in some combination of cubes for another combination of cubes that is more valuable. (It’s not a zero-sum game; you’re trading with the market, which apparently is full of merchants who suck at math.) The cubes’ values are ordered, with turmeric the least valuable and cinnamon the most. Those values are reflected on all of the upgrade cards and on the bonus cards, so cards that require more cinnamon and cardamom cubes will be worth more points.

On a turn, a player can play a card from his/her hand, take a card from the supply, claim a bonus card with the appropriate cubes, or ‘rest’ to pick back up all cards s/he has played to the table. The queue of cards to take works with the same mechanic as many other games, notably Small World, where the leftmost (top) card in the stack is free, and you pay one cube of any color for each card you skip over to take another one, placing each cube on the card you’ve skipped. Sometimes that’s still a great play – your cube can only hold ten cubes at the end of your turn – and sometimes it’s smart to take a card from the queue because of the cubes other players have left on it.

The leftmost card in the stack of bonus cards rewards the player who claims it with a gold coin, and the next card to its right is worth a silver coin, although both piles of coins are limited to twice the number of players in that game. Game-end scoring is simple: add up the points on your bonus cards, take three points for each gold coin and one for each silver, and add one point for each non-turmeric (yellow) spice cube left on your caravan. When one player obtains his/her fifth bonus card (4-5 players) or sixth (2-3 players), players finish that round and score. Games take 30-40 minutes, turns are short, and the rules are very quick for new players to learn. It really is Splendor-ish, but with a little more engine-building to it, where instead of acquiring cards that give you permanent jewel/cube values, you play upgrade cards to boost the cubes you have. It’s a great lightweight game that capitalizes on the familiarity of an earlier game without feeling too repetitive.

Top 100 boardgames, 2017 edition.

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 eleven, 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 this weekend, 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 tenth one, the second year I’ve ranked 100 games, which is probably fewer than half of the games I’ve ever tried 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 hit my table.

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 to review or test that I haven’t played at all or enough to rank, including Raiders of the North Sea, Photosynthesis, London, Wasteland Delivery Express, Clank!, and more.

100. Seikatsu. A new abstract game with gorgeous, well-made components, where two or three players compete to fill out a board with tiles that score once when they’re placed but score a different way at game-end – and where each player’s perspective on the board changes the scoring. My only complaint here is that it’s a bit pricey at $40 for this kind of game; you’re paying for components, but not for the gaming experience. Complexity: Low.

99. Hey That’s My Fish. The rare kids’ boardgame that is still a fun play for adults, where players compete to score points by placing and moving their penguins across a board of hexagonal ice tiles … but the hitch is that the tile you leave then drops into the ocean, so the board changes as you go and you can even trap an opponent’s penguin if you plan it right. The app version, the only way I’ve played this game, includes some great animations, and you can unlock a number of alternate boards via achievements, most of which are low-hanging fruit. This and Blokus are the two best games specifically aimed at younger players that we’ve tried. Complexity: Low.

98. Russian Railroads. Heavy, no-luck strategy game that combines some engine-building with an extremely well-balanced scoring system that allows multiple paths to the 300-point range where you’ll typically finish. Your board has three tracks that you will try to build with multiple train colors, each worth more points than the previous one, while you can also hit various bonuses on those tracks or on the separate factory track, and you can hire engineers that give you additional action types that tend to be even more beneficial. And then there are locomotives, which you need to get to earn any points for your track advancement, but which are scarce (in fact, my one complaint is that they’re too scarce) and become hotly contested. If you like luck-free, complex strategy games, this is up your alley. Complexity: High.

97. 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.

96. Spyrium. Full review. The steampunk theme didn’t do much for me, but there’s a decent game underneath it of very long-term planning – what you build in phase one really determines how much you’ll be able to accomplish in phase three. From the designer of Caylus, Spyrium requires players to collect the fictional energy-dense crystal of that name (dilithium much?) to build factories that produce more of it or convert it into cash. The real key to the game are the technologies available early in the game that can lead to lower costs later on; skip those, or buy the wrong ones, and you’re sunk. Complexity: Medium-high.

95. Port Royal. I believe this was just released in the U.S. for the first time this year, 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.

94. 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.

93. 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.

