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.

Top 100 boardgames.

This is now the ninth iteration of my own personal boardgame rankings, a list that’s now up to 100 titles, up twenty this time from last year’s list. It’s not intended to be a critic’s list or an analytical take on the games; it’s about 80% based on how much we enjoy the games, with everything else – packaging and design, simplicity of rules, and in one case, the game’s importance within its niche – making up the rest. I think I’ll probably hold the list at an even 100 going forward as it’s a monster to update each year.

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

I’ve expanded the list to include several games I have only played via iOS app implementations, rather than physical copies. As always, clicking on the game title takes you to amazon.com; if I have a full review posted here or on Paste magazine’s site, the link to that will follow immediately. I’ve linked to app reviews where appropriate too. I’ve got many of these games in my aStore on amazon as well, unless they’re totally out of print.

I’ve added a few titles at the end that I own but haven’t played, or have not played enough to offer a review of them or rank them. Many of those will appear on a future list once I get to play them more.

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. My wife prefers medium; I’m somewhere between medium and high. This isn’t like ordering a filet and asking for it well done, which I believe violates one of the Ten Commandments.

[Read more…]

Top 80 boardgames.

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

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

I’ve expanded the list to include several games I have only played via iOS app implementations, rather than physical copies. As always, clicking on the game title takes you to amazon.com; if I have a full review posted here or on Paste magazine’s site, the link to that will follow immediately. I’ve linked to app reviews where appropriate too. I’ve got most of these games in my aStore on amazon as well, unless they’re totally out of print.

I’ve added a list of titles at the end that I have played at least once but not enough to offer a review of them or rank them. Many of those will appear on a future list once I get to play them more – I might update this list in a few weeks as we keep playing, as I’ve got a pretty long list of games to try out.

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

80. XCOM: The Board Game. Full review. A moderately successful adaptation of a wildly successful cooperative videogame, where players work to protect the planet against a massive alien invasion, facing multiple types of mounting threats as the game advances. Comes with a free app that helps run the game session. I just found the game a bit too complicated no matter how many players we had. Complexity: Medium-high.
[Read more…]

King of Tokyo.

I’ve owned the great, silly family boardgame King of Tokyo for over a year, but we always seemed to overlook it for other games I needed to review for Paste* or in favor of a longtime favorite of my daughter’s (like Splendor). We broke it out this weekend, however, and after a few more plays I can give it a fair review: It’s awesome, one of the best games we own that’s not just suitable for her to play (she’s nine), but which she can fully understand without making us feel like we’re playing something dumbed down for the kids.

* My latest review for them covers the app version of Camel Up; I have a review of the new edition of Mission: Red Planet coming up next week.

Designed by Magic: the Gathering creator Richard Garfield, King of Tokyo does have one major difference from most of the games I review here and for Paste: Players can be eliminated, and in fact one of the two victory conditions is to be the last player standing. That doesn’t always go over well with the young ‘un, especially since an eliminated player might have to sit around (or go watch Littlest Pet Shop) and wait for the game to finish. There’s also a way to win without elimination, just by becoming the first player to reach 20 victory points, which in our experience was the more common outcome.

Players in King of Tokyo – not to be confused with our variant, King of Totoro, or the perpetually-hungry King of Town – represent monsters fighting for control of Tokyo. Each player begins the game with 10 health points and zero victory points. Only one monster can control Tokyo at any given time, and once there, s/he becomes the target of attacks by all other players – and can, in turn, attack everyone else at once. Each player rolls six dice on his/her turn, which can result in combinations of points, healing, attacks, or energy cubes which become currency with which to purchase cards that grant additional powers or points. The dice have six sides: 1, 2, 3, attack (a paw mark), energy, or healing (a heart). On a turn, the player rolls all six, then may reroll one or more of the dice, and reroll one more time before settling on the six results. If the player gets at least three dice showing the same number on its face, s/he earns one victory point per die – so anywhere from three to six points on the turn. An attack die takes a health point away from an opponent: if you’re in Tokyo, all your opponents lose a health point, whereas if you’re not in Tokyo, the player who is loses a health point. Each heart you roll gets you back one health point, but only if you’re not in Tokyo.

