Top 100 boardgames, 2022 edition.

I’ve done board game rankings here every winter for fifteen years now, and this is the seventh year when I’ve ranked 100 games, which is a small fraction of the games I’ve played in my life (which I think is over 500 by this point). The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd. I’m way behind in my review queue as well, with something like 30-40 games here to try out, many of which I won’t crack open until after the holidays.

Here are the games that came off since last year: Seasons, Elder Sign, Villainous, The Isle of Cats, Xenon Profiteer, San Juan, Downforce, Air Land & Sea, The Taverns of Tiefenthal, Agamemnon, Azul: Stained Glass of Sintra, 7 Summits.

The games that just missed the list: Sagani, The Isle of Cats (the last cut, having made the list last year, and it might be back), Equinox, Splendor: Duel, Fantastic Factories, Fantasy Realms, Pan Am.

Notable items on my Shelf of Shame (meaning games I own and haven’t played yet): Meadow, Paleo, Dune: Imperium, Lacrimosa, Horrified, Oath, Cubitos, Village, Eos: First Continent. I could go on.

If a board game’s title is hyperlinked, it probably goes to the Amazon page for the game, and I would receive a commission from any sales there as a member of Amazon’s affiliate program. Links to Miniature Market or other sites do not generate any commissions. If you see a link is broken, or leads to a page with an outrageous price, please let me know – I’d rather not link to a price-gouging seller on Amazon or any site.

100. Furnace. Full review. A very tight engine-builder with a clever bidding mechanism – players bid special tokens on cards in the central market, and if they lose, they get resources instead of the card, which sometimes is more valuable than the card itself. You then line up your cards in order and execute their actions from left to right. You can also upgrade cards to flip them over to their more powerful sides. It’s a real thinker, not complex to learn but a game that will challenge you to piece a lot of things together in your head, from what cards to obtain to the order in which to place them. Complexity: Medium.

99. Living Forest. The 2022 Kennerspiel des Jahres winner, Living Forest has an addictive push-your-luck mechanic at its core, while giving players the choice of three different paths to victory: planting twelve different plants, extinguishing 12 fire tokens, or gaining 12 flowers. You gain these things through a deck of cards that give you points to do those things, but a third of your starter deck are night cards; if you draw three such cards in a turn, you bust, and only get one action on that turn instead of two. There’s also a spirits track where you chase the other players around (and they chase you) to steal tokens from each other and gain bonuses. I found it confusing the first two or three times I played, but now I love it and am actually not half bad at it. It’s currently out of stock everywhere and the publisher couldn’t give me a date for the second U.S. printing. Complexity: Medium-low.

98. Three Sisters. Full review. If I were to rank games based on how well their theme and their gameplay worked together, Three Sisters would be very near the top. It’s a roll-and-write based on the traditional farming method of indigenous American peoples who learned that planting corn, beans, and squash together would allow all three plants to thrive: beans fix nitrogen in the soil for the corn and squash, the corn gives the beans something to climb (increasing yields), and the squash provides ground cover to limit competing weeds. Players here roll custom dice and mark off a series of spaces on two sheets, one showing their fields and the other showing tools, fruit, and other areas where they can gain more bonuses to check off even more things. It’s a brilliant, tight design that works as well as the Clever! series but with the added bonus of a real theme. Complexity: Medium-low.

97. Super Mega Lucky Box. Full review. A great flip-and-write that will remind you of bingo, but in a good way, not in a dreadful childhood memories way or a “my grandmother used to play that at the senior citizens’ place” way. Players start the game with three cards that show 3×3 grids with single-digit numbers in each box, although it’s not just 1-9. There’s a deck of 18 cards showing the numbers from 1-9 (two of each), and you flip 9 of those cards in each round, crossing off one box with the number that’s flipped. When you finish a row or column, you get a bonus. It’s easy for anyone from ages 7 to 75, but you can also do better with a little strategy, too. Complexity: Low.

96. Morels. Full review. 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. The app version is also very good. Most of these mushrooms are also delicious. Complexity: Low.

95. Noctiluca. Full review. Shem Phillips’ Raiders of the North Sea just fell off the list this year – it would be in the 101-110 range – so this is now his only game on this ranking, a dice-drafting game with clever rules on how you place your tokens to pick dice from a specific row on the board to try to fill out either of your two objective cards at any given time. The dice come in four bright colors and the turns move quickly, with the entire game comprising two rounds where you fill the entire board from scratch. There’s a solo mode that isn’t too bad, but it’s definitely best as a two- to four-player game. Complexity: Medium-low.

94. 7 Ronin: Full review. An asymmetrical two-player game with a Seven Samurai theme – and when I say “theme,” I mean that’s the whole story of the game. One player is the seven ronin of the title, hired to defend a village against the invading ninjas, controlled by the other player. If the ninjas don’t take the village or wipe out the ronin before eight rounds are up, the ronin player wins. But the ninja can gain a decisive advantage in the first four rounds with the right moves. It’s very clever, the art is fantastic, and the theme is completely integrated into the game itself. It also plays in about 30 minutes. Complexity: Medium-low.

93. Lost Ruins of Arnak. Full review. The perfect game for folks who want a little of everything – it has a little deckbuilding, a little worker placement, a little achievement track scoring, a little resource management – and are okay with a game that doesn’t offer a lot of any one thing. It skims off the top of various mechanics, but if, say, you want a real deckbuilder, you’ll be disappointed. Players have just two workers and will build small decks to determine what actions and how many they can take in each of five rounds as they explore ancient ruins, gaining resources and uncovering monsters to defeat, while also spending resources to buy cards and move two tokens up the extremely important research track. I do like this because it has a lot of features I love, and feels heavy even though it’s fairly accessible. Complexity: Medium.

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

91. Cryptid. Full review. A really clever deduction game that looks like it’ll be a generic dudes-on-a-map title but actually asks players to solve a sort of logic puzzle. Each player has a clue around the location of the Creature on the map, relating to the terrain type, distance from a landmark, or proximity to the two animal habitats. On each turn, a player asks one other player if the Creature could be on one specific hex, based on the second player’s clue; if yes, the second player places a disc on the hex, but if not, the second player places a cube on the hex AND the asking player places a cube on some other hex on the board where the Creature could not be. You can use the cards and codebooks with the game but it’s easier to use the associated site at playcryptid.com to set up the board and give out the clues. Complexity: Medium-low.

90. Ark Nova. Full review. The best new heavy game of 2022, at least among those I’ve played (I hear good things about Carnegie, FWIW), Ark Nova takes the familiar theme of zoo-building but ups the ante in several ways, borrowing mechanics from Bärenpark and Great Western Trail and more to create an intricate game of tile placement, set collection, and card drafting that can take two hours to play but has fairly quick turns. One beautiful thing about Ark Nova compared to other games of similar weight is that it has just one resource, money, so your cognitive load to play this is lower than it is for games like Tzolk’in or Terraforming Mars. If you want to dip your toes into the water of more complex, longer games, this is a good choice. Complexity: Medium-high.

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

88. Seven Bridges. Full review. Seven Bridges came out right before Christmas of 2020, too late for my best games of the year post, but it is one of the best roll-and-write games I’ve ever played, and certainly the best one that I would say is at all complex. The title refers to the Seven Bridges of Königsberg, a famous problem in mathematics eventually solved by Leonard Euler – could you walk a path through the city, crossing each of its seven bridges exactly once? (The answer is no.) Here, you roll dice showing segments of paths, and must fill out parts of the roads and footpaths on your personal scoresheet, showing a city map with those seven bridges. You get points for crossing bridges, passing monuments, and other achievements, and you can unlock bonuses on the left side of the sheet that can help you get specific shapes you need. It’s extremely easy to teach, but I believe it’s hard to master because of how many ways you can score. The first print run sold out; it’s unclear when the next one will be. Complexity: Medium.

87. Chronicles of Crime. A cooperative deduction game that uses technology in a new (to me) way – you can examine a crime scene by looking at a 360 degree image on your phone, moving the device around to look for possible clues and objects to investigate further. You scan codes on cards to try to get further clues to solve each mystery, eventually having to answer a few questions to get your score. I’ve only played this solo so far but it works extremely well as a solitaire game. Complexity: Medium-low.

86. Exit: The Game. Full review. The Kennerspiel des Jahres winner in 2017 is actually a series of games you can play just once, because solving their puzzles requires tearing and cutting game components, writing on them, and just generally destroying things to find clues and answers that will lead you to the next question, at the end of which is the solution to the game. You can’t really lose, but you can grade your performance by looking at how many game hints you had to use over the time you played. The various titles in the series have varying levels of difficulty, and some are better than others, but my daughter and I keep playing the newest titles and most are fun and engaging. I didn’t care for the one longer Exit game, The Catacombs of Horror, which I think got its length and difficulty from making some puzzles too esoteric or hard to solve. I tried one of the new Exit games with a jigsaw puzzle included, which made the game a little longer but I’m not sure it made it better, just different. Complexity: Medium-low.

85. Calico. Full review. A surprisingly hard tile-laying game with a cute (maybe cutesy) theme of cats and quilts. You place tiles on your board to create patterns that will match your objective tiles or attract cats to your board for points. Your individual board has a frame around it, limiting your options and making every decision critical – place the wrong thing at the start and you might make scoring points extremely difficult later on. There’s some luck in the tile draws as well, so even a good plan might not come to fruition, but without that randomness I’m not sure you could play this well with inexperienced players. Complexity: Medium, at least.

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

83. Cat in the Box. Full review. An ingenious new trick-taking game that draws its inspiration from the Schrödinger’s Cat thought experiment, incorporating that concept – that something is unknown until it’s observed. Here, cards have numbers but no colors (suits) until they’re played, at which point you must say what suit it is, and then place one of your tokens on the shared board that indicates that that specific color/number combination has been played. Each player bets on how many tricks they’ll win at the start of each round, and if they nail their bet, there’s a bonus for contiguous tokens on the board at the end of each round. Most rounds end because someone can’t make a legal play, with four suits but five cards of each number in the deck, causing a paradox and ending the round immediately. It’s a simple rule set but highly entertaining both for fun and intellectual value. It’s between printings right now. Complexity: Medium-low.

82. Ecosystem. Full review. A steal at $15, Ecosystem works with 3 players but it’s great at 5-6 because you get most of the game’s 120-card deck, depicting animals or habitats, involved. It’s a card-drafting game where each player will end up creating a 4×5 grid in front of them of those cards, with each card type scoring differently, often based on what cards are adjacent to it or in the same row or even what cards are not near it. It’s easy to learn, very portable, and highly replayable. The new sequel game, Ecosystem: Coral Reef, is more of the same, about as good as the original but with a whole new set of scoring rules for its species. Complexity: Low.

81. Century Spice Road. Full review. A fun, light, family game that’s perfect if you liked Splendor and want something similar but that has at least a few little differences. The core engine-building component is very similar, but instead of collecting jewels to pay for cards, you collect goods to trade and acquire them by playing cards from your hand, eventually using a turn to replenish that hand with cards you’ve already played. You win by gaining enough resources to buy bonus cards from the table that will refresh as the game goes along, and there’s always a conflict between trying to grab a bunch of those early for a quick victory and going more slowly to gain higher-point cards. It’s not quite Splendor good, but it should appeal to everyone who liked Splendor already. The second Century game, Century Eastern Wonders, is a solid pathfinding game with the same resource ladder, but I thought the third game, Century A New World, didn’t work at all. Complexity: Medium-low.

80. Kingdomino. Full review. The 2016 Spiel des Jahres winner, Kingdomino is a great family-strategy game, perfect for playing with a mix of adults and kids, perhaps a little light for the adult gamer crowd, which I think the publishers are hoping to target with the standalone sequel game Queendomino. Players take turns selecting two-square tiles from the display of four, and then place them next to the tiles they’ve already played, trying to fill out a 5×5 grid without going over any boundaries. You score points for creating contiguous areas of the five terrain types in the game, scoring multiples if you have more than one crown in an area. It’s under $20 on amazon now, which is a bargain. The brand-new kids’ version, Dragomino, is also very good for players as young as 4. Complexity: Medium-low.

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

78. 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. I played this wrong a few times, then played it the right way and found it a little slow, as the deck includes a lot of cards of dubious value. It’s one of the best pure two-player games out there. It’s also among my favorite themes, maybe because it makes me think of the Animal Kingdom Lodge at Disneyworld. Out of print for several now. Complexity: Low.

77. 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.

76. That’s Pretty Clever! This game, originally called Ganz Schön Clever, is the best roll-and-write game ever developed. You roll six dice, each in its own color, and choose one to score. Then you remove dice lower than the one you chose, roll the remainder, and choose another to score. Do this one more time. Each die scores in a unique way on your scoresheet, which has five separate scoring areas (the white is wild, and also is paired with the blue die for scoring that color). It works extremely well as a solo game, or with two players, or up to four; you also get to choose one leftover die after each opponent’s turn. There are two sequel games, Twice as Clever! and Clever Cubed, but this is the best one. Complexity: Low.

75. Coffee Roaster. Full review. The best purely solo board game I’ve ever played, Coffee Roaster is exactly what it sounds like: You pick a bean from the game’s deck, each of which has a specific moisture content, and unique combination of green beans and other tokens, and has an optimal roast level. On each turn, you crank up the roast and draw tokens from the bag that you can then deploy to the board to try to remove any bad beans or smoke tokens while gradually increasing the roast level of the good beans. There are all sorts of bonus moves you can make to try to improve your results, but eventually you move to the cupping stage and draw (roughly) ten tokens from the bag, adding up their roast values to see how close you got to the bean’s optimal number. Like the caffeine in the beverages, the game is quite addictive, especially since it’s easy to score something but hard to get to that one optimal roast number. I have the original edition but Stronghold Games has brought it back in an all-new version new art. Complexity: Medium.

74. Fort. Full review. Fort has a kids’s game sort of theme, as players compete to build the best treehouse fort by attracting neighborhood kids to join their clubs, but it’s a game for more seasoned players because you have to make some long-term strategic choices to play it well. It’s a deckbuilder where you can take cards from other players for free any time they draw a card but choose not to use it on that turn – but they can do the same to you. The art is amazing, from the same artist who does all of Leder’s games (Root, Vast). Complexity: Medium.

73. Ingenious. Full app review. Ingenious is another Reiner Knizia title, a two- to four-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute, although other versions exist. Complexity: Low.

72. 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.

71. 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. (I own a copy of London, but haven’t played it. Brass is pretty close.) Each player tries to build a power grid on the board, bidding on plants at auction, placing stations in cities, and buying resources to fire them. Those resources become scarce and the game’s structure puts limits on expansion in the first two “phases.” It’s not a simple game to learn and a few rules are less than intuitive, but I’m not sure I’ve seen a game that does a better job of turning resource constraints into something fun. I’d love to see this turned into an app, although the real-time auction process would make async multi-player a tough sell. Complexity: High (or medium-high).

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

69. 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. Unfortunately, this game might be permanently out of print; it’s been replaced by a “sequel” game, Glen More II: Chronicles, which is longer, more complex, and a lot more expensive. Complexity: Medium.

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

67. Thurn und Taxis: Full review. I love games with very simple rules that require quick thinking with a moderate amount of foresight. 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. But over time, and many plays, I’ve cooled on this game quite a bit – there is one optimal strategy, and one strategy that’s a close second, and that’s about it. And the second strategy is the opposite of fun for me. I think route-building has been done better in the fifteen years since this came out. Complexity: Low.

66. Riftforce. Full review. Riftforce is an asymmetrical dueling game, where each player has a deck of cards in four factions, and the players play cards to five locations in a row between them. The cards are valued 5, 6, and 7, representing their hit points. You can play up to three cards of a color, or three of the same value, or you can play a card to activate up to three matching cards, using their actions usually to blast a card on the other side of the same location. You duel until one player gets 12 Riftforce points, mostly from destroying an opponent’s cards. The game comes with ten factions, which gives it more variety than most folks will ever need, with eight more in the Beyond expansion, which allows for solo or team play. Complexity: Medium-low.

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

64. Juicy Fruits. Full review. I might be prey to a little recency bias here, but I am pretty confident this game belongs in this range on the list – it hits the sweet spot (pun intended) for games I like that I can also play with just about anybody, because it’s quick to learn and play. Players collect fruits by moving tokens on their personal island boards, then trade them in for points, to get upgrades, or to launch ships that gain points and make their islands bigger. The mini fruit tokens are cute, and the rules are quite easy to follow. I didn’t think the advanced mode, which adds an achievement track, was really necessary. Complexity: Medium-low.

63. Silver & Gold. Full review. Phil Walker-Harding is some sort of genius, with Imhotep, the Sushi Go! series, Bärenpark, Gizmos, and this all hits under his name, along with 2021’s Summer Camp, the lighter Gingerbread House, and more. Silver & Gold is a polyomino flip-and-write game where there are just eight shapes to choose from in each round, with seven of them displayed in random order (the eighth isn’t used), and players fill in those small shapes on the larger ones on their two objective cards, using dry-erase markers. You score for finishing shapes, with three small bonuses available each game that do usually end up mattering in the final score. It’s portable, easy, lightly strategic, and undeniably fun. Complexity: Low.

62. Stone Age: Full review. I’ve cooled on Stone Age over the last few years, because other games have adopted aspects of it – Everdell in particular – and improved them, or just put them into shorter games. Stone Age has a lot of real-time decision-making and simple mechanics and goals that first-time players always seem to pick up quickly. 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. You place workers and then roll one die per worker to see how many resources you’ll get, which tends to flatten out differences in playing skills. But the game can be very long, depending on playing styles – you need one or more players who target the cards to try to speed to end-game. The iOS app is strong – they did a nice job reimagining the board for smaller screens – and is now updated and playable on newer devices. Complexity: Medium.

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

60. SCOUT. Full review. This game first came out in Asia in 2019, but I believe the 2022 edition is the first officially available in North America – there were scattered used copies available before then, but I never saw a new one anywhere until Gen Con this year. SCOUT is an amazing game in a tiny box, where players get hands of cards that they can’t reorganize at all, only flipping the entire hand, as is, upside down if they prefer. Players play sets or runs of cards to the table, but they must be contiguous in their hands to play them, and must be longer or have a higher value than the set or run currently there. If you can’t, you ‘scout’ a card from the table, giving a point to whoever played it. You capture all the cards you beat for one point each. You play one round per player, with rounds ending when someone’s out of cards. It’s fast, fun, a constant brain challenge, and highly portable. Complexity: Medium-low.

59. Dragomino. Full review. This reimagining of Kingdomino for younger players, aged 4 and up, is bar none the best game I’ve played for kids that young – and if you don’t believe me, I have at least four kids aged 4 or 5 who would back up my opinion, including my youngest stepdaughter. It takes the domino terrain tiles of the original and just asks players to take one tile on each turn, place it in their area next to an existing tile, and draw one dragon egg for each place where they’ve matched adjacent terrain types. Some dragon eggs have baby dragons, and some are empty. Whoever ends the game with the most baby dragons wins. It’s not a good game for kids. It’s a good game, one that kids can play easily. If you’re the adult at the table, that is exactly what you’re looking for. Complexity: Low.