92. Flash Point: Fire Rescue. Full review. A new cooperative boardgame that borrows very heavily from Pandemic but shifts to a new setting – a burning building with victims to be rescued – and includes different constraints and tools for fighting the common foe. I think Pandemic does this better, not just because Matt Leacock invented this subgenre but because the play itself, especially the way the foe (viruses) spreads across the board, so Flash Point is better if you love Pandemic and want more of the same but on a different board. A good deal right now at $24. Complexity: Medium.

91. Tak. Full review. Not yet in print, although it’s supposed to be delivered to Kickstarter backers this month. 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.

90. Bottom of the 9th. Yep, it’s a baseball game, but a very simple, streamlined one that just focuses on one half-inning of “play” and works primarily as a game-theory, deduction exercise – one player is the team at bat, the other in the field, and each is really trying to guess what the other player will choose to do. Each player has cards representing the ballplayers, with certain abilities and bonuses depending on the outcome of the two players’ choices – a pitch low or high, inside or away. Very quick to play, with many expansions that add some quirks to the action. Complexity: Low.

89. The Battle for Hill 218. A simple-not-that-simple two-player card game with a high degree of blowing-stuff-up-ness. Two players compete to take control of the hill of the game’s title by placing cards representing different military units that have specific attack and defense skills – some merely attacking an adjacent card, some able to attack deep behind enemy lines. The Kickstarter was a success, and they reprinted this game and the rethemed Battle for Sector 219, but it appears that copies aren’t easy to find. I’ve played and liked the iOS app version. Complexity: Medium-low.

88. Bora Bora. Bora Bora is one of the best-looking games we own and plays like a more complex version of the Castles of Burgundy. Two to four players compete to occupy territories on a central board of five islands, then using resources they acquire there to build on their individual player cards … but that’s just one of many ways to gain points in this game, where you can also hire natives to perform tasks or earn shells or status points, and you can trade in shells for jewelry worth points at game-end, and you can get bonuses for collecting certain combinations of cards, natives, or resources. It’s almost too much – you have so many options the game can slow down if players start overthinking it – but if you like Castles of Burgundy this is a good follow-up purchase. Complexity: Medium.

87. Saloon Tycoon. Full review. A great-looking game that plays well too. Players are indeed saloon owners and must build their taverns across and up – buying cubes that allow them to add second and third floors to their establishments, adding rooms that confer different values and often work in concert with other rooms or certain cards to rack up more points. It’s fun, it’s just lightly competitive – most of what you’re doing is building your own site, but there are a couple of small chances to steal something from an opponent or hand him/her a damaging card. And if you’re comfortable with the presence of a Brothel card (it’s not explained), it’s fine for kids too. Complexity: Medium-low.

86. Mole Rats in Space. Full review. A cooperative game from the designer of Pandemic and Forbidden Desert, this title is specifically aimed at kids, stripping out most of the complexity of those games and reducing the cooperative mechanism to its most basic parts, with players representing astronaut mole-rats on a ship that has been invaded by snakes. The snakes keep coming while the players must try to bring four objects to the center of the board so they can escape.

85. 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.

84. 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.

83. 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. Complexity: Medium.

82. 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.

81. La Flamme Rouge. Full review. A bike-racing game for two to four players, where each player runs a team of two racers on the board, and must move both of them each turn by working through a small deck of movement cards that, over the course of the game, becomes bogged down with Exhaustion cards. You can also ride in another player’s wake and gain free movement points each turn if you play it correctly, so making a big move for an early lead may not be such a hot idea. The game comes with several alternate board configurations, which gives it more replayability. Complexity: Medium-low.

80. 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.

79. 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.

78. 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.

77. 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.

76. 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.

75. 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 this year as we’ve found the replay value is limited, even with the expansions. Complexity: Medium-low.

74. 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.

73. Camel Up: Full review. Winner of the Spiel des Jahres award in 2014, Camel Up revolves around the “Camel Cup,” a race around the board involving … well, camels, yes, but camel meeples that stack, so when one lands on a space occupied by one or more camels already, they form a pile that moves as one. Players get to place little bets on each round of the race and on the ultimate winner and loser. Strategy is light, and it works for up to 8 players – the more the merrier in our experience, because it just gets sillier (in a good way). My daughter loves this; I would say I just like it, but I ranked it here because any game that she asks to play is a good one in my book. Complexity: Low.