If you’re in Tokyo and are sick and tired of those monsters attacking you, you can choose to cede Tokyo to any attacking monster right after you’ve been hit. But if you stick it out, you get two victory points for every one of your turns you begin in the city of Tokyo. Any player who moves into Tokyo gains one victory point for doing so, including the first player to occupy the city by rolling the first attack (paw) of the game. In games with five or six players, the second Tokyo space, for Tokyo Bay, also enters play, so two players can occupy the city at once, and their attacks on other players don’t affect each other.

The key to the game is the cards, unless someone has exceptionally good luck early with dice rolls. Cards can cost two to eight energy cubes, with three on the market at any given time, and offer all kinds of benefits – altering game rules, dealing quick damage to opponents, and so on. The right card or two can sway the balance of the game toward you … until someone else plays another card and sways it back. Some cards introduce additional elements to the game, such as “poison” tokens (the victim loses a health point per turn until s/he uses a heart die to remove it) or the Mimic card (which can copy any card any other player has in play, with a cost of one energy cube to change the target card at any time). It adds some complexity and strategy to the game so that it’s not quite so dice-dependent, but still has a random element from the huge deck of cards from which you’ll likely only see a handful during the game.

The game plays two to six, although we’ve found playing with two doesn’t work very well, with a recommended age range from eight years old up, which is in our experience quite fair, and would even be fine for gameplayers under eight if they can handle something like Ticket to Ride. A full game with the three of us lasts 20-25 minutes; I would guess a game of six players would take longer than the 30 minute time suggested on the box, but maybe with that many players you’re just beating the tar out of each other early and reducing the player count. It’s a must for any collection where the typical game group includes a mix of kids and grown-ups, and maybe even without the kids if the grown-ups like to drink and play.

Thebes.

Thebes is a moderate-strategy game, first published in 2007, that uses an archaeology theme to bring a couple of clever mechanics to the genre without becoming too complex or slow. It also is the rare game that plays as well with two players as it does with more, even though the tenor of the play and your strategy will both vary greatly with the number of players. (It’s back in print as of January 2021.)

In Thebes, you’re a lead archaeologist who must gather resources called “knowledge points” before you head off to one of five dig sites (each with a unique color) to try to retrieve valuable artifacts. You gather these knowledge points in seven European cities, so the entire map has just twelve sites and getting around is straightforward, and by taking one of four cards shown on the board at any given time. To draw a specific card, you move to that city and pay the cost to acquire the card – more on that cost in a moment – after which you add it to your hand. Most cards contain one to three books in the specific color of one of the dig sites; those are “specialized” knowledge points, good only for that dig site. There are “general” knowledge points, blank books that count toward any dig site; assistant cards, which you collect in sets to add more specialized knowledge for any dig site; shovel cards, which you collect in sets to draw more artifacts when you dig; and rumor cards, which you count once as specialized knowledge during a single dig and then discard.

When you go to dig, you move to the city of the dig site and count all of your knowledge applicable to that dig – all your specialized knowledge points in that color, plus all of your general knowledge points up to the number of the specialized points, and then use a wheel to determine how many artifacts you can take from the dig site (a bag of tokens), which is also a function of how many weeks you wish to spend digging. There is no money in Thebes; the currency is time, as it takes one week to move between adjacent cities, one to six weeks for any card you take from the board, and up to ten weeks for any dig. The game takes place over three years for two players and two years for four players, so time is truly fleeting in Thebes and you need to budget carefully.

Those bags are the one truly new mechanic in Thebes, a game without much randomness until you start pulling tokens from a bag. There are 31 artifact tokens in each color, 13 worth one to six points each, two tokens worth knowledge points (one general, one specific to another color), and 16 blanks. At the start of the game, you take a one-point token in each color and place it on the map, so that the first player to dig there gets that artifact as a bonus. Then the digging begins: You use the wheel to determine how many artifacts you can pull (again, a function of your knowledge points and the number of weeks you wish to spend), and then take out that many tokens. You keep any that aren’t blank … and you put the blanks back in the bag. That’s right: The odds of pulling out a non-blank token just get worse as the game goes on. It pays to be the first one into the tomb.