58. Coup. Full review. A great, great bluffing game if you have at least four people in your gaming group. Each player gets two cards and can use various techniques to try to take out other players. Last (wo)man standing is the winner. Guaranteed to get the f-bombs flowing. Only $7 for the whole kit and caboodle. The expansion, Coup: Reformation, lets you boost the maximum player count from 6 to 10. Complexity: Low.

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

56. Watergate. Full review. It’s a pure two-player game that pits one player as Nixon and the other as “the journalists,” each with a unique deck, where the latter player tries to place evidence tokens connecting at least two witnesses to the President, and Tricky Dick tries to block them. It’s fun, incredibly well-written, and a real thinker, with actual educational value and some additional reading content at the back of the rule book. Complexity: Medium.

55. Nidavellir. Full review. Nidavellir is a bidding game, with set collection, and a kind of silly Nordic dwarves theme that’s kind of fun. But the way it handles the bidding is novel: Every player has five money tokens and will bid with two of them in each round on the three rows of dwarf cards (one per player in each row). You take the two coins you didn’t use, combine their value, and swap the higher one for a new coin showing that sum – so sometimes it’s better to underbid and get a better coin for future rounds. I’m a fan already. Complexity: Medium-low.

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

53. Concordia: Full review . It’s a map game, set in Ancient Rome, built around trade and economics rather than conflict or claiming territories. Much better with four players than with two, where there isn’t enough interaction on the map to force players to make harder decisions. Runner-up for the Kennerspiel des Jahres (Connoisseur’s game of the year) in 2015 to Istanbul. The app from Acram Digital is solid and they’ve already published at least one expansion for it. Complexity: Medium.

52. The Search for Planet X. Full review. This competitive deduction game is like a logic puzzle that’s been streamlined and converted to the tabletop by limiting the kinds of questions you can ask on a turn to try to solve the core mystery. Players are astronomers looking for the hypothesized ninth planet (a real thing) in either 12 or 18 sectors of the sky, depending on whether you play the basic or advanced version. Every sector has one object, except for those that scan as ’empty’ … but the one with Planet X also appears empty, so you can only find it via deduction once you know enough of the rules governing where other planets are located. You get points for identifying where other objects are too, so you can guess Planet X’s location second or third or later and still win. Complexity: Medium-low.

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

50. Through the Desert. Full app review, although it hasn’t been updated for the newest iOS version. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Finally reprinted in 2018 by Fantasy Flight, but it’s out of print again, as they spiked their Euro Classics line. Horse with no name sold separately. Complexity: Low.

49. Clank! A Deck-building Adventure & Clank! Legacy. I’ve been playing the Clank! Legacy game recently, about halfway through the campaign, and it has helped me appreciate the original game quite a bit more. Clank! is a deckbuilding dungeon crawler that doesn’t take itself very seriously, even mocking the dungeon crawl in its premise, as it’s every player for themselves – as opposed to the D&D style of crawl, where players work as a party to move through a dungeon, killing monsters and gathering treasure. Players draw five cards from their decks, taking the actions the cards indicate and using their movement, attack, and money points to advance into the dungeon, kill monsters, and buy more cards. Once one player grabs one of the big treasures and gets back up to the surface, the clock is ticking, and it’s a race for other players at least get above ground to avoid elimination. The legacy game is also great, adding some new components and mechanics that Dire Wolf has now added to the new Clank! Catacombs game, which features a modular board as well. I’ll review Clank! Legacy once I’ve played it at least two more times. Complexity: Medium-low.

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

47. The Quacks of Quedlinburg. Full review. The Kennerspiel des Jahres winner from 2018 came to my attention too late for my top ten list of its release year, but it would have made the cut if I had played it in time. Designed by Wolfgang Warsch, who has The Mind also on this list and is also behind the co-op game Fuji and dice-rollers That’s Pretty Clever! and Twice As Clever!, the Quacks is a press-your-luck game with vaguely ridiculous artwork where players fill their bags with ingredients for their potions, drawing as many as they want to try to gain points and benefits before their potions explode because they drew too many white tokens. All other tokens are ‘bought’ through the draws in each round – if you explode, you don’t get points, but you do get money – and each confers some kind of benefit. The press-your-luck part is a lot of fun, though, and even though it’s competitive there’s a sort of aspect where you find yourself rooting for someone else who decides to keep drawing after you’re done. It plays well with five players, and the Mega box, which includes the base game and two expansions, lets you add a sixth. Complexity: Medium-low.

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

45. 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, and there at least two that are super-powered and you’ll fight to get. Two-player games often tend to be too simple, or feel like weak variants of games designed for more players. Targi isn’t either of those things – it’s a smart game that feels like it was built for exactly two people. Complexity: Medium.

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

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

42. Tzolk’in. Tzolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks, the latter of which is the main source of strategic complexity. I like designer Simone Luciani’s games, and this is one of his best, even though I’m pretty bad at it – I never seem to get the rhythm of adding and removing workers right. The gears, though, are kind of badass. Complexity: High.

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

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

39. Takenoko. Full review. If I tell you this is the cutest game I 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 were easy enough for my daughter to learn when she was about eight, 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.

38. Canvas. Full review. You’d be hard-pressed to find a more visually stunning game, starting with the box itself. It’s also surprisingly simple to learn and play. Players will select cards from the display to build three works of art, crafting them by placing three cards into a clear sleeve so that up to five distinct elements of the artwork are visible for scoring. The value of those elements can vary in each game, while some things are always worth points. It plays in about a half an hour and is far easier than any other card-crafting game I’ve seen. Plus the game’s artwork is off the charts. Complexity: Low.

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

36. Patchwork: Full review. A really sharp two-player game that has an element of Tetris – players try to place oddly shaped bits of fabric on his/her main board, minimizing unused space and earning some small bonuses along the way. It’s from Uwe Rosenberg, better known for designing the ultra-complex games Agricola, Le Havre, and Caverna. I’ve played this a ton, and the way you have to think ahead just a little bit, looking at what tiles you can take and what tile(s) your opponent might take, is perfect for two-player play. Complexity: Low.

35. (The Settlers of) Catan: It’s now just called Catan, although I use the old title because I think more people know it by that name. I don’t pull this game out as much as I did a few years ago, and I’ve still got it ranked this high largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Without this game, we don’t have the explosion in boardgames we’ve had in the last fifteen years. We don’t have Ticket to Ride and 7 Wonders showing up in Target (where you can also buy Catan), a whole wall of German-style games in Barnes & Noble, or the Cones of Dunshire on network television. I believe only three 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. Complexity: Medium-low.

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

33. Terraforming Mars: Ares Edition. Full review. This is probably heretical to fans of the original Terraforming Mars game, but I like this shorter version better. It’s smaller, and plays in an hour, but still keeps the theme and general concepts from the first game. Each player represents a unique corporation that is working both to terraform the red planet and to be the most profitable one while doing so. You do all that through drawing cards and paying to play them to your tableau, with most cards providing either one-time bonuses or, more commonly, ongoing benefits that make it easier to get more money, resources, or points as the game goes on. When the planet is fully terraformed, the game ends. It’s the Terraforming Mars experience, distilled in a far more digestible format. Complexity: Medium.

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

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

30. Caylus: Full app review. Another game I’ve only played in its now-defunct app version, Caylus is among the best of the breed of highly-complex games that also includes Agricola and Le Havre, with slightly simpler rules and fewer pieces, yet the same lack of randomness and relatively deep strategy. I’ve also found the game is more resilient to early miscues than other complex strategy games, as long as you don’t screw up too badly. In Caylus, players compete for resources used to construct new buildings along one public road and used to construct parts of the main castle where players can earn points and special privileges like extra points or resources. If another player uses a building you constructed, you get a point or a resource, and in most cases only one player can build a specific building type, while each castle level has a finite number of blocks to be built. There are also high point value statues and monuments that I think are essential to winning the game, but you have to balance the need to build those against adding to the castle and earning valuable privileges. Even playing the app a dozen or more times I’ve never felt it becoming monotonous, and the app’s graphics were probably the best I’ve seen alongside those of Agricola’s. It’s in and out of print, apparently out right now, although a newer, streamlined edition, Caylus 1303, is available. Complexity: High.

29. Tigris & Euphrates: Full review. The magnum opus from Herr Knizia, a two- to four-player board game where players fight for territory on a grid that includes the two rivers of the game’s title, but where the winning player is the one whose worst score (of four) is the best. Players gain points for placing tiles in each of four colors, for having their “leaders” adjacent to monuments in those colors, and for winning conflicts with other players. Each player gets points in those four colors, but the idea is to play a balanced strategy because of that highest low score rule. The rules are a little long, but the game play is very straightforward, and the number of decisions is large but manageable. It’s kind of mean, though – you can’t win without screwing with your opponents. Fantasy Flight also reissued this title in 2015, with a much-needed graphics update and smaller box, but that entire line of updated Euro Classics is now out of print again. Knizia himself revised this game as Yellow & Yangtze, which has a digital port from Dire Wolf that I also liked quite a bit. Complexity: Medium.

28. Battle Line: Full review. Reissued a few years ago as Schotten Totten – same game, different theme, better art, half the price right now. Among the best two-player games I’ve found, designed by Reiner Knizia, who is also behind a bunch of 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.

27. La Isla. Full review. I’ve owned this game for a while, but didn’t play it until this past year, and it turns out that I love it – it’s right in my wheelhouse in terms of its complexity/fun combination, not too complex to be enjoyable, not too simple to be boring. Players are scientists trying to spot five endangered species on the island board, which is modular and thus changes every game, and do so by placing their 5 explorer tokens on the board to surround animal tiles. There’s a separate board with scoring tracks for the five animal types, determining what each tile is worth at game-end while also letting you re-score animals you’ve collected when you gain another one of that type, so you can try to set yourself up to boost the value of the animal you’re targeting and then grab all that you can of that type. There’s also a 10-point bonus if you get a set of all five, giving you an alternate path if the first doesn’t work. Designer Stefan Feld has gone too far into point-salad world with recent titles but this one, which often sells for just $20, is a hit. It’s available again at the moment, but it’s getting a retheme for 2023 under the title Vienna. Complexity: Medium-low to medium.

26. Cascadia. Full review. One of the best new games of 2021, Cascadia is simple, challenging, and extremely fun – plus you can play it with kids as young as 8. Cascadia’s mechanics are simple: take a tile and an animal token from the market and add them, separately if you wish, to the ecosystem you’re building in front of you. The five animal types each score in different ways, and the game comes with five possible scoring methods for each of the animals, including a simple “family” method for each if you want to start out with a basic game. You also score at game end for your largest contiguous area of each of the five terrain types, with a bonus if you have the largest of all players’ boards. And that’s it. It takes maybe 45 minutes at the most, and offers a ton of replayability. Complexity: Low to medium-low.

25. Gizmos. Full review. Phil Walker-Harding’s engine-builder plays very quickly for a game of this depth, and doesn’t skimp on the visual appeal – the ‘energy tokens’ you’ll collect to buy more cards are colored marbles, and they’re dispensed by what looks like a cardboard gumball machine. The engine-building aspect is a real winner, though, as it’s very easy to grasp how you’ll gain things from certain cards and how to daisy-chain them into very powerful engines before the game ends. I have yet to find anyone who’s played this game but didn’t love it. Complexity: Medium-low.

24. Imhotep: The Duel. Full review. This strictly two-player version of Imhotep is even better than the original by taking the feel of the original but rethinking the mechanics to make it much more direct – the interaction here is constant, and a huge part of the game is thinking about how your opponent will react to any move you make. Players gain the tiles on six ships by placing meeples on a 3×3 grid, and may unload any row or column that has at least two meeples on it. The tiles go to the four scoring areas on their own player boards, along with four kinds of special tiles (place 2-3 meeples, place 1 meeple and unload 1-2 ships, swap two tiles and unload, take any one tile straight from a ship) that let you disrupt your opponent’s plans. The player boards are modular and pieces are two-sided, so you get 16 combinations for to scoring. It’s fantastic. Complexity: Medium-low.

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

22. The Red Cathedral. Full review. A tremendous game in a fairly small box, The Red Cathedral is a resource-management game where players compete to build the cathedral of the game’s title, which contains six sections per player, and to add decorations to it – even to sections completed by their opponents. You gather resources by moving dice around an eight-part circular track, and can plan your moves to double or triple your return. There are also two points tracks overlaid on each other that allow you to jump more quickly or give a point or two back to gain money. It’s about 90 minutes, but moves quickly, and it hits the perfect level of complexity for this sort of game – I don’t really want anything heavier or more difficult than this. Complexity: Medium-high.

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

20. Egizia. I’m not even sure how I first heard about Egizia, a complex worker-placement game that has a great theme (ancient Egypt) and, despite some complexity in the number of options, hums along better than most games of this style. In each round, players place meeples on various spots on and along the Nile river on the board. Some give cards with resources, some give cards with bonuses, some allow you to boost the power of your construction crews, and some tracks allow you to build in the big points areas, the monuments found in one corner of the board. You also can gain a few bonus cards, specific to you and hidden from others, that give you more points for certain game-end conditions, like having the most tiles in any single row of the pyramid. Best with four players, but workable with three; with two you’re playing a fun game of solitaire. I own the original game, but the amazon link above goes to Indie Boards & Cards’ 2020 edition, Egizia: Shifting Sands, which has changed the board but kept the original’s core mechanics. Complexity: High.

19. Welcome To… Full review. I don’t know if it was the first flip-and-write title, but Welcome To… was the first one I encountered, and I think it’s spawned a few imitators because it’s so good. In each round, there are three cards from which players can choose, each showing a house number and one of six colors; each player chooses one of those three houses to fill in and takes the benefit of that particular color. The goal is to fill out as much of your own ‘neighborhood’ as you can, scoring points for clusters of adjacent houses, for providing green space, for adding pools to certain houses, and more. It’s simple to learn and has huge replay value. I prefer the original to any of the expansion packs (with themed neighborhoods and new rules) I’ve played. Complexity: Low.

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

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

16. Hadara. Full review. I recommend Hadara to anyone who loves 7 Wonders and wants something similar, as it has several key points in common – card drafting, light engine building, and a civilization theme – but also has some distinct features (including the second phase of card drafting in each era) that make it a worthy game in its own right. Players get to choose ten cards per era, in five different colors, allowing them to bump up their four resource tracks (gold, culture, military, and food), with cards becoming cheaper as you buy more of that color. Military lets you gain colonies for points and more resource gains; culture lets you build statues for bigger point gains; you have to have 1 food point per card in your kingdom at the end of each era. There are also “medals” that reward you for each complete set of five cards you gain. It’s best with 3+ players but fine with 2 if you can accept the higher degree of randomness in card availability. Complexity: Medium.

15. Grand Austria Hotel (at Boardlandia). Full review. I was late to this game, and have still only played it online, although I own the physical game. It’s a brilliant medium-heavy game of dice-drafting and resource management, with a theme that’s probably inspired by a certain Wes Anderson movie (although no cats will be defenestrated during the course of the game). Each player tries to prepare rooms in their personal hotels and then fill them with guests, whom they can draft from the board and eventually place in those rooms by serving them the right combination of four resources. Each guest has its own bonus in addition to a point value, with many guests named for other games (including E. Gizia, the most powerful guest card because it gives you another turn). You also have to keep an eye on the emperor track, however, or you can lose a ton of points at any of the three check-ins there. My only knock on it is that it lacks player interaction, but it’s a tremendous thinker of a game with a lot of replayability. Complexity: Medium-high.

14. Everdell. Full review. This was my #1 game of 2018 and has held up well since I gave it that honor. Everdell takes the worker placement and resource collection mechanic of Stone Age and adds what amounts to a second game on top of that, where the buildings you build with those resources actually do stuff, rather than just giving you points. Players build out their tableaux of cards and gain power as the game progresses. Some cards grant you the right to build subsequent cards for free; some give resources, some give points bonuses, and some do other cool things. The artwork is stunning and the theme, forest creatures, is very kid-friendly. The game also crescendos through its “seasons,” with players going from two meeples in the spring to six by game-end, so that no one can get too big of a lead in the early going and new players get time to learn the rhythm. It’s quite a brilliant design, and consistently plays in under an hour. Complexity: Medium-low.

13. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of December 2020, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015, but they’ve sunsetted the whole Euro Classics line, so it’s out of print yet again. Complexity: Medium/low.

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

11. Splendor: Full review. A Spiel des Jahres nominee in 2014, Splendor has fast become a favorite in our house for its simple rules and balanced gameplay. My daughter loves the game, and even from age eight was able to play at a level pretty close to the adults. It’s a simple game where players collect tokens to purchase cards from a 4×3 grid, and where purchased cards decrease the price of other cards. Players have to think long-term without ignoring short-term opportunities, and must compare the value of going for certain in-game bonuses against just plowing ahead with purchases to get the most valuable cards. The Splendor app is defunct, unfortunately, although you can play it on Board Game Arena. There is a four-in-one expansion for the base game, Cities of Splendor, although I have found I prefer to play it without. Complexity: Low.

10. Dominion: Full review. I’ve condensed two Dominion entries into one, since they all have the same basic mechanics, just new cards. The definitive deck-building game, with no actual board, Dominion comes with a base set – there are over a dozen expansions now available, so you could spend a few hundred dollars on this – that 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 I have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. I’ll vouch for the Dominion: Intrigue expansion, which includes the base cards so it’s a standalone product, and the Seaside expansion, which is excellent and really changes the way the game plays, plus a standalone expansion further up this list. The base game is appropriate for players as young as six. Complexity: Low.

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

8. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. There’s a brand-new app version out from Repos this fall. Complexity: Medium-low.

7. Great Western Trail. Full review. It’s a monster, but it’s an immaculately constructed game, especially for its length and complexity. It’s a real gamer’s game, but I found an extra level of satisfaction from admiring how balanced and meticulous the design is; if there’s a flaw in it, beyond its weight (which is more than many people would like in a game), I didn’t find it. You’re rasslin’ cows, collecting cow cards and delivering them along the board’s map to Kansas City, but you’re doing so much more than that as you go, hiring workers, building your own buildings, and moving your train along the outer track so that you can gain more from those deliveries. The real genius of the design is that you only have a few options on each turn even though the game itself has a massive scope. That prevents it from becoming overwhelming or bogging down in analysis paralysis on each player’s turn. This higher ranking reflects the 2021 second edition, with better components, no more problematic art, and a true solo mode. Complexity: High.

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

5. 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. I also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don’t recommend them. The iPad app, developed in-house, is among the best available. The newest expansion, Japan and Italy, came out earlier this year but is out of stock at amazon right now. I’ve ranked all 18 Ticket to Ride boards for Ars Technica.

There’s also a kids’ version, called Ticket to Ride First Journey, with a separate app for that as well. Complexity: Low.

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

I’m bundling Pandemic Legacy, one of the most critically acclaimed boardgames of all time, into this entry as well, as the Legacy game carries the same mechanics but with a single, narrative storyline that alters the game, including the board itself, as you play. To be completely honest, though, I prefer the non-legacy version. Complexity: Medium for the base game, medium-high for the Legacy game.