72. 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.

71. 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 this year 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.

70. 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.

69. 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.

68. Mysterium. Full review. A truly unique co-op game where one player plays the ghost of a murder victim and must communicate clues to the other players, who play mediums, using vision cards which are, by design, ambiguous. It’s a game that tests your creativity and rewards imagination, rather than piling on complexity to increase its difficulty. It’s already been expanded as well with more cards, some of which are just more suspects or weapons but most of which are new vision cards which make for an even more oneiromantic evening. Complexity: Low.

67. 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.

66. 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.

65. Yamatai. Full review. One of the most maligned releases of the year because … reasons? A Days of Wonder release from a well-regarded designer, Yamatai 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.

64. 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.

63. 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. Out of print in English, unfortunately. Complexity: Medium-low.

62. 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.

61. 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’ve moved this up a few spots this year after some replays, as 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.

60. 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.

59. 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.

58. 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.

57. Agamemnon: (Link is not to amazon.) 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.

56. 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.

55. Quadropolis. Full review. The latest title from Days of Wonder 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.

54. 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.

53. 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.

52. 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.

51. 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.

50. 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.

49. 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.

48. 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.

47. 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).

46. Kingdomino. Full review. This year’s 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.

45. 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.

44. 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.

43. 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.

42. 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.

41. 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. Back in print for 2017. Complexity: Medium.

40. 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.

39. 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.

38. 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.

37. 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.

36. 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.

35. 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, but I heard at GenCon this year that it’s getting a reissue in 2018. Horse with no name sold separately. Complexity: Low.

34. 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.

33. 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.

32. 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.

31½. 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 twice, with Hellas & Elysium last year and Venus Next appearing at PAX Unplugged. Complexity: High.

31. Whistle Stop. Full review coming soon. 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.

30. 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.

29. 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.

28. 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.

27. 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.

26. 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.

25. 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.

24. 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.

23. 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.

22. 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.

21. 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.

20. 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.

19. 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.

18. (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.

17. Azul. Full review. The best new family-strategy game of 2017 (so far, I guess), 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.

16. 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.

15. 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.

14. 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.

13. 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.

12. 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. It’s the best new game I’ve seen this year. Complexity: High.

11. 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 this year and she took to it right away, beating us on her second play. The base game has been out of print for over a year now, and a reader tells me the iOS app died with the 64-bit app-ocalypse. Complexity: Medium.

10. Samurai: Full review. I bought the physical game after a few months of playing the app, 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.

9. 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.

8. 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.

7. 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/The Old West, comes out in February.

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

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 in April of season one, but season two is out already, so we are slackers. Complexity: Medium for the base game, medium-high for the Legacy game.

4. Dominion: Full review. I’ve condensed two Dominion entries into one this year, 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 coming soon. 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. Baseball Highlights: 2045
5. Stone Age
6. Ticket to Ride
7. Splendor
8. Patchwork
9. Agamemnon
10. Dominion/Intrigue
11. Small World
12. Battle Line/Schotten Totten
13. Samurai
15. Castles of Burgundy
16. Morels
17. Ingenious
18. Azul
19. New Bedford
20. Cacao
21. Targi
22. Lost Cities
23. Pandemic
24. Blood of an Englishman
25. Jambo
26. Through the Desert
27. San Juan
28. Tak: A Beautiful Game
29. Santorini
30. The Fox in the Forest

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, which I have yet to play but am planning to review, requires five players.

Tokaido.

Tokaido came out in 2012, the third hit title in three straight years from designer Antoine Bauza (7 Wonders, Takenoko), and like those previous two titles, it combines elegant rules and beautiful artwork into a short game time that allows for frequent replay. This year brought a Tokaido app (iOSAndroid) that has fantastic animations and a solid tutorial, although I did hit one glitch in one game.