Most of your points (about 75-80% in our experience) will come from artifacts you gain from digging. There are three other ways to gain points in Thebes. Two of them, Congress cards and Exhibitions, are available in the main card deck and will appear in the four card spaces on the board along with the cards described above. Congress cards are simple – there are nine, and you get points based on how many you have, with the point totals rising sort of logarithmically, up to a maximum bonus of 28 points for seven cards. Exhibitions come up in the second half of the game, roughly, and they reward you with four or five bonus points for artifacts you’ve already obtained; if you have the right combination of artifacts, you go to the city on that card, take it from the board, and gain those points at the end of the game. It’s a significant cost in weeks, however, so the payoff isn’t great. The final way to gain points is to have the most specialized knowledge points in any specific color, with the leader in each color getting five points, co-leaders in any color each getting three.

The one other unusual mechanic has appeared in other games, including an even more elegant implementation the wonderful 2010 title Glen More, where one player might get multiple consecutive turns because other players have moved too far ahead. Players count their weeks spent via a track around the outside of the board, and the player whose token is the furthest behind gets to take the next turn. Say you’re playing a two-player game and your opponent chooses a ten-week dig in Palestine; if you can play your cards right, literally, you might get four turns in a row to grab other cards while s/he is busy, because you’ll move around the track but still be behind your opponent.

Games take under an hour and setup is very simple, assuming you don’t do what I did once and confuse the colors of the bags. Thebes is also quite language-proof, with some of the clearest iconography of any game I know, at least among games at this level of complexity; I’d compare it to Ticket to Ride’s simplicity in that one aspect. There’s nothing in here an eight-year-old couldn’t handle, and most of the strategy involved is easy to understand; the hardest part of the game to grasp might be estimating the expected values of digs, especially once players have already been in a bag once or twice but might have yet to discover some of the most valuable tokens. (There are five cards showing the distribution of point-bearing tokens in each bag.) It’s a bright, attractive game with a well-integrated theme that fully ties into and even explains the game’s most notable mechanic, a very solid addition for anyone looking for a family game that kids will like but that has enough substance for the adults.

Reiner Knizia’s Age of War.

I have a draft blog post on Richie Martin, Walker Buehler, and Mike Matuella. This morning’s Klawchat transcript is also up. Definitely a different mix of questions when I hold a chat that early.

Reiner Knizia’s tiny boardgame Age of War is one of the smallest and simplest games I’ve encountered yet; the whole game comprises seven custom dice and fourteen square cards. Its rules are similarly short and elegant, fitting on both sides of one small page, even with room for some images and explanations to avoid potential confusion. It’s lightweight due to the moderate randomness involved in gameplay, but there are also clear strategic decisions for players to make, ones that my eight-year-old daughter could grasp and that give the game good replay value.

Age of War plays two to eight, although we’ve only played it with two and three so far. The fourteen cards are all laid face-up on the table and show one to four “battle lines,” rows of images that match the symbols on the dice. Each die has six different sides: one sword, two swords, three swords (those are all infantry units), a horseman, a bow and arrow, and a “daimyo” unit. On a turn, a player rolls all seven dice, then tries to match one complete battle line row on any card. The player places the matching dice on the card, after which s/he is committed to trying to finish that card for the remainder of his/her term, rolling all remaining dice, matching a battle line, then continuing to roll and attempt to match until either all lines are filled or s/he fails trying. The catch: If the player rolls the remaining dice and can’t match any line left on the card, s/he has to discard one die for the rest of the turn before rolling the remainder. Thus the player eventually will match all lines or be left with fewer dice than open spaces on the card.

When a player completes a card by matching all battle lines on its face, the player takes that card and places it in front of him, still face-up. Each card has a point value, and the cards are part of sets that include one to four cards each, with a higher bonus for collecting an entire set. However, another player can steal that card by rolling to match all battle lines plus the one extra battle line that shows a single daimyo character on it – making it more difficult but not impossible to steal. Once a player completes a set, s/he flips all cards in that set over, making them impervious to attacks from another player.