3. Wingspan. Full review.The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste five years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion and Oceania expansions are both out, although I don’t own either. Wingspan won the Kennerspiel des Jahres in 2019, which it more than deserved, making Hargrave the first woman to win that honor as a solo designer and just the second solo woman to win any Spiel des Jahres prize. It’s a marvel. There’s a great app for Wingspan, and it’s on Board Game Arena too. Complexity: Medium.

2. Carcassonne: Full review. Carcassonne 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. I 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. I also have Inns and Cathedrals, which I’ve only used a few times; it adds some double-or-nothing tiles to roads and cities, a giant meeple that counts as two when fighting for control of a city/road/farm, as well as the added meeples needed to play with a sixth opponent. Complexity: Low/medium-low for the base game, medium with expansions.

1. 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. I saw no dominant strategy, several that worked well, and nothing that was so complex that I couldn’t quickly pick it up after screwing up my first game. The only negative here is the poorly written rules, but after one play it becomes far more intuitive. Plays best with three or more players, but the two-player variant works well. The brand-new iOS version is amazing too, with an Android port I haven’t tried. Complexity: Medium.

I have a separate ranking of games for two players that I published at the start of the pandemic. Air, Land, and Sea would make the cut now, as would Riftforce. I would probably add Seven Bridges if I knew when it was coming back into print. Splendor Duel and Botanik are two great new purely two-player games from 2022.

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, Ecosystem, King of Tokyo, Welcome To, and Sushi Go Party!, all of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum; the same applies to Hadara. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. Kodama can play 5 out of the box, and 6 with the Duo expansion. For more social games, One Night Ultimate Werewolf is best with five or more also, and Deception: Murder in Hong Kong also benefits from more players. Coup needs 3, but with the Reformation expansion can handle up to 10. The cooperative party game Just One (on sale today for just $17.50) can handle up to 7, and Wavelength plays any number, split into two teams.

Top 50 novels of the century (so far).

I’ve been planning to do some sort of ranking of the best novels of this century for at least four years now, but for a variety of reasons never sat down to actually do it. I think one reason is the constant sense that I haven’t read enough books to make such a list, although that’s probably silly given how much I read, and since nobody, not even full-time book critics (is there such a job any more?), can read absolutely everything. I can’t read every book, play every game, hear every album, or watch every movie before sitting down to decide which ones are my favorites.

The Twitter replies to my comment about The Netanyahus being the worst Pulitzer winner in at least 25 years finally got me back to the spreadsheet I’d started in 2018, although I ended up trashing it and starting over, to prepare for this post. I originally had about 67 books on the list, cut a few, ranked 50, and put ten honorable mentions at the end. Then I started writing the blurbs and moved a few books around the rankings too, which is, coincidentally, how I do player rankings for work as well. Sometimes you put down some words and realize you liked something more or less than you thought you did. It’s good to be flexible.

I’ve written the rankings in reverse order, so we’ll start at 50, with honorable mentions at the end. The hyperlink on each title goes to Bookshop.org, for which I have an affiliate account (so I get a small commission for each book sold through those links). They give 10% of earnings to local bookstores, and allow stores to sell via their site and keep all of the profits. If you can’t buy a book from your local independent bookstore, this is the next best option.

So, here we go – as of June 20, 2022, here are my top 50 books of this century:

50. The Snow Child, by Eowyn Ivey. Full review. A novelization of an old folk tale, The Snow Child tells the story of a couple who move to Alaska after their infant dies, where a girl, Faina, appears to have come to life from the snowchild they made. Is she real? A fairy? A hallucination? Ivey’s tale of grief, loss, and hope is haunting while balancing the possibilities of life against its inevitable tragedies.

49. The Teleportation Accident, by Ned Beauman. Full review. A madcap romp of sex, devil-worship, and, yes, teleportation, this book runs through multiple genres, both paying homage to them while sending them up, along with slapstick and other lowbrow humor, such as the side character who can’t tell a person from a painting of that person and keeps talking to the portraits of his ancestors as if they’re real.

48. All Our Names, by Dinaw Mengestu. Full review. A love story wrapped in a tale of identity, as we meet two men in an African country on the brink of civil war, with one later fleeing to America, where he falls in love with Helen, a social worker assigned to help him assimilate. Names and dates are left ambiguous or omitted entirely, while the importance of remembering as well as deliberate forgetting hover over both narratives.

47. Trust Exercise, by Susan Choi. Full review. What begins as a straightforward narrative about a high school play and a team-building exercise turns into metafictional, time-shifting story that asks questions about, to borrow a phrase, who lives, who dies, and who tells your story – and specifically who has the right to tell your story.

46. Fates and Furies, by Lauren Groff. Full review. A novel in two distinct halves, the first about the husband, the second about the wife, where the second half reveals unseen truths about the first. It’s ambitious yet feels deeply personal, and the surfeit of literary references actually works in favor of the narrative, rather than coming off as showy.

45. Then We Came to the End, by Joshua Ferris. Full review. The use of the first-person plural is gimmicky, but there’s a reason for the conceit in this novel that looks at the decline of the American workplace more than ten years before COVID-19 (may have) killed it off for good. There’s a related but distinct short story in the middle of the novel that breaks things up in a suboptimal way, but the two parts that form the shell are compelling and prescient.

44. The Oracle Year, by Charles Soule. Full review. The debut novel from comic book author Soule, this work speculative fiction gives us bassist Will Dando, who wakes up one day with 108 highly specific predictions in his head … and they start to come true. It’s imperfect in some ways but incredibly well-told, witty, and intense.

43. The Yiddish Policemen’s Union, by Michael Chabon. Full review. I do not agree with the critical and, I think, popular consensus that The Amazing Adventures of Kavalier & Clay is Chabon’s best work; that book is incredibly imaginative and rich with story, but it’s bloated and loses its focus, while this novel, a neo-noir detective story set in an alternate universe where the world’s Jews have been given a homeland in southeastern Alaska, hits similar themes with precision while hewing closely to its target style.

42. Piranesi, by Susanna Clarke. Full review. If you’re going to go sixteen years between novels, the return ought to be something special. Piranesi is far shorter than her first novel, Jonathan Strange & Mr. Norrell, but has the same prose, imagery, and sense of wonder as the earlier work. It’s a mystery in a fantasy novel, as the narrator and the reader try to understand exactly where the narrator is, and how he got there. It’s like reading a dream.

41. HHhH, by Laurent Binet. Full review. Winner of France’s Prix Goncourt Prize, this historical novel has a metafictional element, combining a fictionalized telling of the assassination of Nazi official Reinhard Heydrich in Prague in 1942 with a story about the difficulty of telling that very story. It’s bold and ambitious, not entirely successful, but highly compelling, and of course there’s some satisfaction in reading about the successful assassination of one of the principal architects of the murders of 8 million Jews, Roma, gays, and other minority peoples.

40. From a Low and Quiet Sea, by Donal Ryan. Full review. A scant novel that tells the stories of three men, with no apparent connection, struggling with grief and sadness, until another catastrophe brings them together in the brief, final section. The novel took some criticism for its portrayal of Farouk, a Syrian refugee, in too-generic terms, but Ryan’s tremendous empathy for his characters ruled the day for me.

39. Homegoing, by Yaa Gyasi. Full review. A daring structure that follows ten generations of a family through two separate lines takes the reader from west Africa and the enslavement of its people to modern-day American and back to Ghana where the story began. Gyasi’s debut novel manages to develop and humanize its many characters in just a few pages each, allowing the story to build and grow even with this tenuous framework.

38. The Vanishing Half, by Brit Bennett. Full review. I thought this deserved the Pulitzer in 2021 rather than Louise Erdich’s fine but not award-worthy The Night Watchman. Inspired by Nella Larson’s novella Passing, which was the basis for the superb film directed by Rebecca Hall, this novel covers a pair of sisters, one of whom chooses to pass for white while the other does not, while exploring critical themes of race and identity in our modern society.

37. All the Birds in the Sky, by Charlie Jane Anders. Full review. Such a clever concept for a novel – All the Birds gives us two related, intertwined narratives, one from modern fantasy and one from hard science fiction, bringing them together, pulling them apart, and allowing the two main characters to show their flaws as they develop while heading towards a surprising resolution in a world not too far off from our own late-stage capitalist dystopia.

36. Asymmetry, by Lisa Halliday. Full review. Halliday takes her romantic relationship with Philip Roth, who was over forty years her senior, and fictionalizes it in this wonderful, multi-part novel that revels in the asymmetry of that affair while giving Halliday’s stand-in, Alice, an unusual agency for the situation. That portion of the novel is followed by an absurdist section on a man with dual Iraqi-US citizenship who gets caught in a Kafkaesque bureaucratic trap at a London airport, a story with no apparent connection to the first one until the coda brings them together.

35. Blackout/All Clear, by Connie Willis. Full review. Published as two novels but sharing a continuous narrative, this time-travel story, sending historians from future Oxford back to World War II, where they get stuck (as often happens in Willis’s time-travel stories) and involved in the action in ways they shouldn’t, is grand, emotional, and evocative of the great British literature of the era it depicts.

34. Gilead, by Marilynne Robinson. Full review. Diminishing returns set in quickly with its sequels, but Gilead, which was Robinson’s first novel in over twenty years when it was published, is a marvel of simplicity. It’s an epistolary novel, written as letters from its protagonist, a dying clergyman named John Ames, to his seven-year-old son for the child to read when he’s older. It’s a meditation on forgiveness and our limited capacity to understand the plights of others.

33. Grief is the Thing with Feathers, by Max Porter. Full review. I’m stretching the qualifications here, as this novella – it’s too short to properly call it a novel – is a marvel of wordplay and empathy, poetry in motion on the pages of a book. The Crow visits a father of two whose wife has died suddenly, and who is paralyzed by grief just as his sons need him most. Porter does not shy away from the man’s grief, but the Crow is there for a purpose, and the way Porter plays with language to advance the story is utterly extraordinary.

32. No One Is Talking About This, by Patricia Lockwood. My favorite book of 2021, Lockwood’s novel is extremely online – or at least her main character is, and it’s not going well, so when something bad happens IRL, she’s not ready to handle it. The novel varies in style from stream-of-consciousness to poetry to standard prose, jumping around in perspective and playing with language in ways that earned the book comparisons to the experimental novels of Joyce, Woolf, Faulkner, and Nabokov.

31. The White Tiger, by Aravind Ariga. Full review. A dark comedy and satire of the upwardly mobile culture of contemporary Indian cities, The White Tiger gives us one of the great anti-heroes of the century in Balram, who rises from poverty through his own determination and a convenient lack of scruples to prosperity – but not without leaving some bodies behind him, figuratively and eventually literally.

30. The Sellout, by Paul Beatty. Full review. The first American-authored novel to win the Booker Prize, The Sellout is a vicious satire that’s also completely bonkers. The narrator, a Black man who lives in an “agrarian ghetto” in Los Angeles County, stands trial for trying to bring back slavery – the conclusion of a series of ill-conceived attempts to resegregate the area so that his unincorporated town, Dickens, will return to the map.

29. An Unkindness of Ghosts, by Rivers Solomon. Full review. Set on a massive spaceship with its own highly structured, race-based caste society, this dystopian novel upends conventions of the child-hero genre while exploring racial power dynamics as well as how elites maintain their grip on society through fear and myth.

28. Exit West, by Mohsin Hamid. Full review. From the author of The Reluctant Fundamentalist comes a light sci-fi novel where refugees can flee through special portals that appear as actual doors and allow passage through to other places on the globe. The story follows a couple fleeing war in an unnamed country in southeast or south Asia through a series of those doors, allowing them to experience the poor treatment and mistrust refugees face across the world, a journey that also tests their feelings for each other.

27. Bowlaway, by Elizabeth McCracken. Full review. McCracken is Ann Patchett’s primary editor, and there’s some similarity in their fiction as both authors show deep empathy and understanding for their characters. Set in a small town outside Boston, Bowlaway follows a cast of characters through multiple generations, starting with the strange woman who appeared in the town’s graveyard with no memory of where she’d been, after which she founds a candlepin bowling alley and hires a couple of the town’s (many) eccentrics.

26. Kafka on the Shore, by Haruki Murakami. Full (but short) review. Murakami’s Wind-Up Bird Chronicle­ remains my favorite of his works, with this follow-up novel second for me thanks to similar themes and literary techniques – notably his extensive use of magical realism in a context beyond that seen in the Latin American or African traditions of magical realism.He doesn’t write women well at all, though, a failing that has become more apparent in his novels since this one.

25. Pachinko, by Min Jin Lee. Full review. I’ll quote my own review: “If Dickens or Eliot had written a novel about Koreans living as part of the underclass in Japan, it would probably look a lot like Pachinko.” An epic work of fiction set among the pachinko parlors of Japan, the novel explores themes of alienation and isolation by looking at Koreans living and working in a foreign country that has always viewed them as an inferior minority.

24. The City We Became, by N.K. Jemisin. Full review. Jemisin won the Hugo Award for each of the books in her Broken Earth trilogy, but this book, her first after that series ended, is her best so far. Six people find themselves transformed so that each of them is a borough of New York City or the city entire – not metaphorically, but physically, in a sort of transubstantiation, and their personalities match the character of the geographies they have become.

23. Inherent Vice, by Thomas Pynchon. Full review. I have read several Pynchon novels, but none made me laugh like this one did – it’s a sort of slacker noir, a detective novel set in drug-addled California in the 1970s, with a detective who’s seldom sober enough for the job. It is far, far more accessible than Gravity’s Rainbow, and doesn’t require esoteric knowledge to understand it like The Crying of Lot 49.

22. Cloud Atlas, by David Mitchell. Full review. As ambitious a work of fiction as any I’ve read this century, Cloud Atlas contains six nested novellas, five of them split into two parts (so that the novella that starts the book also finishes it), with one element tying each one to the next. Each novella has a unique style – I’m partial to “Half-Lives: The First Luisa Rey Mystery,” a detective story – and Mitchell moves so deftly from one to the next that the whole work remains cohesive.

21. Lush Life, by Richard Price. Full review. Price has written for The Wire and The Night Of, as well as authoring nine novels, including 1992’s Clockers and this one, a broad, gritty piece of highly realistic fiction that follows a broad ensemble of characters through the ramifications of what appears to be an ordinary (if awful) street crime.

20. The Luminaries, by Eleanor Catton. Full review. Another novel with a complex structure, this epic work follows a prospector who arrives in a New Zealand mining town, only to walk into a set of mysteries including a dead hermit, a prostitute who may have attempted suicide, stolen claims, and much more. The structure itself relates to the twelve signs of the zodiac and to the planets in the solar system, although I don’t think you need to see or follow that to appreciate its incredible story and rich characterization.

19. The Orphan Master’s Son, by Adam Johnson. Full review. The Pulitzer Prize for Fiction’s guidelines say it is for a work “by an American author, preferably dealing with American life.” Johnson is American, but this remarkable novel definitely does not deal with American life – it is about North Korea, and opens a window on to that most isolated nation, following a young boy in a North Korean orphanage through his military service, time in a prison mine, and then a fantastical life after prison that puts him in the crosshairs of the Dear Leader himself.

18. The History of Love, by Nicole Krauss. Full review. A novel that finds hope in hopelessness, giving us Leo Gorsky, perhaps the most ill-fated man in the universe, a Holocaust survivor whose lover thought he was dead and married someone else while carrying Leo’s baby. His story intertwines with two others around a book within the book, also called The History of Love, leading to a deeply emotional, unlikely-but-not-impossible conclusion.

17. The Underground Railroad, by Colson Whitehead. Full review. One of the most acclaimed books of the last twenty years (I think), this book reimagines the network of people, including Quakers, free Blacks, and other abolitionists who helped slaves escape the antebellum South as an actual subterranean railroad that served the same purpose – but that exposes the fleeing slaves of the book to the horrors of multiple Confederate states before they get close to freedom.

16. Wizard of the Crow, by Ng?g? wa Thiong’o. wa Thing’o is a revered Kenyan author, playwright, and Fanonist dissident who was imprisoned in the 1970s for writing a play that criticized the government. He’s written only two novels in the last 30 years, but one of them, 2004’s Wizard of the Crow, is an epic work of magical realism, satire, and scathing political commentary. Set in a corrupt African dictatorship, where allegiances change with the wind, a new power emerges in the form of an inadvertent charlatan calling himself the Wizard of the Crow, who threatens the country’s Ruler in the days after the end of colonialism.

15. Among Others, by Jo Walton. Full review. I first read this book because it won the Hugo and Nebula Awards for its year, but that may undersell it, because it’s far from just a genre book – this is a beautiful if somewhat dark coming-of-age novel with just a hint of fantasy in the setting. Calling it a fantasy novel might deter some people from reading it; this isn’t swords and sorcery, or knights and damsels, just a damn good story about growing up when one of the people who should love and protect you turns out to be an evil witch.

14. Half of a Yellow Sun, by Chimamanda Adichie. Full review. Adichie has received more attention for her novel Americanah and her non-fiction writing, including We Should All Be Feminists (which, yes, we should), but this is her best work to date – a novel set during the Nigerian Civil War, when the Nigerian government blockaded the secessionist state of Biafra, causing a famine that killed two million people. I don’t see any particular parallels to anything happening today, though. Adichie follows five characters, including two couples, from before the war began through the depths of the conflict, through personal losses and the collapse of what had been a reasonably prosperous society.

13. Empire Falls, by Richard Russo. Full review. Russo is one of the funniest writers I’ve read, but in this, his best novel, he also works in wry commentary on how economic declines hit blue-collar American towns (this one in New England, like most of his settings) and affect the people in them at a deeply personal level. His characters are well-built and contribute to the sense of a specific place – you may not live in this town, but you understand it, and picture it, and have your favorites among the people in it. And when the big plot point finally comes in this book, one that could easily happen in a novel set today, you’re affected because the characters you care about are affected.

12. All The Light We Cannot See, by Anthony Doerr. Full review. One of the best-plotted novels I’ve ever read, All The Light runs about 500 pages, yet I read it in two days on a work trip because I absolutely could not wait to see how the novel’s twin storylines would come together – and they do, in almost miraculous fashion, as two children, a blind French girl and a true-believer German boy, navigate the closing windows of Europe on the brink of war.

11. The Love Songs of W.E.B. Du Bois, by Honorée Fannone Jeffers. Full review. I’m trying to avoid recency bias here, but this is the best book I’ve read in a few years – if we’re just going off this list, I think it’s the best I’ve read in about five years. Jeffers’ debut novel covers centuries of history through the lens of one Black family, from their ancestors in slavery to the contemporary struggles of three sisters, focused on one named Ailey Pearl, to cope with the weight of their racial history and a very personal trauma that has affected all of them. The prose is beautiful and the characters are rich and compelling, even many of the secondary ones.

10. American Gods, by Neil Gaiman. Full review. Gaiman takes forgotten gods from religions around the world and brings them back to modern-day America in a complex fight for the soul of the country. For some reason, this centers on Shadow, a man just out of prison, who runs into Odin incarnate on the flight home. The book also spawned a related work, Anansi Boys, which is also excellent but not as ambitious as this tour de force, which seems to twist the fantasy genre inside-out along with a wildly exciting, action-packed story.