The Tokaido was the most important of the Five Routes of the Edo period in Japan, all government-regulated paths for travel and trade, with the Tokaido connecting Edo (now Tokyo) to the imperial capital of Kyoto. In this boardgame, each player takes on a specific character of a Japanese traveler who will move along a straight track that includes various stops where the player can take a specific action, as well as four inns where the player can buy a meal for victory points. The order of the stops varies along the track, and the player who is furthest back on the track gets the next turn. There are six distinct types of stops in the game: gain 3 coins; take one “encounter” card (which gives you something good at random); donate to the temple for one point per coin; buy one or more souvenirs; take a hot springs card for either 2 or 3 points; take the next card for one of the three panoramas in the game. The souvenirs come in four types, and cost 1 to 3 coins each; you gain points for each different type you collect in a set, 1 for the first card, 3 for the second, 5 for the third, 7 for the fourth, so potentially 16 points for each quartet you collect. The three panoramas are all different lengths, and you gain points for each card you collect; the longest is five cards, and you’d get 15 points for completing it (1+2+3+4+5).

At each inn, you can choose to buy a meal, each of which is worth six points. Some cost 1 coin, some cost 3, and the first person to reach the inn thus gets first choice of all of the meals for that round (you draw one card per player plus one more). If you get there last, you get the last choice, and may have to pay more, but you will be the first to leave the inn for the next round. You can’t buy the same meal twice in the same game, however.

There are also seven bonus cards for 3 points apiece. The first player to finish each panorama gets a 3-point card. The player with the most encounter cards, the most meal cards, the most hot springs cards, and the most souvenir cards at game-end gets a 3-point bonus card for each as well. The temple gives bonuses to the most generous players, 10 to whoever gave the most over the course of the game, then lower bonuses to each donor below that.

The nature of the game means blocking other players can be an effective strategy, especially given the way the scoring rewards players for hitting the same destination type (or color) repeatedly. I think it’s more valuable in 2- or 3-player games, where only one player can occupy any stop on the track at a given time, than in 4- or 5-player games, where some track locations have a second spot for another player. You may wish to stop another player from finishing a panorama, or keep a player who’s low on cash from hitting the 3-coin space. That said, even in a smaller game, I wouldn’t use this as a primary strategy; there’s a big opportunity cost to skipping spaces if you’ve visited that color type earlier in the game.

Although you can move as far along the track as you want on your turn, in reality, your best move is nearly always to take the next open space. Skipping spaces can give other players additional turns before you get to go again, so until the fourth section (the last set of spaces before the game ends), you’ll probably want to take the next space every time, maybe occasionally skipping just one space to get something specific, like moving to a yellow spot to get 3 coins if you’re out of cash. In the fourth section, it can make more sense to move ahead to complete a panorama or try to get the fourth souvenir in a set because those deliver higher points rewards than other moves. Those will depend on what you’ve accomplished earlier in the game, and sometimes what others have done – there’s a 3-point bonus for being the first to complete each panorama, and end-game temple bonuses depend on who donated the most – will alter your choices.

The app, by Funforge’s digital division, looks fantastic. Rather than simply implementing the boardgame as a 2D experience, they’ve animated everything, so you see the board from an isotropic view and the player-characters jog from space to space. There’s also a line at the bottom of the screen that represents all the possible stops between inns, so you can see what’s coming up, and you can press there to select your next destination or you can scroll through the 3D view to get there. Each time you stop at any place that will require a decision, you get a fresh screen that shows you all of your options – for example, at the souvenir stand, you’ll see the three choices for you at that stop, and on the left side are the four symbols with numbers indicating how many of each you already own. (I played the iOS version.)

I did experience one bug in the app, just the second time I played it, and it hasn’t recurred since: one of the animated AI characters ran to the next stop but couldn’t quite get there and ended up sort of running in place. I had to kill the app and restart it to get out of that. There’s only one level of AI player, but I’ve found it to be perfectly competent, enough challenge for me as a relative newbie to the game.

Bauza’s got quite a track record of successful designs, and I’d rate Tokaido behind three of his better-known titles – 7 Wonders, Takenoko, and the two-player game 7 Wonders Duel – but ahead of the Spiel-winning coop game Hanabi or 2016’s Oceanos. My daughter, now 11, loved it right out of the box and picked up the strategy pretty quickly, so I’m comfortable recommending it as a good family game that you can easily play on a school night given its 30 to 40 minute playing time.

Colt Express.

Colt Express won the 2015 Spiel des Jahres prize as the best moderate-level boardgame of the year, beating out Machi Koro (which I think should have won) and something called The Game, which was apparently named by designers who wanted to be sure no one could ever Google their product. Asmodee, the publisher of Colt Express and now owner of the boardgame and app publishing studio Days of Wonder, has just released an app versionof the game, and it’s a solid adaptation with a couple of major frustrations built into it.