Reiner Knizia's Age of War, a new light strategy dice game from Fantasy Flight.

A photo posted by Keith Law (@mrkeithlaw) on

The game ends once all fourteen cards are claimed, after which players simply add up points from complete sets and points from other cards in front of them, with the highest point total the winner. The game took us 15-20 minutes with two or three players; with more than four players you’d almost have to try to steal cards from opponents, which would likely stretch the game out further, although there’s still the gating factor of the game-end condition to limit how long you’ll be rolling.

The decisions you have to make are fairly simple – choosing which set of cards to try to collect, and then choosing once you’ve made your first roll on a turn which card and which lines to fill. The yellow set contains four cards, the hardest to finish but the most valuable (ten points, three more than the sum of the cards’ individual values). There’s just one green card, so you can’t lose it once you win it, but the bonus for taking it is smaller. And watching what your opponents are collecting is important from the second turn onwards.

It’s a light game, both in mass and in rules, very easy to pick up and a great travel game like Love Letter, Jaipur, or Coup (which I own but need to play more to review). It’s also very reasonably priced, which I think is a new(ish) trend in boardgaming – gateway games $25 and under that can grab people who see the $40-plus price tags on the best German-style games and won’t take the plunge, which I can’t blame one bit. I’m hoping Age of War can be another gateway game to get more folks into the hobby.

Top 60 boardgames.

This is now the seventh iteration of my own personal boardgame rankings, a list that’s now up to 60 titles, up ten once again from the previous year’s list. It’s not intended to be a critic’s list or an analytical take on the games; it’s about 80% based on how much we enjoy the games, with everything else – packaging and design, simplicity of rules, and in one case, the game’s importance within its niche – making up the rest.

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

I’ve expanded the list to include several games I have only played via iOS app implementations, rather than physical copies. As always, clicking on the game title takes you to amazon.com; if I have a full review posted on the site, the link to that will follow immediately. I’ve linked to app reviews where appropriate too. I’ve got most of these games in my aStore on amazon and am gradually adding the rest.

I’ve added a list of titles at the end that I have played at least once but not enough to offer a review of them or rank them. Many of those will appear on a future list once I get to play them more – I might update this list in a few weeks as we keep playing, as I’ve got a pretty long list of games to try out.

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

60. Hacienda. I’ve only played the app version (review), but it’s a solid tile-placement game with a strange scoring twist – the game comprises two phases, and the score from the short first phase is doubled and added to the score from the second phase for the final tally. Players compete to form chains of tiles on a board with various terrain hexes, racking up points for connecting to markets, creating larger herds of animals, and placing hacienda tokens on large chains. Through the Desert does this theme one better but Hacienda has more variable play as well as a huge set of user-generated maps available online. Complexity: Medium.

59. Hey, That’s My Fish! The rare kids’ boardgame (just $12!) 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.

58. 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 has plenty of new copies through marketplace sellers. Complexity: Low.

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

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

55. Star Realms. Another deckbuilder, this one just for two players, playing very much like Dominion but with a space-exploration/combat theme. Each player starts with 50 points and must knock the other player down to zero to win. Players begin with ten cards, seven worth 1 coin each, three worth 1 combat point each, and on each turn can buy cards and/or attack at will. Scrapping cards (i.e., the Chapel strategy) is pretty easy, however, so the main twist is that players can build a wall of “bases” to protect himself – but those bases are pretty easily destroyed after the first few rounds because players can easily get to 6-8 attack points per turn. It’s a solid design but replay value was limited. The app looks great but the AI was a little light. Complexity: Medium-low.

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

53. 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 (#15 this year), 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.

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

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

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

49. Valley of The Kings. Full review. One of many Dominion-inspired deckbuilders, VotK has a shifting central market from which players can acquire cards, where more powerful and valuable cards aren’t available till later in the game. Players acquire points by “entombing” cards, removing them from their active decks and trying to build collections of cards in certain colors for bonuses that rise exponentially. Complexity: Medium-low.