9. Bel Canto, by Ann Patchett. Full review. Inspired by the takeover of the Japanese Embassy in Lima, Peru, by the Túpac Amaru Revolutionary Movement, Bel Canto paints a rich portrait of a huge ensemble of characters, both hostages and terrorists, who become a village of sorts, learning about each other as we do, facing their fears and weaknesses, falling in love, becoming oblivious to the outside world. Patchett is always a beautiful writer who creates complex characters and shows empathy for even the worst of them, and her skills were most on display here, a novel she has indicated was inspired by Thomas Mann’s The Magic Mountain.

8. Station Eleven, by Emily St. John. Full review. How is one of the most lyrical novels I’ve ever read set during a global pandemic that wipes out a huge portion of the planet’s population and leads to the complete collapse of civilized society? Perhaps because St. John focuses so much on the humanity within the crisis, and sees the good and the bad that come about when people are pushed beyond their limits. There’s also a small plot strand that doubles as an ode to the enduring power of great stories to entertain and enrich us.

7. Never Let Me Go, by Kazuo Ishiguro. Full review. Ishiguro wrote two of the best novels I’ve ever read – this one and Remains of the Day, written in 1989. Never Let Me Go starts out like a work of classic British literature, perhaps a coming-of-age drama in the vein of Brideshead Revisited, but then the novel’s big secret is revealed and it turns into a Greek tragedy that confronts impossible questions of identity, ethics, and sacrifice.

6. The Sense of an Ending, by Julian Barnes. Full review. I read this and The Orphan Master’s Son back-to-back in the summer of 2013, finishing this slim novel in just two days; it was such a great week of reading that I still remember it clearly, with two books that were so great, so compelling, that I was just lost in them. The Sense of an Ending gives us Tony Webster, now retired, divorced, living alone, first remembering a period from his school days with his girlfriend Veronica and his precocious friend Adrian. When Veronica’s mother dies, leaving Tony a bit of money, he reconnects with Veronica, and the edifice in his memory starts to crumble as he learns things he never knew about his own past.

5. In the Light of What We Know, by Zia Haider Rahman. Full review. Rahman’s lone novel to date is a knockout, combining the U.S.’s failed war in Afghanistan and the 2007-08 financial crisis in a story that ranges from delving into the roots of one man’s personal crises to blistering attacks on the power of global elites. It’s postcolonial literature through an entirely different, diasporic lens, and the story moves at a brisk pace despite a lack of traditional action. When the ending hits, it is a metaphorical bomb on the page, and throws everything that has come before into question.

4. Lincoln in the Bardo, by George Saunders. Full review. Saunders is a master of the short story, winning awards for his collection Tenth of December, but didn’t publish his first novel, Lincoln in the Bardo, until he was 59, and all that book did was win the Booker Prize. Set mostly over the course of a single night in the bardo, a Tibetan term for the Buddhist concept of a state between life and rebirth, and follows Abraham Lincoln through his grief over the death of his son Willie, who died at age 11 of typhoid fever, just a year into his father’s first term as President, while working in snippets from real and fictional news stories of the time. It’s a profound look at parenthood and the unendurable loss of a child, from one of our greatest contemporary prose writers.

3. The Road, by Cormac McCarthy. Full review. Harrowing, dark, and unforgettable in so many ways, The Road is the most powerful book I have ever read on what it is like to be a parent and be willing to give up everything, including yourself, for your child. Set in a post-apocalyptic America where society is gone and humanity may be headed for extinction, The Road follows the Man and the Boy as they walk down abandoned interstates towards the sea and an unknown, possibly nonexistent, hope. It is graphic and horrifying, often difficult to read for its content, but it is the exemplar of how fiction can illuminate core truths about life.

2. White Teeth, by Zadie Smith. Full review. Out of the 1200+ novels I’ve read in my life, this is the one about which I have most changed by opinion from my initial reading. I was so unused to Smith’s incredible storytelling style, dubbed “hysterical realism” by critic James Wood in his review, that my first response was rather negative – but that’s because I was used to very specific styles of literature. The more I thought about the book after finishing, over days and months, the more I realized the incredible genius of it. So much literature of this century owes a debt to Smith and White Teeth and Hortense’s many root canals. It will defy your expectations for a novel in all of the best ways and its themes are both very much of its moment and utterly timeless.

1. Jonathan Strange & Mr. Norrell, by Susanna Clarke. Full review. A fantasy novel, yes, but so much more, and the fastest 1000-page novel I’ve ever read. (The Executioner’s Song was close, but it’s also not really a novel.) The two characters of the title are magicians in 19th century London, the latter an older, curmudgeonly man who proves that magic still exists centuries after its decline in England, and the former a younger upstart who becomes Norrell’s pupil. The two clash over magic’s use and end up engaged in a public battle of philosophies, while Norrell’s bargain with an underworld fairy known as “the gentleman with the thistle-down hair” has brought curses upon many within London, including Strange’s wife, Arabella. It is a work of stupendous imagination, written very much in the style of literature of that period, but with the very modern touch of fabricated footnotes that contain much of the book’s great wit. The book was also adapted into a seven-part BBC series that contained one of my favorite TV lines ever, and that hewed closely to the story and characters from the original text. Clarke has created a world like ours and yet so very unlike it, with two of the most memorable characters I’ve ever encountered, and uses fantasy as her vehicle but not her raison d’être (d’écrire?): Magic just lets her tell this majestic story of two men and their egos, fighting each other over philosophy while the world around them burns. It is gripping right until the end, and will leave you wanting more.

Honorable mentions, in alphabetical order:

Top 21 albums of 2021.

I have never had this many candidates for a best albums ranking before. I had this idea eight years ago that I’d make the length of my year-end album lists equal to the last two digits of the year, which would probably work until I was about 55 or so and who knew if I’d even still be doing these. Most years, though, I found that while there were always plenty of songs I loved, there were never quite enough albums, even accounting for the fact that every year I seem to find more new music to listen to, between the wonders of Spotify (for the listener, at least) and reader feedback. This year, though, I could have gone 30 deep and still had more to consider, even keeping the bar for inclusion reasonably high. I stopped this list at 21, to return to the old gimmick, but my honorable mentions include Amyl & the Sniffers’ Comfort to Me, Chime School’s Chime School, The Coral’s Coral Island, Deafheaven’s Infinite Granite, Inhaler’s It Won’t Always Be Like This, Khemmis’ Deceiver, Pond’s 9, Thrice’s Horizons/East, TURNSTILE’s GLOW ON, and Willow’s Lately I Feel Everything.

You can see my previous year-end album rankings here: 2020, 2019, 2018, 2017, 2016, 2015, 2014, 2013, and my top albums of the 2010s.

21. Death from Above 1979 – Is 4 Lovers. I missed DfA1979’s first album when it first came out, but have been increasingly a fan of their work since they re-formed after a ten-year hiatus, and this is the best thing they’ve ever done – more mature and cohesive without losing the urgency or the fury of their first record. Highlights including “Modern Guy,” “One + One,” and the two-part “N.Y.C. Power Elite.”

20. Susanna Hoffs – Bright Lights. No, really, the lead singer of the Bangles put out one of the best albums of 2021. It’s a mélange of styles more appropriate to her age and this stage of her career, but damn if she doesn’t nail just about all of it, mixing in bits of folk, lite jazz, and torch songs for a record that manages to sound timeless. There’s one really ‘off’ track here (“Take Me with U”), but highlights include the oldies-influenced “You Just May Be the One,” “One of These Things First,” and “Name of the Game,” the last one featuring Aimee Mann.

19. CHVRHCES – Screen Violence. A welcome return to form for the Scottish electro-pop trio, with some of Lauren Mayberry’s best lyrics to date, built around themes of digital harassment and online hate, and better hooks than we heard on their last album, Love is Dead. Highlights include “How Not to Drown,” “Final Girl,” “California,” and “Screaming” (from the Director’s Cut).

18. The War on Drugs – I Don’t Live Here Anymore. This is the tightest, most accessible album from TWoD yet, with much stronger hooks than they’ve had before. I’ve become accustomed to the Bob Dylan impression – at which singer/songwriter Adam Granduciel winks in the lyrics to the title track – although I’m still not a fan of the song lengths. Highlights include “I Don’t Live Here Anymore,” “Harmonia’s Dream,” and “Change.”

17. Maisie Peters – You Signed Up for This. I’ve been a fan of Peters’ work since her first few singles, and while her sound has changed to something far more pop-oriented, the wit and insight of her lyric has only improved as she’s reached her early twenties, and it’s not as if her hooks have suffered from working with Ed Sheeran. Highlights include “Psycho,” “John Hughes Movie,” “Brooklyn,” and the title track.

16. Jungle – Loving in Stereo. Still fairly unknown in the U.S., Jungle have become quite popular in their native U.K. with their American R&B/disco throwback sound. This album, the duo’s third, is their most upbeat by far, a welcome antidote to a year of bad news. Highlights include “Truth,” “Keep Moving,” “Talk About It,” and “All of the Time.”

15. black midi – Cavalcade. The highly experimental English quartet returned with another album of challenging, unexpected, noisy tracks that defy any expectations you might have of a typical rock record … and yet somehow still manage to bring a weird sort of melody to their songs, something you can grab while you’re digesting the bizarre arrangements and tonal shifts. Highlights include “Chondromalacia Patella,” “John L.,” and “Slow.”

14. Emma-Jean Thackeray – Yellow. Thackeray is a trumpeter and bandleader from Yorkshire but is more than comfortable in American jazz and funk traditions, producing an album that refers back decades while still producing something fresh, thanks in no small part to the lush vocal harmonies on most of the tracks on this ebullient record. Highlights include “Say Something,” “Green Funk,” “Third Eye,” and “Sun,” the last of which has a nod to Parliament’s “Flashlight” in the chorus.

13. Mastodon – Hushed and Grim. A sprawling album of 15 tracks and 86 minutes, Hushed and Grim threads a difficult needle, maintaining some of the more mainstream sensibilities of their last album, Emperor of Sand, without giving up some of their more complex arrangements or expansive song lengths (six of the tracks run six minutes plus, and only two are shorter than 4:59). Every review I found was positive except Pitchfork’s, of course. Highlights include “Pushing the Tides,” “Teardrinker,” and “Sickle and Peace.”

12. Wolf Alice – Blue Weekend. I respect the ambition here, and the highlights are very high, but when they go into quietcore territory they tend to lose me for the same reason I was tepid about their Mercury Prize-winning Visions of a Life – those songs lack the beating heart of their best tracks. Highlights include “Smile,” “How Can I Make It OK?,” “Safe from Heartbreak,” “Play the Greatest Hits,” and “No Hard Feelings.”

11. Manchester Orchestra – The Million Masks of God. One of the most unexpected albums of the year was this introspectiverecord from the Georgia quartet whose albums have all been thematic in some way, but who reached a new apex here on a record about death and grieving. The album hums along even as it moves between heavier numbers and mournful acoustic tracks, each of which stands on its own while contributing to a whole that is cohesive in sound and lyrics. Highlights include “Telepath,” “Bed Head,” “Annie,” and “Keel Timing.”

10. Gojira – Fortitude. The best metal album of 2021 came from the group I’d call the best metal band working today. Gojira explores the edges of extreme metal without succumbing to its excesses – an affliction that cursed Carcass’ 2021 album Torn Arteries, which took a step back from their Surgical Steel peak – and without losing track of the guitar riffs that make metal compelling. Highlights include “Another World,” “Born for One Thing,” “Amazonia,” and “Into the Storm.”

9. Cœur de Pirate – Impossible à aimer. Béatrice Martin may be saying she’s impossible to love, but I fell for this album right away – she dives heavily into lush pop sounds from the 1970s, such as the lovely string arrangement that opens “On s’aimera toujours,” while continuing the piano-driven focus from her instrumental EP Perséides, all showcasing her beautiful voice (which continues to impress even after recent surgery on her vocal chords). Highlights include “On s’aimera toujours,” “Tu peux crever là-bas,” and “Tu ne seras jamais là.”

8. The Lottery Winners – Something To Leave the House For. The most recent release on this list, Something to Leave the House For just dropped on December 4th, with most of the fantastic singles they’d released in the prior year appearing on this album, which is a banger all the way through. The Mancunian quartet have a knack for churning out pop tracks with undeniable hooks, the sort of songs that get stuck in your head but you don’t really mind because they’re the feel-good kind of pop tracks. Highlights include “Much Better, “Favourite Flavour,” “Sunshine,” “Start Again” (with Frank Turner), and “Hotel DeVille,” although the March single “Bang” (with the Wonder Stuff) didn’t make the release.

7. Royal Blood – Typhoons. Production help by Josh Homme made a huge difference for the English duo, as their sound here includes more funk and disco elements, similar to the way Homme’s Queens of the Stone Age expanded their song after working with Mark Ronson on their last album. Highlights include “Boilermaker,” the title track, “Oblivion,” and “Trouble’s Coming.”

6. Foxing – Draw Down the Moon. The St. Louis trio’s blend of post-rock, emo, metal, and even more came together on this masterful album that is as ambitious as any record I heard this year – and succeeds, incorporating all manner of styles and genres within songs, demanding that you keep up with the rapid textural and sonic shifts, without forgetting the essential element of melody. It’s a record that rewards careful listening and patience, as so many tracks end somewhere completely unexpected. Highlights include the title track, “Go Down Together,” “Bialystok,” “737,” and “Beacons.”

5. Mdou Moctar – Afrique Victime. One of the most globally acclaimed albums of 2021, Afrique Victime may help introduce Moctar’s blend of traditional Touareg music and western guitar rock to a wider audience. The fretwork here is incredible, more than enough to pull in anyone who plays guitar or enjoys that style of music, but even if you’re not into that specific aspect, this album just flat-out rocks. Highlights include “Chismiten,” the title track, and “Taliat.”

4. Geese – Projector. If I called these Brooklyn teenagers/early twentysomethings the American black midi, would it feel like enough of a compliment? Geese are experimental, but their base sound derives far more from post-punk traditions like Television, Suicide, and Wire than the noise-rock antecedents of black midi – and the result is a more accessible and delightfully weird debut album. Highlights include “Rain Dance,” “Low Era,” “Disco,” and the title track.

3. Kid Kapichi – This Time Next Year. This Hastings quartet blends a strong Arctic Monkeys musical and lyrical sensibility with heavier guitarwork, veering into punk territory, with a series of working-class anthems where singers Jack Wilson and Ben Beetham rage against various machines. The band produced and released the album themselves, which might be why it hasn’t appeared on many year-end lists, but it was clearly the best straight rock album of the year for me, and one of the only truly no-skip albums of 2021. Highlights include “Working Man’s Town,” “Sardines,” “What Would Your Mother Say,” “Don’t Kiss Me (I’m Infected),” and “Self Saboteur.”

2. Arlo Parks – Collapsed in Sunbeams. Winner of this year’s Mercury Prize, this debut album from the 21-year-old British singer-songwriter features nearly all of the singles I’ve included on my playlists from Parks over the last two years. Parks’s voice is gorgeous, soft and somewhat high-pitched, yet able to fill all the spaces left by the minimalist R&B, jazz, and folk music that backs her up across the album. Her lyrics are close and intimate portraits of pain and hope around stories of broken hearts, damaged families, and other stories, replete with little details (“Dragonfruit and peaches in the wine,” “Wearing suffering like a silk garment or a spot of blue ink”) that provide the images to the short films she’s creating with every track. Highlights include “Black Dog,” “Green Eyes,” “Hurt,” “Hope,” and “Caroline.”

1. Little Simz – Sometimes I Might Be Introvert. I called it in September, saying this was the best album of 2021, and that has more than held true, not just on my own list but on the non-scientific compilations over at albumoftheyear.org. The title is a backronym for Simbi, Simz’s nickname among her friends, and also introduces the listener to the profound lyrical themes she’s about to cover, including her difficult relationship with her biological father (“I Love You, I Hate You”), global feminism (“Woman”), the dichotomy required of people with public personae (“Introvert”), death and grief (“Little Q”), and more. The album features spoken-word interludes from Emma Corrin, who played Princess Diana Spencer on seasons 3 and 4 of The Crown, and tremendous guest appearances from Obongjayar and Cleo Sol. And the music, which incorporates elements of Afrobeat, British and American hip-hop, and old-school soul, is compelling just about the entire way through, providing a strong backdrop for Little Simz’s rapping while delivering a series of memorable hooks. It’s one of the best albums of the century so far, and if it doesn’t make Little Simz a star around the world, that’s our loss. Highlights include the songs mentioned above as well as “Point and Kill,” “Rollin Stone,” and “Protect My Energy.”

Top 100 boardgames, 2021 edition.

I’ve done board game rankings here every winter for fourteen years now, and this is the sixth year when I’ve ranked 100 games, which is a small fraction of the games I’ve played in my life (which I think is approaching 500, if not past it). The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd. I’m way behind in my review queue as well, with something like 30-40 games here to try out, many of which I won’t crack open until after the holidays.

Finally, I’m at the point with this list now that there are games that I still like and would recommend that don’t crack the list. Raiders of the North Sea, My City, Scotland Yard, The Taverns of Tiefenthal, Five Tribes, Mystic Market, and more titles slid off the list this year. They’re good games, Brent. I just didn’t have room for all of them.

If a board game’s title is hyperlinked, it probably goes to the Amazon page for the game, and I would receive a commission from any sales there as a member of Amazon’s affiliate program. Links to Miniature Market do not generate any commissions.

100. The Isle of Cats. I’ve played this once, and enjoyed it quite a bit, even though I got trounced by two people who’d played before. It’s a medium-weight game of card drafting and polyomino tiles, where you try to rescue cats, on tiles of varying shapes, and use them to cover as much of your personal board as you can, scoring bonuses for covering specific squares or areas. The box is massive, though, which might lead folks to think it’s a heavier game than it actually is. I probably should rank this higher, but I want to play it again.

99. Air, Land, & Sea. Full review. A pure two-player game where each player has a hand of six cards, drawn from the main deck of 18, and will play the entire match with those by placing those cards in their matching theaters – air, land, or sea. Timing matters tremendously in each game, including the choice to surrender before all cards are played, which reduces your opponent’s point total for winning. You play several matches until one player gets to 15 points. It’s fast but gets you thinking several turns ahead, and it’s highly portable. Complexity: Low.

98. Downforce. Full review. Perhaps the best of Restoration Games’ restorations – bringing back older, long out-of-print games with updated graphics and rewritten rules – Downforce is a car-racing game where you bid on the different colors of cars, gaining one or sometimes two as your own, but then can also bet at three different stages on who will ultimately win, so your car doesn’t have to win the entire race for you to win the game. Definitely fine for younger kids (7, maybe even 6) who are familiar with games. Complexity: Medium-low.

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

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

95. Cryptid. Full review. A really clever deduction game that looks like it’ll be a generic dudes-on-a-map title but actually asks players to solve a sort of logic puzzle. Each player has a clue around the location of the Creature on the map, relating to the terrain type, distance from a landmark, or proximity to the two animal habitats. On each turn, a player asks one other player if the Creature could be on one specific hex, based on the second player’s clue; if yes, the second player places a disc on the hex, but if not, the second player places a cube on the hex AND the asking player places a cube on some other hex on the board where the Creature could not be. You can use the cards and codebooks with the game but it’s easier to use the associated site at playcryptid.com to set up the board and give out the clues. Complexity: Medium-low.