Colt Express pits players against each other as bandits in an old-fashioned train robbery, with the twin goals of collecting as much loot as possible while also shooting as many of your opponents as possible; the final scoring rewards the gems and purses you collect, and gives a bonus to the ‘best shooter’ who’s discharged the most bullets. There’s a marshal on the train as well, and if you happen to run into him, you get shot and forced up on top of a train car.

All movement and action takes place via cards that are played to the table at the start of each round, most visible to all players but some hidden when the train passes into a tunnel, but not actually enacted until all cards for that round have been played – it’s a two-phase process, playing all cards, then going through the pile and letting players act on those cards. Cards allow for movement along the train, movement up to the top of a car or back down into one, punching an opponent (which forces him/her to drop one item), picking up an item from the floor, shooting at an opponent, or moving the marshal one car in either direction. If you’ve been shot, you also get a neutral, useless bullet card in your deck, which just reduces the options in your hand for your turn. You can also pass on a turn to draw three more cards from your deck if you’re looking for a specific card. A round can involve as few as two card plays or as many as five; sometimes the order reverses, sometimes you’ll get to play two in a row (very valuable for sneaking up on someone and poking him in the snoot). Some rounds end with a special rule, such as any character on top of the car that contains the marshal draws a neutral bullet card.

The entire strategy of Colt Express involves guessing what your opponents are likely to do and planning out your cards to anticipate those moves and/or give yourself flexibility to react on the fly, once the cards are played but before they’re used. When a player plays a card at the start of the round, that player doesn’t have to specify, say, how far they’re moving or in which direction, or who the target of a shooting or punching card would be, so you need to see what’s played and keep track of the tree of potential decisions from that. The only random aspect of the game is the card draw, but there’s a ton of luck involved in the guesswork – you can plan well and still whiff because another player did something unlikely or unanticipated.

The app version looks great, as all Asmodee and DoW apps have, with strong graphics and bright colors, and it ran smoothly on my iPad Pro. (I just upgraded from a five-year-old iPad 2, which couldn’t run a full game without crashing.) The app allows you to play in Classic mode with any number of the game’s pre-set characters – each of whom has some special ability; I think Cheyenne’s is the best – and has the potential for you to play with some variants, although those aren’t immediately available.

There are two real flaws with the app, one easy to fix, one less so. The app comes with a story mode that includes five short missions for each of the five characters, and completing all five missions for a character unlocks a variant for you to use in the base game, such as having the last car on the train detach at the end of a round. I have never liked this concept in app design, where certain aspects of the game are inaccessible unless you complete something else; Catan made this mistake and it is one of the main reasons I don’t recommend that particular app. If you pay for the product, you should get the whole product up front. I completed the stories for two of the characters, but the missions generally are more like puzzles than full games, because you’re often ignoring what the AI characters are doing; you’re completing one or two tasks, while the AI characters are playing the game normally. Just make the variants available from the start and use Achievements to reward players who complete the stories.

I’ve also found the AI players to be a little dumb, at least in terms of card choices. Obviously, you’re playing a little blind, not knowing what other players will play or do over the course of a round, but there are certain cards that you know you won’t be able to use, or are maybe 5% likely to be able to use – for example, punching another character when there won’t be anyone in your space, or picking up an item from the ground when the ground is empty. The AI players tend to do that a couple of times per game, in total, and there’s no excuse for it; AI players have the advantage of calculating every possible set of moves in a game this limited, and moves that are 5% (or less) likely to work should be discarded.

There’s one technical glitch that could also have been user error (meaning I may have screwed up). When you play a card to shoot or punch another character, you have to select the target, and sometimes you have more than one choice (e.g., you’re in a car with two other characters). Choosing the right target is occasionally tricky when you’ve got several characters bunched up together in a car. Twice I thought I clicked on one target but the game selected the other one, so either 1) it was not clear which selection button attached to which target or 2) I just did it wrong.

The app is $3.99 for iOS devices or $4.99 for Android; I have only played the iOS version. I think the game itself is enjoyable enough for a $4 price, but I think you’d get more out of it if you use the online multiplayer feature instead of facing off against AI opponents.