48. 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.

47. 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. Currently out of print, but the Kickstarter was successful and a new print run is on its way. I’ve played and liked the iOS app version. Complexity: Medium-low.

46. 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 isn’t as difficult to learn or play. Complexity: Medium.

45. Lords of Waterdeep. I just 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.

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

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

42. 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.

41. 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. Complexity: Low.

40. Le Havre. Full review, including app. It’s a great game, one of the most complex I’ve tried, based on Agricola and Caylus (both further up this list), but my God, the setup is a bear if you’re playing the physical game, and a full game can take a few hours. I do like the game a lot on an intellectual level, but I can fully understand anyone who looks at the size and scope and says “no way.” The app version, on the other hand, removes the biggest obstacle to the game and the AI players are solid, even able to execute some niche strategies that require knowledge of the special buildings in the deck. That said, multiple plays of this (in the app version) against the two games that inspired it have shifted my opinion, to where now Le Havre seems to trade enjoyment for complexity, not an exchange I’m usually willing to make. If you think Caylus is for kids and Agricola too airy, Le Havre is the game for you. Complexity: High.

39. 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. Complexity: Medium.

38. 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. (I got it for under $20 last December, but as of this writing it’s selling for over $50 on amazon because it’s about to go out of stock.) Complexity: Medium.

37. Goa. Goa had been out of print for at least five years, but there was enough of a clamor for a reprint that Z-Man Games reissued it entirely, with a small expansion included. It’s similar to two other games higher on the list, Bora Bora and Castles of Burgundy, in that players work off both a central board and individual player cards, taking resources from the central space and using them to advance tokens or development in their own play area. In Goa, the central board has a 5×5 area of tiles for players to acquire via a convoluted auction process, but after that the process is more straightforward: You’re a Portuguese spice merchant, using spices, ships, and colonists to try to build plantations and settle colonies while also increasing your production power across five separate categories on your Progress card. It offers a lot of decisions despite using just three core resources, and once you know the rules game play moves much faster. The artwork could use some help; my wife says the drawing of the merchant/colonist “looks like he wants to oppress me.” Complexity: Medium.

36. 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 but the game plays more smoothly. Complexity: Low.

35. Machi Koro. Full review. A deckbuilder where the “deck” is actually all open, with all of a player’s cards laid out in front of him/her at all times. Each player rolls one or both dice and may collect coins depending on the result and on which cards s/he has on the table, then using coins to buy more cards and try to rack up bigger bonuses on future dice rolls. The first player to build four special buildings (requiring a lot of coins) wins the game. It might be a little too simple for adults to play alone, but we loved it as a family game where the dice keep the playing field fairly level. Complexity: Low.

34. 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.

33. 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.

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

31. 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.

30. 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. It’s been in and out of print a few times already, and is probably the game on this list that gets the least press relative to its quality and fun factor. Complexity: Medium.

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

28. Camel Up. Full review. Winner of the Spiel des Jahres award this year, 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). Complexity: Low.

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

26. Vikings: Full review. Back in print after a two-year absence from the market! 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. Complexity: Medium.

25. 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.

24. Bora Bora. One of two 2013 releases on my list, 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.

23. Thurn and Taxis: Full review. I admit to a particularly soft spot for this game, as I love games with very simple rules that require quick thinking with a moderate amount of foresight. (I don’t care for chess, which I know is considered the intellectual’s game, because I look three or four moves ahead and see nothing but chaos.) Thurn und Taxis players try to construct routes across a map of Germany, using them to place mail stations and to try to occupy entire regions, earning points for doing so, and for constructing longer and longer routes. Just don’t do what I did and play it against an operations consultant, lest you get your clock cleaned. Back in print this year and quite reasonable at about $27. Complexity: Low.

22. Concordia. Full review coming soon on Paste; I’ve filed but don’t have a publication date yet. 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) this year to Istanbul, which I will also review for Paste in the next few weeks. Complexity: Medium.