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

93. Morels. Full review. 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. The app version is also very good. Most of these mushrooms are also delicious. Complexity: Low.

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

91. Noctiluca. Full review. Shem Phillips’ Raiders of the North Sea just fell off the list this year – it would be in the 101-110 range – so this is now his only game on this ranking, a dice-drafting game with clever rules on how you place your tokens to pick dice from a specific row on the board to try to fill out either of your two objective cards at any given time. The dice come in four bright colors and the turns move quickly, with the entire game comprising two rounds where you fill the entire board from scratch. There’s a solo mode that isn’t too bad, but it’s definitely best as a two- to four-player game. Complexity: Medium-low.

90. 7 Ronin: Full review. An asymmetrical two-player game with a Seven Samurai theme – and when I say “theme,” I mean that’s the whole story of the game. One player is the seven ronin of the title, hired to defend a village against the invading ninjas, controlled by the other player. If the ninjas don’t take the village or wipe out the ronin before eight rounds are up, the ronin player wins. But the ninja can gain a decisive advantage in the first four rounds with the right moves. It’s very clever, the art is fantastic, and the theme is completely integrated into the game itself. It also plays in about 30 minutes. Complexity: Medium-low.

89. Calico. Full review. A surprisingly hard tile-laying game with a cute (maybe cutesy) theme of cats and quilts. You place tiles on your board to create patterns that will match your objective tiles or attract cats to your board for points. Your individual board has a frame around it, limiting your options and making every decision critical – place the wrong thing at the start and you might make scoring points extremely difficult later on. There’s some luck in the tile draws as well, so even a good plan might not come to fruition, but without that randomness I’m not sure you could play this well with inexperienced players. There’s a spiritual sequel game called Cascadia that came out this summer, although I’ve played it just once. Complexity: Medium, at least.

88. Villainous. Full review. Technically called Disney Villainous, a fully licensed Disney product that uses substantial Disney IP, so I must remind you that I have been a Disney cast member for over twelve years but received no input or consideration on this product beyond the review copy I got from the publisher. Villainous plays like a deckbuilder, but where you already have your whole deck at the start of the game, and have to figure out how to work through your deck to get the key cards you need while also fighting off the Hero cards opponents will sic on you. Each player plays as a unique Disney villain with its own card deck, board, and victory conditions; the base game has six, but this concept is as extensible as it gets and the designers are already talking about expansion decks. The theme will appeal to some younger kids, but this is not just a game for young Disney fans. Both expansions, Evil Comes Prepared (Scar, Ratigan, and Yzma) and Wicked to the Core (Hades, Dr. Facilier, the Evil Queen), are also standalone titles, each containing three new villains to play. There are also two Marvel versions, Infinite Power and Mischief & Malice, which can be played together but aren’t compatible with the original game. I much prefer the original versions, as the Marvel game has some shared goals that make the game more difficult and longer. Complexity: Medium.

87. 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.

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

85. Seven Bridges. Full review. Seven Bridges came out right before Christmas of 2020, too late for my best games of the year post, but it is one of the best roll-and-write games I’ve ever played, and certainly the best one that I would say is at all complex. The title refers to the Seven Bridges of Königsberg, a famous problem in mathematics eventually solved by Leonard Euler – could you walk a path through the city, crossing each of its seven bridges exactly once? (The answer is no.) Here, you roll dice showing segments of paths, and must fill out parts of the roads and footpaths on your personal scoresheet, showing a city map with those seven bridges. You get points for crossing bridges, passing monuments, and other achievements, and you can unlock bonuses on the left side of the sheet that can help you get specific shapes you need. It’s extremely easy to teach, but I believe it’s hard to master because of how many ways you can score. The first print run sold out; it’s unclear when the next one will be. Complexity: Medium.

84. Exit: The Game. Full review. The Kennerspiel des Jahres winner in 2017 is actually a series of games you can play just once, because solving their puzzles requires tearing and cutting game components, writing on them, and just generally destroying things to find clues and answers that will lead you to the next question, at the end of which is the solution to the game. You can’t really lose, but you can grade your performance by looking at how many game hints you had to use over the time you played. The various titles in the series have varying levels of difficulty, and some are better than others, but my daughter and I keep playing the newest titles and most are fun and engaging. I didn’t care for the one longer Exit game, The Catacombs of Horror, which I think got its length and difficulty from making some puzzles too esoteric or hard to solve. I have but haven’t yet tried one of the new Exit games with a puzzle included. Complexity: Medium-low.

83. Ecosystem. Full review. A steal at $15, Ecosystem works with 3 players but it’s great at 5-6 because you get most of the game’s 120-card deck, depicting animals or habitats, involved. It’s a card-drafting game where each player will end up creating a 4×5 grid in front of them of those cards, with each card type scoring differently, often based on what cards are adjacent to it or in the same row or even what cards are not near it. It’s easy to learn, very portable, and highly replayable. Complexity: Low.

82. Century Spice Road. Full review. A fun, light, family game that’s perfect if you liked Splendor and want something similar but that has at least a few little differences. The core engine-building component is very similar, but instead of collecting jewels to pay for cards, you collect goods to trade and acquire them by playing cards from your hand, eventually using a turn to replenish that hand with cards you’ve already played. You win by gaining enough resources to buy bonus cards from the table that will refresh as the game goes along, and there’s always a conflict between trying to grab a bunch of those early for a quick victory and going more slowly to gain higher-point cards. It’s not quite Splendor good, but it should appeal to everyone who liked Splendor already. The second Century game, (Century Eastern Wonders, is a solid pathfinding game with the same resource ladder, but I thought the third game, Century A New World, didn’t work at all. Complexity: Medium-low.

81. Chronicles of Crime. A cooperative deduction game that uses technology in a new (to me) way – you can examine a crime scene by looking at a 360 degree image on your phone, moving the device around to look for possible clues and objects to investigate further. You scan codes on cards to try to get further clues to solve each mystery, eventually having to answer a few questions to get your score. I’ve only played this solo so far but it works extremely well as a solitaire game. Complexity: Medium-low.

80. Broom Service. Full review. The Kennerspiel des Jahres winner for 2015, Broom Service is lighter than most games in that category, but still complex enough to be more than just a family-strategy game, although the theme appealed to my daughter and she didn’t have any trouble understanding the base game’s rules when she was nine. Players take on various roles to move their witch tokens around the board, gathering potions or delivering them to various towers for points, or collecting wands and clouds to gain other bonuses. There are multiple paths to win, but they’re all fairly straightforward; the role selection process is unique and takes some getting used to for younger players. It was a well-deserving winner, but requires a minimum of three players. It’s hard to find right now, but a few places have it for $45, which is more than I’d pay. Complexity: Medium.

79. 7 Summits. Full review. I got to play a prototype of this game at PAX Unplugged in 2019, and I was already hooked – the finished game is pretty much the same as what I played, in fact. Players draft dice on each turn to move their mountaineers up the seven mountains of the game’s title, referring to the tallest peak on each continent. You can continue rolling, but if you press your luck, you might fall all the way to the bottom. You can also get various power tokens along the way to make your ascents easier, or just more profitable. It plays well with any player count from two to five. Complexity: Low.

78. 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. I played this wrong a few times, then played it the right way and found it a little slow, as the deck includes a lot of cards of dubious value. It’s one of the best pure two-player games out there. It’s also among my favorite themes, maybe because it makes me think of the Animal Kingdom Lodge at Disneyworld. Out of print for over two years now. Complexity: Low.

77. 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.

76. That’s Pretty Clever! I’m not sure why I didn’t include this on last year’s list, but I think this game, originally called Ganz Schön Clever, is the best roll-and-write game ever developed. You roll six dice, each in its own color, and choose one to score. Then you remove dice lower than the one you chose, roll the remainder, and choose another to score. Do this one more time. Each die scores in a unique way on your scoresheet, which has five separate scoring areas (the white is wild, and also is paired with the blue die for scoring that color). It works extremely well as a solo game, or with two players, or up to four; you also get to choose one leftover die after each opponent’s turn. There are two sequel games, Twice as Clever! and Clever Cubed, but this is the best one. Complexity: Low.

75. Azul: Stained Glass of Sintra. Full review. The first half of this game is just like the original Azul, but how and where you place the tiles you take is completely different. Each player has a set of stained-glass columns with five colored spaces to fill. When you fill a column, you drop one tile to the bottom track, flip the column over, and try to fill it again. You score for columns you fill plus re-score columns you filled previously to its right, and then score at game-end if you fill in 2-4 spots in the squares in your bottom track. If you love Azul, maybe this game feels superfluous … or maybe it just lets you keep playing Azul in a fresh way? Whatever, I like it, I recommend it, I recommend everything on this list even if I look at the rankings a few months later and think I got them all wrong. I will say, at least, that I think this game runs a little longer than the original Azul because you have to do more on your personal boards to get to the end-game. Complexity: Medium-low.

74. 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.

73. Coffee Roaster. Full review. The best purely solo board game I’ve ever played, Coffee Roaster is exactly what it sounds like: You pick a bean from the game’s deck, each of which has a specific moisture content, and unique combination of green beans and other tokens, and has an optimal roast level. On each turn, you crank up the roast and draw tokens from the bag that you can then deploy to the board to try to remove any bad beans or smoke tokens while gradually increasing the roast level of the good beans. There are all sorts of bonus moves you can make to try to improve your results, but eventually you move to the cupping stage and draw (roughly) ten tokens from the bag, adding up their roast values to see how close you got to the bean’s optimal number. Like the caffeine in the beverages, the game is quite addictive, especially since it’s easy to score something but hard to get to that one optimal roast number. I have the original edition but Stronghold Games has brought it back in an all-new version new art. Complexity: Medium.

72. Kingdomino. Full review. The 2016 Spiel des Jahres winner, Kingdomino is a great family-strategy game, perfect for playing with a mix of adults and kids, perhaps a little light for the adult gamer crowd, which I think the publishers are hoping to target with the standalone sequel game Queendomino. Players take turns selecting two-square tiles from the display of four, and then place them next to the tiles they’ve already played, trying to fill out a 5×5 grid without going over any boundaries. You score points for creating contiguous areas of the five terrain types in the game, scoring multiples if you have more than one crown in an area. It’s under $20 on amazon now, which is a bargain. The brand-new kids’ version, Dragomino, is also very good for players as young as 4. Complexity: Medium-low.

71. Fort. Full review. Fort has a kids’s game sort of theme, as players compete to build the best treehouse fort by attracting neighborhood kids to join their clubs, but it’s a game for more seasoned players because you have to make some long-term strategic choices to play it well. It’s a deckbuilder where you can take cards from other players for free any time they draw a card but choose not to use it on that turn – but they can do the same to you. The art is amazing, from the same artist who does all of Leder’s games (Root, Vast). Complexity: Medium.

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

69. 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.

68. 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. (I own a copy of London, but haven’t played it. Brass is pretty close.) Each player tries to build a power grid on the board, bidding on plants at auction, placing stations in cities, and buying resources to fire them. Those resources become scarce and the game’s structure puts limits on expansion in the first two “phases.” It’s not a simple game to learn and a few rules are less than intuitive, but I’m not sure I’ve seen a game that does a better job of turning resource constraints into something fun. I’d love to see this turned into an app, although the real-time auction process would make async multi-player a tough sell. Complexity: High (or medium-high).

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

66. 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. Unfortunately, this game might be permanently out of print; it’s been replaced by a “sequel” game, Glen More II: Chronicles, which is longer, more complex, and a lot more expensive. Complexity: Medium.

65. Riftforce. Full review. Riftforce is the best new purely two-player game I’ve tried this year (2021). It’s an asymmetrical dueling game, where each player has a deck of cards in four factions, and the players play cards to five locations in a row between them. The cards are valued 5, 6, and 7, representing their hit points. You can play up to three cards of a color, or three of the same value, or you can play a card to activate up to three matching cards, using their actions usually to blast a card on the other side of the same location. You duel until one player gets 12 Riftforce points, mostly from destroying an opponent’s cards. The game comes with ten factions, which gives it more variety than most folks will ever need, although I’m sure there will be expansions. Complexity: Medium-low.

64. Thurn und Taxis: Full review. I love games with very simple rules that require quick thinking with a moderate amount of foresight. 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. But over time, and many plays, I’ve cooled on this game quite a bit – there is one optimal strategy, and one strategy that’s a close second, and that’s about it. And the second strategy is the opposite of fun for me. I think route-building has been done better in the fifteen years since this came out. Complexity: Low.

63. Ingenious. Full app review. Ingenious is another Reiner Knizia title, a two- to four-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute, although other versions exist. Complexity: Low.

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

61. Juicy Fruits. Full review. I might be prey to a little recency bias here, but I am pretty confident this game belongs in this range on the list – it hits the sweet spot (pun intended) for games I like that I can also play with just about anybody, because it’s quick to learn and play. Players collect fruits by moving tokens on their personal island boards, then trade them in for points, to get upgrades, or to launch ships that gain points and make their islands bigger. The mini fruit tokens are cute, and the rules are quite easy to follow. I didn’t think the advanced mode, which adds an achievement track, was really necessary. Complexity: Medium-low.

60. Dragomino. Full review. This reimagining of Kingdomino for younger players, aged 4 and up, is bar none the best game I’ve played for kids that young – and if you don’t believe me, I have at least four kids aged 4 or 5 who would back up my opinion, including my youngest stepdaughter. It takes the domino terrain tiles of the original and just asks players to take one tile on each turn, place it in their area next to an existing tile, and draw one dragon egg for each place where they’ve matched adjacent terrain types. Some dragon eggs have baby dragons, and some are empty. Whoever ends the game with the most baby dragons wins. It’s not a good game for kids. It’s a good game, one that kids can play easily. If you’re the adult at the table, that is exactly what you’re looking for. Complexity: Low.

59. Silver & Gold. Full review. Phil Walker-Harding is some sort of genius, with Imhotep, the Sushi Go! series, Bärenpark, Gizmos, and this all hits under his name, along with 2021’s Summer Camp, the lighter Gingerbread House, and more. Silver & Gold is a polyomino flip-and-write game where there are just eight shapes to choose from in each round, with seven of them displayed in random order (the eighth isn’t used), and players fill in those small shapes on the larger ones on their two objective cards, using dry-erase markers. You score for finishing shapes, with three small bonuses available each game that do usually end up mattering in the final score. It’s portable, easy, lightly strategic, and undeniably fun. Complexity: Low.

58. Coup. Full review. A great, great bluffing game if you have at least four people in your gaming group. Each player gets two cards and can use various techniques to try to take out other players. Last (wo)man standing is the winner. Guaranteed to get the f-bombs flowing. Only $7 for the whole kit and caboodle. The expansion, Coup: Reformation, lets you boost the maximum player count from 6 to 10. Complexity: Low.

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

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

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

54. Nidavellir. I haven’t reviewed this yet, as I don’t actually own the game in any form, but I played it once at Gen Con and a couple of times online, and man, this is a winner. It’s a bidding game, with set collection, and a kind of silly Nordic dwarves theme that’s kind of fun. But the way it handles the bidding is novel: Every player has five money tokens and will bid with two of them in each round on the three rows of dwarf cards (one per player in each row). You take the two coins you didn’t use, combine their value, and swap the higher one for a new coin showing that sum – so sometimes it’s better to underbid and get a better coin for future rounds. I’m a fan already. Complexity: Medium-low.

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

52. The Quacks of Quedlinburg. Full review. The Kennerspiel des Jahres winner from 2018 came to my attention too late for my top ten list of last year, but it would have made the cut if I had played it in time. Designed by Wolfgang Warsch, who has The Mind also on this list and is also behind the co-op game Fuji and dice-rollers That’s Pretty Clever! and Twice As Clever!, the Quacks is a press-your-luck game with vaguely ridiculous artwork where players fill their bags with ingredients for their potions, drawing as many as they want to try to gain points and benefits before their potions explode because they drew too many white tokens. All other tokens are ‘bought’ through the draws in each round – if you explode, you don’t get points, but you do get money – and each confers some kind of benefit. The press-your-luck part is a lot of fun, though, and even though it’s competitive there’s a sort of aspect where you find yourself rooting for someone else who decides to keep drawing after you’re done. It plays well with five players, and the expansion (out of print right now) lets you add a sixth. Complexity: Medium-low.

51. The Search for Planet X. Full review. This competitive deduction game is like a logic puzzle that’s been streamlined and converted to the tabletop by limiting the kinds of questions you can ask on a turn to try to solve the core mystery. Players are astronomers looking for the hypothesized ninth planet (a real thing) in either 12 or 18 sectors of the sky, depending on whether you play the basic or advanced version. Every sector has one object, except for those that scan as ’empty’ … but the one with Planet X also appears empty, so you can only find it via deduction once you know enough of the rules governing where other planets are located. You get points for identifying where other objects are too, so you can guess Planet X’s location second or third or later and still win. Complexity: Medium-low.

50. Watergate. Full review. It’s a pure two-player game that pits one player as Nixon and the other as “the journalists,” each with a unique deck, where the latter player tries to place evidence tokens connecting at least two witnesses to the President, and Tricky Dick tries to block them. It’s fun, incredibly well-written, and a real thinker, with actual educational value and some additional reading content at the back of the rule book. Complexity: Medium.

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

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

47. Through the Desert. Full app review, although it hasn’t been updated for the newest iOS version. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Finally reprinted in 2018 by Fantasy Flight, but it’s out of print again, as they spiked their Euro Classics line. . Horse with no name sold separately. Complexity: Low.

46. Stone Age: Full review. I’ve cooled on Stone Age over the last few years, because other games have adopted aspects of it – Everdell in particular – and improved them, or just put them into shorter games. Stone Age has a lot of real-time decision-making and simple mechanics and goals that first-time players always seem to pick up quickly. 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. You place workers and then roll one die per worker to see how many resources you’ll get, which tends to flatten out differences in playing skills. But the game can be very long, depending on playing styles – you need one or more players who target the cards to try to speed to end-game. The iOS app is strong – they did a nice job reimagining the board for smaller screens – and is now updated and playable on newer devices. Complexity: Medium.

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

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

43. 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, and there at least two that are super-powered and you’ll fight to get. Two-player games often tend to be too simple, or feel like weak variants of games designed for more players. Targi isn’t either of those things – it’s a smart game that feels like it was built for exactly two people. Complexity: Medium.

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

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

40. Tzolk’in. Tzolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks, the latter of which is the main source of strategic complexity. I like designer Simone Luciani’s games, and this is one of his best, even though I’m pretty bad at it – I never seem to get the rhythm of adding and removing workers right. The gears, though, are kind of badass. Complexity: High.

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

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

37. Takenoko. Full review. If I tell you this is the cutest game I 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 were easy enough for my daughter to learn when she was about eight, 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.

36. Canvas. Full review. You’d be hard-pressed to find a more visually stunning game, starting with the box itself. It’s also surprisingly simple to learn and play. Players will select cards from the display to build three works of art, crafting them by placing three cards into a clear sleeve so that up to five distinct elements of the artwork are visible for scoring. The value of those elements can vary in each game, while some things are always worth points. It plays in about a half an hour and is far easier than any other card-crafting game I’ve seen. Plus the game’s artwork is off the charts. Complexity: Low.