21. Through the Desert. Full app review. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Out of print at the moment, although I picked up a new copy back in 2011 for $10 on amazon. I’d grab the app while we wait for the physical version to come back around. Complexity: Low.

20. 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. Complexity: Low.

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

18. Ingenious Full app review. A new addition to the list, although I only own the app rather than the physical game. It’s 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. My daughter loves this game as well. Complexity: Low.

17. Battle Line: Full review. 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.

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

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

14. 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 just got a huge upgrade this past summer too. Complexity: Medium.

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

11. The Settlers of Catan: 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 showing up in Target, 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 19 A.C.

As for the game itself, in Catan three or four players compete on a variable board of hexes to acquire different resource types, build roads and cities, and reach twelve victory points before any other player. Resources are parceled out in part according to rolls of the dice, and you can lose resources if the Robber shows up on a roll of seven and you’re not prepared for it. The Seafarers expansion balances out the core game’s low value on the wool resource, but also makes the game take about 50% longer to play. It was, and is, a great starting point if you’ve never played anything on this list, and is also one of the few games here that has some traction outside of the boardgamer culture, although that’s improving as well. There’s a brand-new expansion called Explorers and Pirates that introduces new scenarios and “missions” that add new ways to gain victory points. I haven’t picked that up, as we’ve just got lots of other games we prefer after playing this one so often over the years. Complexity: Low.

10. Pandemic: Full review. We haven’t tried many cooperative games, but this one sets a very high bar. Two to four players work together to stop global outbreaks of four diseases that spread in ways that are only partly predictable, and the balance between searching for the cures to those diseases and the need to stop individual outbreaks before they spill over and end the game creates tremendous tension that usually lasts until the very end of the event deck at the heart of the game. 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. If you’re looking for a cooperative game you can play with kids, try Forbidden Island, from the same developer but much easier to learn and to win. Complexity: Medium.

9. Splendor. Full review. A Spiel des Jahres nominee, 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. Complexity: Low.

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

7. 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. This was our favorite new addition in 2012 and we haven’t tried anything new since then that beats it, especially not for $27. Complexity: Medium (medium-high).

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

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

4. Stone Age: Full review. Really a tremendous game, with lots of real-time decision-making but simple mechanics and goals that first-time players always seem to pick up quickly. It’s also very hard to hide your strategy, so newbies can learn through mimicry – thus forcing veteran players to change it up on the fly. Each player is trying to build a small stone-age civilization by expanding his population and gathering resources to construct buildings worth varying amounts of points, but must always ensure that he feeds all his people on each turn. The iOS app is strong – they did a nice job reimagining the board for smaller screens, too. Complexity: Medium.

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

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. Complexity: Medium.

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

Games I need to play more: Istanbul and Five Tribes, both of which I’ll be reviewing for Paste shortly; Village; Tzol’kin; Innovation (one play didn’t thrill me); Room 25; Kings of Tokyo; Hanabi.

Games I own/have played and decided for various reasons not to rank: Friday (a good one-player game); Android: Netrunner (too freaking complicated); Suburbia (good app with poor AIs, haven’t seen the physical game); Love Letter (need to play with more people); Tikal (dropped off the list); Relic Runners (not good enough).

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

1. Jaipur
2. Carcassonne
3. Stone Age
4. Ticket to Ride
5. Splendor
6. Dominion/Intrigue
7. Small World
8. Battle Line
9. Samurai
10. Castles of Burgundy
11. Morels
12. Ingenious
13. Lost Cities
14. Pandemic
15. 7 Wonders
16. Through the Desert
17. Machi Koro
18. Targi
19. Jambo
20. San Juan
21. Thurn und Taxis
22. Orient Express
23. Tigris and Euphrates
24. Elder Sign
25. Tobago
26. Battle for Hill 218
27. Valley of the Kings
28. Asara
29. Star Realms
30. Maori

Takenoko.

Takenoko is our new favorite family game, easy enough for my 7-year-old to understand (and, after two plays, completely memorize) the rules, just complex enough to require some serious decision-making, with beautiful components and a kid-friendly theme. Aside from one small hiccup in the rules, it’s about as perfect as any adult/kid boardgame out there.

In Takenoko, the emperor of Japan has been given a panda as a gift, and the panda does what pandas do – he starts running around the emperor’s garden eating bamboo, frustrating the royal gardener. The board changes each game as players lay hex tiles in three different colors on the table, starting with the central pond tile, then irrigating each tile so they can add bamboo stacks to it – although the panda will move around the board and eat bamboo when the players need to collect some.

On a turn, a player takes two actions and may not perform the same type of action twice. Action choices include adding a hex tile (draw three, choose one to place, return the other two to the bottom of the stack); add an irrigation canal; move the gardener to an irrigated tile, adding bamboo to that one and any adjacent, irrigated tiles of the same color; move the panda, eating one bamboo section from the tile where he lands; or take another objective card to try to score more points. After round one, each player rolls a “weather” die before his/her turn, allowing him/her to take a third action, perform the same action twice, or do specific tasks like moving the panda for free.

Players all work to build up the royal gardens, earning points by completing “objectives” on three types of cards. The first kind involves creating patterns of hex tiles on the board, with the player scoring points once the tiles are placed in the right pattern and are all irrigated. The second requires the player to collect bamboo sections, scoring once he’s obtained the whole set shown on the card. The third and most difficult kind, the gardener cards, require constructing specific bamboo stacks – four sections of a single color on a specific tile type, or sets of three or four stacks of exactly three sections, all of the same color. Task rewards range from 2 points up to 7, and the game ends when a player reaches a specific threshold based on the number of players in the game (equal to 11 minus the number of players, if you don’t mind a little arithmetic). The player to reach that threshold first gets the Emperor card, worth an additional 2 points.

The tile types I mentioned above involve improvement tokens, some of which are printed on the hex tiles already, with 9 more miniature tiles available for players to add to tiles as they see fit. One type prohibits the panda from eating bamboo sections on that tile (which means the stack can never shrink); another makes the tile particularly fertile, so it adds two bamboo sections instead of one each time the gardener drops by; and the third, the watershed token, adds irrigation to a tile regardless of its access to the central network of canals. These can make reaching certain objectives easier, but the gardener cards that call for building a bamboo stack of four sections specify what improvements are required to earn points – some cards call for a specific token, and the others can only be scored if the stack is on a hex tile with no improvement tokens at all.

The lone hiccup in the game comes from the existence of multiple objective cards with the same pattern or requirement within each deck. In the gardener and tile-pattern decks, that means a player could draw the same card twice and, in theory, score twice for fulfilling its requirements just once. The rulebook points out this possibility and suggests a house rule to cover it; we’ve played with the simplest solution, that no player can score the same objective card from these decks twice. The panda objective cards don’t present this problem, because to score such a card you have to return the bamboo sections you’ve collected to the central repository; if you draw the same panda objective card again, you have to start collecting from scratch anyway.

Takenoko has a high interactive element with a low screw-your-opponent factor; you can sometimes infer what your opponent is trying to do, but you probably won’t be certain, and making a move to stop him/her just sets you back from achieving your own objectives. You can, however, benefit from what someone else does, or find an opponent has inadvertently blocked you, so choosing what steps to take when is a big part of Takenoko strategy. The time required to run irrigation lines out to hex tiles placed two or three spaces away from the central pond is also a big factor in deciding when or whether to go for a hex-pattern objective, and because the panda and gardener can only move in straight lines, you may also find yourself trying to position them in your current turn so you’ll have a fighting chance to get them ready to strike in your next one.

Games run very quickly, maybe a half hour for the three of us to complete a game, in large part because the rules are straightforward enough for my daughter to make reasonably fast decisions and to decide before her turn arrives what she wants to do. (This also involved her making vague threats to my wife and myself about what might happen if we screwed up what she was trying to accomplish on her next turn.) The components are well-made and attractive, with a sensible box for storage and the right number of small bags to keep the bamboo stacks and other pieces separated.

Hacienda app.