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

34. Patchwork: Full review. A really sharp two-player game that has an element of Tetris – players try to place oddly shaped bits of fabric on his/her main board, minimizing unused space and earning some small bonuses along the way. It’s from Uwe Rosenberg, better known for designing the ultra-complex games Agricola, Le Havre, and Caverna. I’ve played this a ton, and the way you have to think ahead just a little bit, looking at what tiles you can take and what tile(s) your opponent might take, is perfect for two-player play. Complexity: Low.

33. (The Settlers of) Catan: It’s now just called Catan, although I use the old title because I think more people know it by that name. I don’t pull this game out as much as I did a few years ago, and I’ve still got it ranked this high largely because of its value as an introduction to Eurogames, one of the best “gateway games” on the market. Without this game, we don’t have the explosion in boardgames we’ve had in the last fifteen years. We don’t have Ticket to Ride and 7 Wonders showing up in Target (where you can also buy Catan), a whole wall of German-style games in Barnes & Noble, or the Cones of Dunshire on network television. I believe only three 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. Complexity: Medium-low.

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

31. Terraforming Mars: Ares Edition. Full review. This is probably heretical to fans of the original Terraforming Mars game, but I like this shorter version better. It’s smaller, and plays in an hour, but still keeps the theme and general concepts from the first game. Each player represents a unique corporation that is working both to terraform the red planet and to be the most profitable one while doing so. You do all that through drawing cards and paying to play them to your tableau, with most cards providing either one-time bonuses or, more commonly, ongoing benefits that make it easier to get more money, resources, or points as the game goes on. When the planet is fully terraformed, the game ends. It’s the Terraforming Mars experience, distilled in a far more digestible format. Complexity: Medium.

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

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

28. Caylus: Full app review. Another game I’ve only played in its now-defunct app version (the developer appears to be out of business), Caylus is among the best of the breed of highly-complex games that also includes Agricola and Le Havre, with slightly simpler rules and fewer pieces, yet the same lack of randomness and relatively deep strategy. I’ve also found the game is more resilient to early miscues than other complex strategy games, as long as you don’t screw up too badly. In Caylus, players compete for resources used to construct new buildings along one public road and used to construct parts of the main castle where players can earn points and special privileges like extra points or resources. If another player uses a building you constructed, you get a point or a resource, and in most cases only one player can build a specific building type, while each castle level has a finite number of blocks to be built. There are also high point value statues and monuments that I think are essential to winning the game, but you have to balance the need to build those against adding to the castle and earning valuable privileges. Even playing the app a dozen or more times I’ve never felt it becoming monotonous, and the app’s graphics were probably the best I’ve seen alongside those of Agricola’s. It’s in and out of print, apparently out right now, although a newer, streamlined edition, Caylus 1303, is available. Complexity: High.

27. Tigris & Euphrates: Full review. The magnum opus from Herr Knizia, a two- to four-player board game where players fight for territory on a grid that includes the two rivers of the game’s title, but where the winning player is the one whose worst score (of four) is the best. Players gain points for placing tiles in each of four colors, for having their “leaders” adjacent to monuments in those colors, and for winning conflicts with other players. Each player gets points in those four colors, but the idea is to play a balanced strategy because of that highest low score rule. The rules are a little long, but the game play is very straightforward, and the number of decisions is large but manageable. Fantasy Flight also reissued this title in 2015, with a much-needed graphics update and smaller box, but that entire line of updated Euro Classics is now out of print again. Knizia himself revised this game as Yellow & Yangtze, which has a digital port coming from Dire Wolf that’s already on Steam Early Access and is very promising. Complexity: Medium.

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

25. La Isla. Full review. I’ve owned this game for a while, but didn’t play it until this past year, and it turns out that I love it – it’s right in my wheelhouse in terms of its complexity/fun combination, not too complex to be enjoyable, not too simple to be boring. Players are scientists trying to spot five endangered species on the island board, which is modular and thus changes every game, and do so by placing their 5 explorer tokens on the board to surround animal tiles. There’s a separate board with scoring tracks for the five animal types, determining what each tile is worth at game-end while also letting you re-score animals you’ve collected when you gain another one of that type, so you can try to set yourself up to boost the value of the animal you’re targeting and then grab all that you can of that type. There’s also a 10-point bonus if you get a set of all five, giving you an alternate path if the first doesn’t work. Designer Stefan Feld has gone too far into point-salad world with recent titles but this one, which sells for just $20, is a hit. (Out of print at the moment, although Ravensburger has been redoing some of its Feld titles as they hit their tenth anniversaries.) Complexity: Medium-low to medium.

24. Gizmos. Full review. Phil Walker-Harding’s engine-builder plays very quickly for a game of this depth, and doesn’t skimp on the visual appeal – the ‘energy tokens’ you’ll collect to buy more cards are colored marbles, and they’re dispensed by what looks like a cardboard gumball machine. The engine-building aspect is a real winner, though, as it’s very easy to grasp how you’ll gain things from certain cards and how to daisy-chain them into very powerful engines before the game ends. I have yet to find anyone who’s played this game but didn’t love it. Complexity: Medium-low.

23. Imhotep: The Duel. Full review. This strictly two-player version of Imhotep is even better than the original by taking the feel of the original but rethinking the mechanics to make it much more direct – the interaction here is constant, and a huge part of the game is thinking about how your opponent will react to any move you make. Players gain the tiles on six ships by placing meeples on a 3×3 grid, and may unload any row or column that has at least two meeples on it. The tiles go to the four scoring areas on their own player boards, along with four kinds of special tiles (place 2-3 meeples, place 1 meeple and unload 1-2 ships, swap two tiles and unload, take any one tile straight from a ship) that let you disrupt your opponent’s plans. The player boards are modular and pieces are two-sided, so you get 16 combinations for to scoring. It’s fantastic. Complexity: Medium-low.

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

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

20. Egizia. I’m not even sure how I first heard about Egizia, a complex worker-placement game that has a great theme (ancient Egypt) and, despite some complexity in the number of options, hums along better than most games of this style. In each round, players place meeples on various spots on and along the Nile river on the board. Some give cards with resources, some give cards with bonuses, some allow you to boost the power of your construction crews, and some tracks allow you to build in the big points areas, the monuments found in one corner of the board. You also can gain a few bonus cards, specific to you and hidden from others, that give you more points for certain game-end conditions, like having the most tiles in any single row of the pyramid. Best with four players, but workable with three; with two you’re playing a fun game of solitaire. I own the original game, but the amazon link above goes to Indie Boards & Cards’ 2020 edition, Egizia: Shifting Sands, which has changed the board but kept the original’s core mechanics. Complexity: High.

19. Welcome To… Full review. I don’t know if it was the first flip-and-write title, but Welcome To… was the first one I encountered, and I think it’s spawned a few imitators because it’s so good. In each round, there are three cards from which players can choose, each showing a house number and one of six colors; each player chooses one of those three houses to fill in and takes the benefit of that particular color. The goal is to fill out as much of your own ‘neighborhood’ as you can, scoring points for clusters of adjacent houses, for providing green space, for adding pools to certain houses, and more. It’s simple to learn and has huge replay value. I prefer the original to any of the expansion packs (with themed neighborhoods and new rules) I’ve played. Complexity: Low.

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

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

16. Hadara. Full review. I recommend Hadara to anyone who loves 7 Wonders and wants something similar, as it has several key points in common – card drafting, light engine building, and a civilization theme – but also has some distinct features (including the second phase of card drafting in each era) that make it a worthy game in its own right. Players get to choose ten cards per era, in five different colors, allowing them to bump up their four resource tracks (gold, culture, military, and food), with cards becoming cheaper as you buy more of that color. Military lets you gain colonies for points and more resource gains; culture lets you build statues for bigger point gains; you have to have 1 food point per card in your kingdom at the end of each era. There are also “medals” that reward you for each complete set of five cards you gain. It’s best with 3+ players but fine with 2 if you can accept the higher degree of randomness in card availability. Complexity: Medium.

15. Grand Austria Hotel. Full review. I was late to this game, and have still only played it online, although I own the physical game. It’s a brilliant medium-heavy game of dice-drafting and resource management, with a theme that’s probably inspired by a certain Wes Anderson movie (although no cats will be defenestrated during the course of the game). Each player tries to prepare rooms in their personal hotels and then fill them with guests, whom they can draft from the board and eventually place in those rooms by serving them the right combination of four resources. Each guest has its own bonus in addition to a point value, with many guests named for other games (including E. Gizia, the most powerful guest card because it gives you another turn). You also have to keep an eye on the emperor track, however, or you can lose a ton of points at any of the three check-ins there. My only knock on it is that it lacks player interaction, but it’s a tremendous thinker of a game with a lot of replayability. Currently out of print, though. Complexity: Medium-high.

14. Everdell. Full review. This was my #1 game of 2018 and has held up well since I gave it that honor. Everdell takes the worker placement and resource collection mechanic of Stone Age and adds what amounts to a second game on top of that, where the buildings you build with those resources actually do stuff, rather than just giving you points. Players build out their tableaux of cards and gain power as the game progresses. Some cards grant you the right to build subsequent cards for free; some give resources, some give points bonuses, and some do other cool things. The artwork is stunning and the theme, forest creatures, is very kid-friendly. The game also crescendos through its “seasons,” with players going from two meeples in the spring to six by game-end, so that no one can get too big of a lead in the early going and new players get time to learn the rhythm. It’s quite a brilliant design, and consistently plays in under an hour. Complexity: Medium-low.

13. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of December 2020, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015, but they’ve sunsetted the whole Euro Classics line, so it’s out of print yet again. Complexity: Medium/low.

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

11. Splendor: Full review. A Spiel des Jahres nominee in 2014, Splendor has fast become a favorite in our house for its simple rules and balanced gameplay. My daughter loves the game, and even from age eight was able to play at a level pretty close to the adults. It’s a simple game where players collect tokens to purchase cards from a 4×3 grid, and where purchased cards decrease the price of other cards. Players have to think long-term without ignoring short-term opportunities, and must compare the value of going for certain in-game bonuses against just plowing ahead with purchases to get the most valuable cards. The Splendor app is defunct, unfortunately, with no indication that it’s coming back. I also like the four-in-one expansion for the base game, Cities of Splendor. Complexity: Low.

10. Dominion: Full review. I’ve condensed two Dominion entries into one, since they all have the same basic mechanics, just new cards. The definitive deck-building game, with no actual board. Dominion’s base set – there are ten expansions now available, so you could spend a few hundred dollars on this – includes money cards, action cards, and victory points cards. Each player begins with seven money cards and three victory cards and, shuffling and drawing five cards from his own deck each turn, must add cards to his deck to allow him to have the most victory points when the last six-point victory card is purchased. I don’t think I have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. I’ll vouch for the Dominion: Intrigue expansion, which includes the base cards so it’s a standalone product, and the Seaside expansion, which is excellent and really changes the way the game plays, plus a standalone expansion further up this list. The base game is appropriate for players as young as six. Complexity: Low.

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

8. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. There’s a brand-new app version out from Repos this fall. Complexity: Medium-low.

7. Great Western Trail. Full review. It’s a monster, but it’s an immaculately constructed game, especially for its length and complexity. It’s a real gamer’s game, but I found an extra level of satisfaction from admiring how balanced and meticulous the design is; if there’s a flaw in it, beyond its weight (which is more than many people would like in a game), I didn’t find it. You’re rasslin’ cows, collecting cow cards and delivering them along the board’s map to Kansas City, but you’re doing so much more than that as you go, hiring workers, building your own buildings, and moving your train along the outer track so that you can gain more from those deliveries. The real genius of the design is that you only have a few options on each turn even though the game itself has a massive scope. That prevents it from becoming overwhelming or bogging down in analysis paralysis on each player’s turn. This higher ranking reflects the 2021 second edition, with better components, no more problematic art, and a true solo mode. Complexity: High.

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

5. 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. I also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don’t recommend them. The iPad app, developed in-house, is among the best available. The newest expansion, Japan and Italy, came out earlier this year but is out of stock at amazon right now. I’ve ranked all 18 Ticket to Ride boards for Ars Technica.

There’s also a kids’ version, called Ticket to Ride First Journey, with a separate app for that as well. Complexity: Low.

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

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

3. Wingspan. Full review.The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste five years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion and Oceania expansions are both out, although I don’t own either. Wingspan won the Kennerspiel des Jahres in 2019, which it more than deserved, making Hargrave the first woman to win that honor as a solo designer and just the second solo woman to win any Spiel des Jahres prize. It’s a marvel. Complexity: Medium.

2. Carcassonne: Full review. The best-of-breed iOS app has only increased my appreciation for Carcassonne. 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. I 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. I also have Inns and Cathedrals, which I’ve only used a few times; it adds some double-or-nothing tiles to roads and cities, a giant meeple that counts as two when fighting for control of a city/road/farm, as well as the added meeples needed to play with a sixth opponent. Complexity: Low/medium-low for the base game, medium with expansions.

1. 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. I saw no dominant strategy, several that worked well, and nothing that was so complex that I couldn’t quickly pick it up after screwing up my first game. The only negative here is the poorly written rules, but after one play it becomes far more intuitive. Plays best with three or more players, but the two-player variant works well. The brand-new iOS version is amazing too, with an Android port I haven’t tried. Complexity: Medium.

I have a separate ranking of games for two players that I published at the start of the pandemic. Air, Land, and Sea would make the cut now, as would Riftforce. I would probably add Seven Bridges if I knew when it was coming back into print. I’ll update that this offseason – I said I would do it last year and then never got around to it.

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, Ecosystem, King of Tokyo, Welcome To, and Sushi Go Party!, all of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum; the same applies to Hadara. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. Kodama can play 5 out of the box, and 6 with the Duo expansion. For more social games, One Night Ultimate Werewolf is best with five or more also, and Deception: Murder in Hong Kong also benefits from more players. Coup needs 3, but with the Reformation expansion can handle up to 10. The cooperative party game Just One (on sale today for just $17.50) can handle up to 7, and Wavelength plays any number, split into two teams. Snakesss! is a new bluffing/party game from this year and requires 4 players as a mininum.

Top 100 songs of 2020.

It turned out to be a good year for music despite the pandemic and various responses by incompetent governments; perhaps there was a lot of good music already recorded and ready, but at least some of the songs on this ranking were recorded during lockdowns. I had more songs on my first cut at the top 100 than I have in years, and I’m sure I omitted something I liked, although I have proofed this list a few times now. You can also check out this year’s top albums ranking, and previous years’ top 100 lists are all here: 2019, 2018201720162015201420132012.

If you can’t see the Spotify widget below, you can listen to the playlist here.

100. Creeper – Cyanide. Creeper’s sophomore album, Sex, Death, and the Infinite Void, was my #2 LP of 2019, with multiple, hook-filled tracks that draw on multiple genres. The best tracks recalled early Suede and other glammy Britpop darlings, including this one, the first of two on my top 100.

99. The Weather Station – Robber. I didn’t care for this folk-jazz-rock hybrid track when I first heard it in the spring, probably because it’s so subtle and has a slow build, but it has grown on me, especially in the last few weeks as I was reviewing songs for this ranking.

98. Disclosure ft. Eko Roosevelt – Tondo. Disclosure’s ENERGY was an honorable mention for my best albums list, but “Tondo,” which features the prominent Cameroonian musician Eko Roosevelt, is only on the deluxe edition. The most interesting tracks on the album are those with African musicians contributing, like “Douha (Mali Mali),” with Malian singer/actress Fatoumata Diawara; and “Ce n’est pas,” with Cameroonian singer Blick Bassy. If they’d made the whole record out of this, it would have been in my top 5.

97. Purity Ring – Stardew. I finda little of Megan James’ vocals goes a long way for me, but it only works in certain musical contexts, rather than across an entire album or body of work.

96. Christine and the Queens – People, I’ve been sad. This tenebrous, soulful track made numerous top ten lists for 2020, including Pitchfork (#2), NPR (#2), Paste (#1), and the Guardian (#3), and I agree it’s a great song … but it wasn’t my favorite song from Héloïse Letissier this year.

95. Fontaines D.C. – A Hero’s Death. For some reason, repeating the line”Life ain’t always empty” makes it seem far more convincing that life is, in fact, quite often empty. This Dublin group might be the most authentic punk band in the world right now, and while they don’t always hit with their formula, when they do it’s up there with classics of the genre.

94. Dirty Streets – Can’t Go Back. Unapologetic blues-rock throwback songs will always go over well with me. If you think there’s something clever or interesting about Greta Van Fleet, go listen to Dirty Streets instead.

93. Moon Destroys, Paul Masvidal – Stormbringer. This might have been the heaviest song I’ve ever included on a top 100 – I’ve had an Opeth track, but modern Opeth is more prog-rock than metal anyway – except for an even heavier track in my top 25 this year. Masvidal, who adds vocals on this song, is the only remaining original member of technical heavy metal icons Cynic, two members of which died this year (Sean Reinert at age 48 in January, Sean Malone at age 50 just two weeks ago).

92. MID CITY – Forget It. Australian indie rock that reminds me a bit of the Killers’ first album. MID CITY just released their first EP, Wishing for the Best, three weeks ago, including this banger.

91. LA Priest – Beginning. When I first heard this song, I thought it was Hayden Thorpe, former lead singer and guitarist/keyboard player of Wild Beasts, but Thorpe’s solo stuff since Wild Beasts broke up isn’t actually this upbeat or interesting. My second guess was Neon Indian, but the voice wasn’t right. LA Priest is neither of those artists, but a singer and electronica musician (formerly of a band called Late of the Pier) who released his second LP, Gene, this June, five years after his solo debut.

90. The Go-Go’s – Club Zero. I don’t quite know how this song fell so far under the radar; maybe because the documentary with which it was released was only on Showtime. It’s vintage Go-Go’s, which is amazing since we’re 39 years past Beauty and the Beat.

89. Zeal & Ardor – Vigil. Zeal & Ardor dialed down the death-metal aspects of their gospel/metal blend, and it’s for the better, especially on this track, where the lyrics are quotes uttered by black people murdered by the police (“I can’t breathe/It’s a cellphone, please/don’t shoot”).

88. Sunflower Bean – Moment In The Sun. I know Sunflower Bean haven’t remained critical darlings since their debut, but their sunny indie-pop sound is just right for me even if they never evolve away from it.

87. Texas & the Wu-Tang Clan – Hi. This improbable pairing has a long history, as they collaborated on a live rendition of Texas’s best song, “Say What You Want,” with new vocals from Method Man and RZA, after they were both playing the same event in 1998 and Texas singer Sharleen Spiteri heard that the promoters had segregated the rappers to keep them away from other (white) artists. The groups have stayed in touch over the ensuing two decades, and collaborated again on this brand-new track, which works better this time because the song is specifically built around the rappers’ contributions.

86. The Amazons – Howlin. A compilation album called Introducing … The Amazons appeared in the U.S. this past January, featuring tracks from their first two proper LPs as well as several bonus tracks, including this one, which has the kind of big, muscular guitar riff that has made me a fan since their debut.

85. Public Enemy featuring Nas, Rapsody, Black Thought, Jahi, YG, and ?uestlove – Fight The Power: Remix 2020. This song was the opener on the 2020 BET Awards and later appeared on PE’s comeback album What You Gonna Do When the Grid Goes Down? Artists revisiting and re-recording their classics nearly always goes wrong, sometimes to cringey effect, but this song, with these new lyrics, appearing this summer was spot-on. The video, built around images from this past summer’s Black Lives Matter protests, is also worth watching.

84. HAERTS – It’s Too Late. Here’s hoping 2021 brings us a new album from this indie/soft-pop duo, whose sound also hasn’t changed much since their Hemiplegia EP appeared seven years ago.

83. Working Men’s Club – White Rooms and People. If you just heard this without any context, assuming you’re old enough to make this connection, wouldn’t you think this was some English post-punk track from 1981? The guitar and synth lines could have appeared on any number of albums back then, and the off-kilter vocals will always evoke that particular time in music, even though it’s become more common (at least in European pop/rock) in the interim.

82. Pale Waves – Change. This Mancunian band got quite a bit of airplay back in 2017 for “There’s a Honey” and “Television Romance,” but I’d rate this as their best single to date, a timeless pop track with a clear nod to the heyday of late 1990s alternative music.

81. Radkey – Seize. Why haven’t Radkey broken through yet?They write hooky songs that blend punk and power-pop, they’re a good story, and as an all-Black rock band, they’re still a bit of a rarity in the music world (although I hope that’s becoming less notable over time). Their fourth album, Green Room, just dropped a month ago and I still need to dive into it, but this lead single rocks.

80. Tame Impala – Lost In Yesterday. Tame Impala’s The Slow Rush was one of my favorite albums of the year, taking Kevin Parker’s project from psychedelic rock into everything from acid house to ’70s soft rock, with at least four songs I considered for the top 100.

79. SAULT ft. Michael Kiwanuka – Bow. Get usedto seeing SAULT on this list, since they released two full-length albums in 2020, one of which, Untitled (Rise), was my #1 LP of 2020. This sparsely arranged track, driven by a potent bass line and wah-wah guitar riff, features the artist who scored my #1 LP of 2019, the amazing, Mercury Prize-winning singer/guitarist Michael Kiwanuka.

78. Yard Act – Fixer Upper. The most British song on this list, bar none, with spoken-word lyrics like a short story where the presence of music is almost a happy coincidence.

77. The Mysterines – Love’s Not Enough. Add The Mysterines to the list of bands I think should be a lot bigger than they are, although the fact that they haven’t released a proper LP yet might be holding them back. Singer/guitarist Lia Metcalfe is a force on vocals and with the axe, and the group just keeps churning out songs with powerful riffs and incisive lyrics.

76. Ten Fé – Nothing Breaks Like A Heart. This track was the only release this year from the soft-rock quintet Ten Fé, and it’s a cover of the Mark Ronson/Miley Cyrus song, performed in a bare-bones vocals/acoustic guitar rendition by bandmember Leo Duncan.

75. Space Above, So Below – Golden. Space Above is the new project from former Naked & Famous keyboardist and producer Aaron Short, releasing their second album this August at the same time that TNAF’s Recover dropped. It’s more atmospheric and slightly more experimental, but on this, the album’s best track, you can hear the same pop influences you do in his former band.

74. Arlo Parks – Black Dog. I root for the success of many artists, and sometimes express surprise when certain artists aren’t more successful, but I am cautious not to predict success very often because so many variables go into it beyond just talent or musical quality. But my God, if Arlo Parks isn’t the next big thing in 2021, there’s no justice whatsoever in the world of music.

73. Black Honey – Run For Cover. One of twonew singles from this Brighton indie-rock group who have a real knack for great pop hooks.

72. Middle Kids – R U 4 Me? An exuberant pop/rock track from the band behind 2016’s alternative radio hit “Edge of Town.”

71. Wild Nothing – The World is a Hungry Place. I go back and forth on Wild Nothing; I prefer him to be a little less experimental, generally like his sense of melody, but have also found him being extremely derivative (never more so than on “To Know You,” which borrows very liberally from Talk Talk’s “It’s My Life”). There is something about his sound that keeps bringing me back, and it’s here on the one standout from his EP of songs cut from his previous record, Indigo.

70. Pure Reason Revolution – Silent Genesis (Edit). Go with the six-minute edit, not the 10:20 version on their album Eupnea. PRR’s music is a peculiar mix of electronic music and ambient metal, and while it doesn’t always work, the ceiling, which they approach here, is pretty high.

69. Jake Bugg – Saviours of the City. Bugg hasn’t built on his first two albums, released in 2012 and 2013, after turning in a slower, more folk/country direction, which led to his original label dropping him after his deal expired. He released three singles in 2020, with this folk-tune more in line with his first album, the more rock-oriented “Rabbit Hole,” and the overly poppy “All I Need.”

68. Ministry – Alert Level (Quarantined Mix). A bunch of 1990s artists had bigand unexpected comebacks this year, including Hum (whose Inlet was their first album in 22 years), the GoGo’s, Rob Zombie (further up the list), Arab Strap (ditto), and industrial metal pioneers Ministry, whose grim outlook on modern, post-capitalist life could not feel more apposite to 2020.

67. Talk Show – Stress. British press call them a punk band, but they’re definitely more post-punk, less abrasive than straight punk and more melodic, although the same indignant attitude is present here on the lead track from their four-song EP These People.

66. Waxahatchee – Can’t Do Much. If this was Katie Crutchfield’s best song of 2020, that would be a strong cap to a year that saw her produce one of its best albums in Saint Cloud. It’s the second-best song on the record, though, which is more evidence of why she’s so great.

65. SAULT – I Just Want to Dance. How can you resist a title and line like that? SAULT sucks you in with the groove, and then the anonymous singer explains that she can’t just dance because Black people are being murdered by cops and nobody cares.

64. Artificial Pleasure – The Movement of Sound. Artificial Pleasure might be the direct descendants of Heaven 17 and the Human League, with just a brief nod to modernity in some of the drum and bass elements, like the pounding backdrop to this very danceable track.

63. Hot Chip, Jarvis Cocker – Straight To The Morning. Hot Chip are good for one banger an album, and this is at least the equal of “Huarache Lights,” but I couldn’t even tell Cocker was on this track.

62. L.A. WITCH – True Believers. The best track on this all-female hard-rock trio’s new album Play with Fire.

61. PAINT – Strange World. This is the best Badly Drawn Boy track in 20 years (that is not actually by BDB).

60. Sprints – The Cheek. The first single from this new Irish band, whose music is a half-step less outraged than Fontaines D.C.’s but still shows a close kinship with vintage pink.

59. Ghost of Vroom – Rona Pollona. The new project from former Soul Coughing lead singer Mike Doughty and bassist Andrew Livingston is more like Soul Coughing than any of Doughty’s solo work, between his free-flowing, half-spoken lyrics and emphasis on the drum-and-bass elements over other instruments.

58. Lauren Ruth Ward – Water Sign. The best track of Ward’s album Volume II pairs her evocative, smoky voice with a heavy bottom of bass and pounding drums.

57. Deep Sea Diver – Hurricane. The intro to this song might mislead you into expecting some sort of big, over-the-top horn section, but it’s subtler and more folk-tinged than that, with a strong hook to support it.

56. Jade Bird – Headstart. The 23-year-old Bird is about to release her second album, led off by this bouncy single that still lets her release her inner Janis Joplin on the chorus.

55. Jackie Venson – Make Me Feel. I missed Venson’s album release in late October, but loved this lead single from the spring, which showcases her guitarwork – even though she’s only played since 2011, according to Wikipedia – and distinctive vocal style.

54. Black Orchid Empire – Natural Selection. If I hadn’t included “Stormbringer,” this would be the heaviest track on the top 100, although I think BOE’s music is a lot more accessible, just produced in a way that emphasizes the heavy drum work in the chorus – which is the best part of the song.

53. James BKS feat. The New Breed Gang – No Unga Bunga. I didn’t know James BKS was the son of Manu Dibango, a famous and popular Cameroonian musician, until the latter’s death this spring from COVID-19. This song, released just last month, is meant as a tribute to Dibango, and brings in more of the Afropop elements that BKS showed on his debut track “Kwele.”

52. Tori Handsley, Ruth Goller, Moses Boyd – What’s in a Tune. The only instrumental track on this ranking probably would never have crossed my radar if it weren’t for the presence of jazz drummer Moses Boyd, whose name you’ll see again on this list. Handsley is a jazz/rock harpist who gets sounds from the instrument like I’ve never heard before. The riff here – and, guitar or no, that’s a damn riff – is good enough to support the whole track without vocals.

51. Django Django – Spirals. As lead singles go, this is promising – better than anything off their last album, I think, and on par with “Shake and Tremble” from the previous LP. They still haven’t matched “Default” or “Hail Bop,” but I suppose that’s a lot to ask of any group.

50. BLOXX – Coming Up Short. This West London quartet’s sound reminds me more of California indie pop/rock, for reasons I can’t quite pin down, but their debut album Lie Out Loud was solid, highlighted by this song and the title track.

49. Are We Static – Wildfire. This is how you build a crescendo in a rock song – the song sets your mind running and pays it off with a hook in the chorus that brings the vocals and the lead guitar together.

48. TRAAMS – Intercontinental Radio Waves. It’sarather lo-fi affair – is that guy playing drums, or just some overturned buckets? – and the vocals sound just as unpolished, but the layering that takes us into the chorus of this alt-rock track is brilliant.

47. The Wants – The Motor. I talk a lot about punk, post-punk, and new wave, since my formative years as a music fan came during the heyday of the latter two and were influenced heavily by the main bands of the first one, so artists that remind me of those periods score well with me. I’m not sure I’ve heard anything as reminiscent of the first generation of post-punk bands, like Gang of Four or Magazine, as this song, from the Brooklyn trio’s debut album Container.

46. Glass Animals – Your Love (Déjà Vu). If it’s not quite up to their peak of “Life Itself,” “Your Love” is still a great Glass Animals track – memorable, danceable, driven by unusual percussion sounds, without too much tweeness in the vocals.

45. Grimes – 4ÆM. Grimes’ album Miss Anthropocene was my #5 LP of the year, placing two songs on this year’s list and one on last year’s (“Violence,” #53). “4ÆM” shows Grimes’ strength on the electronic side, while the track I ranked even higher shows off her straight musicianship.

44. Khruangbin – Pelota. Khruangbin added vocals for their third album, Mordechai, and got worse reviews for it – but for my money, it’s their best album to date, as the added vocal melodies make their incredible technical skills far more accessible.

43. Disclosure – ENERGY. Disclosurewent back to the well that produced their first big hit, “When a Fire Starts to Burn,” once again sampling minister and motivational speaker Eric Thomas over a strong beat for one of their best tracks to date.

42. Fake Names – Brick. If you like the Descendents’ style of tight punk with just a slight nod to the demands of melody, you’ll probably enjoy this new punk supergroup, with former members of Minor Threat, the Refused, and Girls Against Boys.

41. Sad13 – Sooo Bad. The reviews for the second solo album from Sadie Dupuis (Speedy Ortiz), Haunted Painting, were stronger than I expected; I think I come down more on the side of her noise-pop sounds with Speedy Ortiz, but this was my top song off the solo album.

40. Mourn – Stay There. The bestsongoff my #15 album of the year is one of the more interesting tracks musically thanks to an off-beat drum line that gives the whole song a sense that it’s about to fall apart.

39. Goodie Mob, Organized Noize – Frontline. This is just right in my wheelhouse, at least in terms of the style of rap, but that’s probably because these guys are all right about my age.

38. Everything Everything – Arch Enemy. I give E2 a lot of rope when it comes to experimentation, but I definitely favor their songs with a strong beat, even if you wouldn’t call them dance songs. This one, my favorite track off RE-ANIMATOR, is definitely good for hitting the floor.

37. Allie X – Sarah Come Home. I wasn’t wild about Cape God, which was as inconsistent with hooks and melodies as her previous releases, but this song is a real standout and deserved a lot more airplay than it got.

36. Cut Copy – Like Breaking Glass. Cut Copy might not reach the heights of their 2011 album Zonoscope again, but with “Black Rainbows” off their last album and this track off Freeze, Melt, they’re at least good for one great pop single per LP.

35. The Beths – Dying to Believe. I liked Jump Rope Gazers, but I had kind of expected to love it; this New Zealand quartet have a great knack for pairing sweet vocal harmonies with crunchy guitar riffs, best showcased here in the bridge and chorus.

34. Lupin – May. Lupinis Jake Luppen, lead singer of Hippo Campus, who released his first solo material this year, including this surprisingly funky synth-heavy track.

33. Arab Strap – The Turning of Our Bones. Arab Strap’s first new music in 14 years also gave us a new sound, gothic, haunting, with unabashedly erotic lyrics.

32. San Cisco – Reasons. This Australian pop trio leaned hard into the vocal and visual presence of drummer Scarlett Stevens, although the music suffers when she takes the lead at the mic, as she doesn’t have the vocal range of singer Jordi Davieson. They’re at their best on tracks like this one, where there’s some back-and-forth between the two, not to mention another great hook. Some other highlights from their newest album Between You and Me: “On the Line,” “When I Dream,” and “Flaws.”

31. The Districts – Cheap Regrets. Definitely the best thing I’ve heard from the Districts. The opening builds so much drama, and it pays off as soon as the vocals and drums enter around the one-minute mark.

30. Little Simz – might bang, might not. The only flaw in this furious burst of hip-hop energy is that it’s barely two minutes long.

29. Jason Isbell and the 400 Unit – Be Afraid. Peak Isbell for me. Or, the peak of a certain type of rock/country hybrid that has to be near its ceiling to get my attention.

28. Lucius – Man in My Radio. Thistrack actually dates back to 2013, from the sessions for their debut album Wildewoman, which makes no sense because it’s better than anything on that album.

27. clipping. – Say the Name. Daveed Diggs as MC with a pair of his friends as producers. The album Visions of Bodies Being Burned had a lot of experimental noise that made it a tougher listen than it should have been given Diggs’ technical skill as a rapper and facility with wordplay.

26. Jorja Smith, Popcaan – Come Over (feat. Popcaan). Still waiting on Smith’s sophomore album, although she keeps teasing listeners with one-off singles like this one and her appearance on a song from the Eddy, “Kiss Me in the Morning.”

25. The Killers – Dying Breed. My favorite track from my #9 album of the year, although I also really liked “Caution.”

24. Pallbearer – The Quicksand of Existing. The title track from the doom-metal stalwarts’ fourth album is almost certainly the heaviest song I’ve ever included on a top 100, but the way the band managed to increase the tempo and reincorporate the feel of rock into a subgenre that is often so distant from it made it the best track they’ve ever recorded.

23. SAULT – Wildfires. The best track off Untitled (Black Is) follows the same template as most of that album, marrying lyrics of stark protest against police violence against Black Americans with a sparse but uptempo funk backdrop. The vocals here, possibly by American rapper/singer Kid Sister, are just gorgeous.

22. Fontaines D.C. – I Was Not Born. “I was not born/into this world/to do another man’s bidding” puts the band’s ethos front and center, and it sits atop a driving guitar and drum pattern that refuses to give you a chance to catch your breath.

21. Catholic Action – Another Name for Loneliness. The intro to this track will never not remind me of New Order’s “Love Vigilantes,” but in the right way, and the hook in the chorus is perfectly melancholy. This album appeared on a number of best-of-2020 lists too.

20. Rob Zombie – The Triumph of King Freak (A Crypt of Preservation and Superstition). This track was Zombie’s first new music in over four years, and it’s a glorious throwback to his halcyon days with White Zombie and his earliest solo work, if maybe a half-step heavier and more abrasive than “Dragula” or “More Human than Human.”

19. Anderson .Paak – Lockdown. The best song written about the lockdowns of 2020 wasn’t actually about lockdowns, but about the Black Lives Matter protest movement that swept the country in the wake of the murders of George Floyd and Breonna Taylor.

18. Doves – Carousels. Doves’ first new music since 2009 was extremely promising, something that sounded right out of the sessions for The Last Broadcast, but the album failed to live up to this lead single’s potential.

17. All Them Witches – Lights Out. A number of critics loved this album, but some of it is just too noodly and navel-gazing for me; three minutes of ATW’s dark, gothic-blues riffing is perfect, but nine minutes is a bridge too far, I suppose.

16. The Mysterines – I Win Every Time. Another killer single from the Mysterines, powered by Metcalfe’s charismatic and vaguely threatening vocals.

15. Porridge Radio – 7 Seconds. Every Bad wasone of the most acclaimed albums of 2020, but I wanted more memorable hooks or melodies than the album could provide. This track had the best earworm of anything on the record, an alternative rock track that seems like it could come from any decade.

14. Bananagun – The Master. This Australian band’s debut album The True Story of Bananagun borrows heavily from late 1960s psychedelic rock, but with some elements from funk and terrific musicianship. The way the vocals are mixed on this, the album’s best track, definitely evokes something from just before I was born, but the music is more daring and experimental.

13. Bartees Strange – Mustang. Strange’s debutalbum met with rave reviews, although his love of the National, and critics’ love of the same, show through in both the music and critical responses. This rocks a good bit more than the National’s music does, more like a good Hold Steady track, and the droning guitars work well with Strange’s voice.

12. Shamir – On My Own. If you rememberShamir at all, it might be from his debut single “On the Regular,” where he rapped rather than sang, but he has a beautiful singing voice that shines here over a swirling, jangly guitar lick.

11. Grimes – Delete Forever. The softer side of Grimes is every bit as interesting as her jagged, rougher side, so while it’s not as daring or experimental as some of the tracks on Miss Anthropocene, but it’s the one I come back to most often.

10. Christine and the Queens – I disappear in your arms. This is the Christine and the Queens song that has been stuck in my head all year; it’s incredible that this and the widely acclaimed “People, I’ve been sad” both came off a six-song, 22-minute EP (La vita nuova) that seemed like a brief filler between albums. With this song, “Tilted,” and “5 dollars,” she should be globally acclaimed by now for her pop songcraft.

9. Creeper – Annabelle. The most Suede-like song on Sex, Death, and the Infinite Void is my favorite, of course.

8. The Naked And Famous – Monument. Alisa Xayalith’s vocals elevate this song above the rest of the tracks on TNAF’s outstanding fourth album, Recover, with some help from a cracking call-and-response moment in the chorus.

7. Tame Impala – Borderline. Kevin Parker’s ability to take a synth riff that sounds like he recorded it in a bathroom on an old Casio home keyboard and build a billowing cloud of melody and intrigue around it is unparalleled.

6. Arlo Parks – Green Eyes. Parks’ debut record, Collapsed in Sunbeams, is due out January 29th, and I don’t think I’m looking forward to any album more. “Green Eyes” showcases her voice, her lyric writing, and her sense of melody as well as anything she’s released so far.

5. Khruangbin – Time (You and I). The best song off Mordechai is its funkiest track, right down to the vocals, all of which owes a huge debt to ’70s funk and disco. The interplay between the guitar and the walking bass lines is utter genius – taken on their own, they sound like they’d work at cross purposes, but they marry perfectly once combined.