Some recent Insider content: my post-deadline column on the teams that did nothing this week, plus breakdowns of the Ian Kennedy trade, the Bud Norris trade, and the Jake Peavy trade. Also, my Klawchat transcript from earlier today. And finally, this week’s Behind the Dish podcast features former big leaguer Gabe Kapler, who talked to me about using advanced statistics in player development and about why I’m wrong to dislike the Notorious B.I.G.

I picked up the iPad app version of Hacienda last summer, played it once or twice, then never went back to it after a handful of other titles hit the market and I got caught up doing … well, not doing what I was supposed to do, which was at least play the game enough to write a review of it. I just returned to it this week and it’s better than I remembered, a simple tile-placement game reminiscent of Through the Desert with different scoring mechanics and a tile-placement scheme that makes it easier to block opponents.

In Hacienda, two to five players players compete to rack up points through placement on a board filled with hexes that represent different terrains. Players may purchase cards that allow them to place land tiles or animal tokens, or purchase haciendas or lakes that allow them to accumulate more points. The majority of the board’s hexes contain pampas (open fields), but there are only a handful of pampas cards, so nearly all player tiles will go on the strips of non-pampas tiles around the board. (The app comes with a basic board and a more difficult “challenge” map.)

Placing at least three land tiles together forms a chain that earns the player two points per tile in the chain; placing a hacienda on the chain adds another point per tile. Animal chains, called “herds,” aren’t worth points on their own, but add points and money when they connect to the various market tiles on the board: 1 point for the first market a player reaches, 2 for the second, 3 for the third, and so on, plus $1 for each animal tile in the herd and another $1 for each land tile in the land chain adjacent to the herd. A player also earns a point for each of his tiles adjacent to any water hole on the board, whether he placed it or another player did. Finally, a player may purchase and place a harvest token to earn $3 per land tile in that chain, although in practice the AI players rarely use this and I haven’t at all. Each turn comprises three moves, which can include purchasing a card, placing a tile or token, or buying and placing a building or lake.

The game contains two phases, but the scoring contains a hitch – the score at the end of phase one is doubled and added to the score from phase two to give the final totals. The first phase ends when the supply of animal cards is exhausted; it’s reshuffled for the second phase, while the supply of land tile cards doesn’t appear to be exhaustible. (I may have that bit wrong.) That means an early deficit can be hard to overcome, even with near-perfect play in phase two, especially if you are split by your opponents or are running short of cash. It also puts huge importance on early moves and at least a little bit of strategy, because you have to think about what the board might look like several turns down the road and try to minimize the chances of your opponents screwing you over.

And screwing your opponents over is quite possible in Hacienda. The hard AI players will block you, although sometimes they’ll do so in slightly odd ways. Because the best way to rack up points is to create a long, contiguous chain of land tiles, placing a single tile directly in your opponent’s path forces him to either leave the trail of non-pampas hexes or to pick up a few pampas cards so he can go around you. In the first phase of the game, it may be easier to just pick up and start a new chain elsewhere on the board, but in the second phase, you’re probably stuck with what you’ve got, which means that long-range planning is complicated by the possibility that your opponents will sabotage you.

The main drawback of Hacienda is that the scoring is not entirely obvious from looking at the board because of all of the multipliers that apply to various types of chains. The interactive component is a plus, but the inclusion of money adds a layer of complexity that doesn’t significantly improve the game; Through the Desert covers similar ground (pun intended) more elegantly.

The implementation here boasts outstanding graphics and quick AI players, although the lack of online multiplayer is a major drawback. The app also doesn’t allow for a random start player, which seems like an essential element for solo or pass-and-play games. Finally, tile/token placement isn’t that precise, although the developers say they improved that in the most recent update. The tutorial was clear and concise, and it’s easy to see what other players have done when it’s your turn.

I’d still recommend Through the Desert first if you like the sound of hex-based tile-placement games; in that game, you’re also trying to create long chains and connect them to specific landmarks on the board, but that’s just about it, with blocking opponents the only wrinkle in a game that stands out for its simplicity. Hacienda makes the core mechanic 50% more complicated but the resulting game is maybe 5% more interesting.