4. King Gizzard & The Lizard Wizard – Automation. A heavy dose of psychedelia beneath my favorite guitar riff of the year produced a song that’s been in my rotation for months. King Gizzard flows so easily between styles of rock, blues, and metal, but this right here is his sweet spot.

3. Waxahatchee – Lilacs. My earliest contender for song of the year has just the right balance of country elements in Crutchfield’s formula of indie or roots rock, and her voice shines here on the chorus and every time she sings “And the lilacs drink the water.”

2. SAULT – Free. I dare you to sit stillwhen this song – and its infectious bass line – come on the speakers. The song shifts gears into the chorus, but doesn’t lose any of the momentum from that bass or the drum beat as it moves.

1. Moses Boyd ft. Poppy Ajudha – Shades of You. Boyd, a jazz drummer who’d recorded previously as half of Binker and Moses, was everywhere this year, including his incredible solo debut Dark Matter, his collaborations with jazz/rock harpist Tori Handsley, and work with Village of the Sun (which also includes Binker Golding). This song has elements from jazz, trip-hop, trap, and more, while jazz singer Ajudha sears her way across the intricate instrumentation with one of the year’s best vocal hooks in the chorus. This song floored me when it came out in March and it still floors me now. It’s a great single, but even more, it’s a brilliant piece of genre-bending songwriting.

Top 15 albums of 2020.

I tried to do a longer list, but in the end couldn’t really get behind any more albums than these – which isn’t to say there were no other good albums, but there were the fifteen about which I felt the strongest. Disclosure, Working Men’s Club, King Gizzard, Bartees Strange, Freddie Gibbs, and San Cisco all put out interesting albums that just didn’t quite make the cut.

Previous years’ album rankings: 2019, 201820172016201520142013.

15. Mourn – Self Worth. Mourn appeared on the scene around the same time as another all-woman rock band, the critical darlings Hinds, who barely knew how to play their guitars but succeeded with sheer enthusiasm and a few infectious hooks. Mourn, on the other hand, was more polished out of the gate, and on this album they’ve refined their sound and produced their best, most complete record yet. Running just 34 minutes, this collection of a dozen songs finds the trio contemplating the worthlessness of men and the heartbreaks of loving them anyway, along with more nuanced guitar riffs that seem harder-edged, even to the borderline of old-school metal. Highlights include “Stay There,” “Men,” “Call You Back,” and “I’m in Trouble.”

14. LA Witch – Play With Fire. Barely long enough to call it an album, Play With Fire runs a scant 29 minutes, but packs a punch in these nine songs, recalling some of the earliest female-fronted punk bands, where that scene was more open to women who wanted to be serious rock musicians than the typical avenues of pop radio and commercial labels. L.A. Witch’s sound is probably more gothic rock than punk, though, and has more in common with Killing Joke or Siouxsie and the Banshees than, say, Blondie or even the Slits. Standout tracks include “Fire Starter,” “True Believers,” and “I Wanna Lose.”

13. Pallbearer – Forgotten Days. The best metal album of the year, without any close competition, was the fourth LP from these American doom stalwarts, quite likely the best doom metal band still active today. (While it’s not a metal album per se, Inlet, the comeback album from 1990s alt-rock band Hum, has a lot of doom elements to it.) Forgotten Days has a little something for everyone, from the practically exuberant title track to the crunching “Rite of Passage” to the twelve-minute opus “Silver Wings.” The album distills everything Pallbearer did well on their first three albums into a single 50-minute record, and pushes them from much-admired heirs to the Black Sabbath/Cathedral throne to undisputed kings of modern doom.

12. Everything Everything – RE-ANIMATOR. More consistent start to finish than their previous albums, RE-ANIMATOR works better as a cohesive whole than anything they’ve released to date, which makes up for the lack of a huge single like “Cough Cough” or “I Believe It Now.” The frenetic arrangements, falsetto vocals, rapid tempo shifts, and idiosyncratic vocals are all still here, but now they’re just a bit more under control. Standout tracks include “Planets,” “Violent Sun,” “In Birdsong,” and “Arch Enemy.”

11. The Naked & Famous – Recover. This New Zealand duo’s fourth album, and first since 2016, is their best yet – although, as with RE-ANIMATOR, it doesn’t have a single to match their all-time best (I’d argue “Young Blood,” my partner would say “Punching in a Dream,” and is either of us really wrong?). There’s a new lyrical sophistication here, and they maintain their melodic strength over the entire album, where on the last two records in particular it seemed to lag as the albums went on. Highlights include the title track, “Sunseeker,” “Death,” “Everybody Knows,” and “Monument.”

10. Bananagun – The True Story of Bananagun. I only heard about this Melbourne psychedelic rock/funk group a few weeks ago, but I’m all about this album and their strange mélange of late ’60s flower-child rock and funk guitar work from the decade afterwards. Standout tracks include “The Master,” “Freak Machine,” and “Bang Go the Bongos.”

9. The Killers – Imploding the Mirage. I was never a huge Killers fan beyond a couple of their singles, especially when they turned towards a more over-the-top, affected sound on their second album, Sam’s Town. On their sixth album, they seem to have rediscovered a lot of what made their first album successful without regressing to an earlier, less musically sophisticated style. There’s still a lot going on across Imploding the Mirage, from vibraphones to E-bows to a makeshift string section, but this time that all feels like it’s in service of the music, not the other way around. Standout tracks include “Dying Breed,” “Caution,” and “Blowback.”

8. Tame Impala – The Slow Rush. I’ve always been a few degrees short of the critical acclaim for Kevin Parker’s music; I’ve liked many of his tracks but he often needs an editor to rein him in, and his albums haven’t come together as well as they should. The Slow Rush still has too many tracks that go on too long – half of the twelve songs here run five minutes or more, up to 7:13 for the closer – but it’s the most coherent record he’s released to date. Standout singles include “Borderline,” “Lost in Yesterday,” and “Breathe Deeper.”

7. SAULT – Untitled (Black Is). SAULT released one of the best albums of 2019 but did so after my 2019 rankings came out – in fact, they released two albums (7 and 5) last year, and both were great, but I didn’t hear either until May of this year. Despite working to cloak their identities for over a year, they’ve gained some critical attention nonetheless for their soul/funk/spoken word sound, and with Untitled (Black Is) they’ve become overtly political with a series of anthems supporting Black Lives Matter and other causes of equality and justice. Standout tracks include “Bow,” featuring Michael Kiwanuka; “Wildfires;” “Monsters;” “Why We Cry Why We Die;” and “Black.”

6. Waxahatchee – Saint Cloud. Folk-rocker Katie Crutchfield bares her soul, recounting her struggles with alcoholism and decision to get sober after her previous album, the uneven Out in the Storm (which still gave us “Never Been Wrong”), and the result is her best and most complete album to date. Standout tracks include “Lilacs,” “Can’t Do Much,” and “Hell.”

5. Grimes – Miss Anthropocene. A good example of when to separate the art from the artist. Grimes’ last album, Art Angels, was my #1 album of 2015; this record is more experimental and expansive, but still has several tracks that stand well on their own thanks to strong melodies, including “Violence,” “4ÆM,” and “Delete Forever.”

4. Khruangbin – Mordechai. I was late to the Khruangbin party, only hearing their last album, Con Todo El Mundo, a year after it came out, helped by The RFK Tapes’ podcast’s use of “Maria También” as its theme song. I think I got here just in time, though, as Mordechai is going to be their big breakout, as it has the same kind of Thai jazz/funk/rock hybrid sound as their last album, but now with extensive vocals from all three members. Standout tracks include “Pelota,” “Time (You and I),” the funky “So We Won’t Forget,” and “Connaissais de Face.”

3. Moses Boyd – Dark Matter. I don’t have any comparison for this album by percussionist Moses Boyd, one half of Binker and Moses. It’s a dark, swirling journey of modern jazz and house that has the energy of improvisational music but the tighter focus and melodic sensibility of more mainstream genres. Standout tracks include the stellar “Shades of You” (feat. Poppy Ajudha), shimmering opener “Stranger than Fiction,” and the guitar-laden “Y.O.Y.O.”

2. Creeper – Sex, Death, and the Infinite Void. Soapparently Creeper was a punk band just a few years ago on their debut album, but completely changed their sound for this sophomore release, a bombastic, showy, riveting album that recalls the earliest days of post-punk/New Wave with a very heavy dose of early Suede, especially in Will Gould’s swaggering vocals. It’s a concept album about an angel who has fallen from the heavens into a small town in California, and experiences love and heartbreak for the first time. Highlights include “Cyanide,” “Annabelle,” “Born Cold,” the country-tinged “Poisoned Heart,” and the Roxy Music-esque “Paradise.”

1. SAULT – Untitled (Rise). SAULT’s second album of 2020 and their fourth in about 14 months was their best yet, tighter than Untitled (Black Is) and more focused without losing any of their previous three albums’ strength, sense of rhythm, or lyrical indignation. “Free” is one of the best songs of the year, a timeless funk/dance song powered by an epic earworm of a bass line, while “I Just Want to Dance” deceives you with its title and rhythm when it’s actually another protest song about police killings of black men. Untitled (Black Is) earned more praise this year, topping NPR’s best albums of 2020 list and coming in at #5 on the Guardian‘s, but my argument here is that Untitled (Rise) is better start to finish, whereas its predecessor loses some steam towards the finish. They’re both tremendous albums, and any publication – looking at you, Pitchfork and Rolling Stone – that omits them from their year-end lists should at least explain their absence. Other highlight tracks include “Strong,” “Fearless,” “Little Boy,” and the spoken-word track “You Know It Ain’t.”

Top 100 boardgames, 2020 edition.

I believe this is now my thirteenth all-time board game ranking on this site, and it’s the fifth time I’ve ranked 100 games, which is probably a quarter of the total number of games I’ve played in some fashion so far. The definition of a boardgame is nebulous, but I define it for this list by exclusions: no RPGs, no miniatures, no party games, no word games, no four-hour games, nothing that requires advance prep to play well. Board games don’t need boards – Dominion is all cards, played on a tabletop, so it qualifies – but they do need some skill element to qualify. And since it’s my list, I get to decide what I include or exclude.

I’ve put a complexity grade to the end of each review, low/medium/high, to make it easier for you to jump around and see what games might appeal to you. I don’t think there’s better or worse complexity, just different levels for different kinds of players. I’m somewhere between medium and high complexity; super “crunchy” games, as other gamers will say, don’t appeal to me as much as they might to the Boardgamegeek crowd. I have omitted some titles I’ve tried that are not available at all in the U.S. yet, and have several games here or en route to play that I haven’t played at all or enough to rank, including Clank! Legacy, Tekhenu, Paleo, Gods Love Dinosaurs, Holi, Cloud City, New York Zoo, and Traintopia.

Finally, I’m at the point with this list now that there are games that I still like and would recommend that don’t crack the list. Quadropolis, Asara, Discoveries, Valeria, Photosynthesis, Bärenpark, and more titles slid off the list this year. The toughest omissions for 2020 were Oceans, the new Evolution game from North Star; Azul Summer Pavilion, the third game in Michael Kiesling’s Azul series; and Nova Luna, the Uwe Rosenberg reboot of Habitats and a Spiel nominee this year.

If a board game’s title is hyperlinked, that goes to the Amazon page for the game, and I would receive a commission from any sales there as a member of Amazon’s affiliate program.

100. Raiders of the North Sea. App review. The second Shem Phillips game on this list was the first of his five (so far) worker-placement titles, a Viking-themed game of resource collection where you’ll send out raiding ships to collect stones, gold, and points, but might have to send one or more of your various helper cards to Valhalla. Phillips cooks up different ways to place workers in many of his games; here the meeples are all shared, and you have one at any time, placing it to start your turn to take one action, then taking another meeple already on the board to take a different action. The Dire Wolf app version is tremendous other than a too-simple AI (which I think has been upgraded since I last played). Complexity: Medium.

99. Sushi Go Party! This is the massively multiplayer – okay, two to eight players – version of Sushi Go!, a game I actually haven’t played. Players draft cards, 7 Wonders-tyle, and try collect images representing different kinds of sushi and other accoutrements to score points, scoring for sets, or for having the most of some specific type, or even having cards of different colors. The dice version Sushi Roll (my review) is good, although I prefer Sushi Go Party! to that one. Complexity: Low.

98. Mystic Market. Full review. This game has fallen below most folks’ radar but deserves a wider audience as a smart family game that’s very simple to learn with a modest amount of take-that strategy available to you. Players collect cards from the central market to turn them into potions, which sell for prices that vary over the game. When a player sells a potion of one color, that color’s price drops to the lowest level, and the prices of all other potions go up one spot each on the track. There are also some action cards that can give you a brief leg up, but the heart of the game is set collection and timing the market. Complexity: Medium-low.

97. The Taverns of Tiefenthal. Full review. Wolfgang Warsch’s follow-up to his Kennerspiel des Jahres-winning The Quacks of Quedlinburg was a big departure in theme and mechanics, pitting players as tavern owners who build a deck that will allow them to upgrade their tavern boards. It’s very strategic, and you will have something to do on every turn, but the game is so tight that it seems to end too soon. The art is very Bard’s Tale, which warms my ’80s heart. Complexity: Medium-high.

96. My City. Full review. This legacy game from Reiner Knizia continues to grow on me, and since we haven’t finished the full 24-episode cycle yet this game could be higher next year. It’s a polyomino placement game that adds another rule, either restricting placement or giving more points for specific locations, and a few times adds more tiles to your set. There’s a deck with all of the shapes depicted, and it’s shuffled each game; you must place the shape shown on each card as it’s drawn or pass and lose a point, and if you ever can’t place a piece, your game ends. The winner of each game gets two progress points and the player with the most progress points at the end of the 24 episodes is the winner. Complexity: Medium-low.

95. 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.

94. Air, Land, & Sea. Full review. A pure two-player game where each player has a hand of six cards, drawn from the main deck of 18, and will play the entire match with those by placing those cards in their matching theaters – air, land, or sea. Timing matters tremendously in each game, including the choice to surrender before all cards are played, which reduces your opponent’s point total for winning. You play several matches until one player gets to 15 points. It’s fast but gets you thinking several turns ahead, and it’s highly portable. Complexity: Low.

93. Downforce. Full review. Perhaps the best of Restoration Games’ restorations – bringing back older, long out-of-print games with updated graphics and rewritten rules – Downforce is a car-racing game where you bid on the different colors of cars, gaining one or sometimes two as your own, but then can also bet at three different stages on who will ultimately win, so your car doesn’t have to win the entire race for you to win the game. Definitely fine for younger kids (7, maybe even 6) who are familiar with games. Complexity: Medium-low.

92. Cryptid. Full review. A really clever deduction game that looks like it’ll be a generic dudes-on-a-map title but actually asks players to solve a sort of logic puzzle. Each player has a clue around the location of the Creature on the map, relating to the terrain type, distance from a landmark, or proximity to the two animal habitats. On each turn, a player asks one other player if the Creature could be on one specific hex, based on the second player’s clue; if yes, the second player places a disc on the hex, but if not, the second player places a cube on the hex AND the asking player places a cube on some other hex on the board where the Creature could not be. You can use the cards and codebooks with the game but it’s easier to use the associated site at playcryptid.com to set up the board and give out the clues. Complexity: Medium-low.

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

90. Pendulum. Full review. The publisher, Stonemaier Games, calls this a “worker placement, time optimization game,” and that’s a pretty apt description. You have just two workers at the start of the game and will place them on the board to get resources that let you trigger more powerful actions, but where you can place them and when you can move them is determined by three sand timers that run from 45 seconds to 3 minutes. It’s a turnless game, so everyone can move at the same time, and comes with a solo mode and rules for playing without the timers. It’s intense because it never stops, but it’s also one of the most ingenious games I’ve come across. Complexity: Medium.

89. Five Tribes. Full review. A very strong medium-strategy game from Days of Wonder that uses an unusual mechanic where all of the meeples start the game on the board and players have to use a funky kind of move to remove as many as they can to gain additional points, goods, or powers. There’s a lot going on, but once you’ve learned everything you can do it’s not that difficult to play. Complexity: Medium.

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

87. Ex Libris. Players collect cards showing (fake) books to go into that player’s library, which must be organized in alphabetical order to score at game-end. There are six categories of books, and in any game, one will be “banned” and cost you a point per book, while another will be a priority category that scores extra points for everyone. Each player will have his/her own special category to also collect for bonus points. There’s also a stability bonus for arranging your bookshelves well. You use action tiles to do everything in the game, sometimes just drawing and shelving cards, but often doing things like swapping cards, stealing them, sifting through the discards, or moving a shelf left or right. Just make sure you know your ABCs. Complexity: Medium.

86. 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. The app version is also very good. Complexity: Low.

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

84. Chronicles of Crime. A cooperative deduction game that uses technology in a new (to me) way – you can examine a crime scene by looking at a 360 degree image on your phone, moving the device around to look for possible clues and objects to investigate further. You scan codes on cards to try to get further clues to solve each mystery, eventually having to answer a few questions to get your score. I’ve only played this solo so far but it works extremely well as a solitaire game. Complexity: Medium-low.

83. Exit: The Game. Full review. The Kennerspiel des Jahres winner in 2017 is actually a series of games you can play just once, because solving their puzzles requires tearing and cutting game components, writing on them, and just generally destroying things to find clues and answers that will lead you to the next question, at the end of which is the solution to the game. You can’t really lose, but you can grade your performance by looking at how many game hints you had to use over the time you played. The various titles in the series have varying levels of difficulty, and some are better than others, but my daughter and I keep playing the newest titles and most are fun and engaging. I didn’t care for the one longer Exit game, The Catacombs of Horror, which I think got its length and difficulty from making some puzzles too esoteric or hard to solve. Complexity: Medium-low.

82. Noctiluca. Full review. The third Shem Phillips game on the list, and my favorite, isn’t one of his worker-placement titles at all, but a dice-drafting game with clever rules on how you place your tokens to pick dice from a specific row on the board to try to fill out either of your two objective cards at any given time. The dice come in four bright colors and the turns move quickly, with the entire game comprising two rounds where you fill the entire board from scratch. There’s a solo mode that isn’t too bad, but it’s definitely best as a two- to four-player game. Complexity: Medium-low.

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

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

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

78. Ecosystem. Full review. A steal at $15, Ecosystem works with 3 players but it’s great at 5-6 because you get most of the game’s 120-card deck, depicting animals or habitats, involved. It’s a card-drafting game where each player will end up creating a 4×5 grid in front of them of those cards, with each card type scoring differently, often based on what cards are adjacent to it or in the same row or even what cards are not near it. It’s easy to learn, very portable, and highly replayable. Complexity: Low.

77. Century Spice Road. Full review. A fun, light, family game that’s perfect if you liked Splendor and want something similar but that has at least a few little differences. The core engine-building component is very similar, but instead of collecting jewels to pay for cards, you collect goods to trade and acquire them by playing cards from your hand, eventually using a turn to replenish that hand with cards you’ve already played. You win by gaining enough resources to buy bonus cards from the table that will refresh as the game goes along, and there’s always a conflict between trying to grab a bunch of those early for a quick victory and going more slowly to gain higher-point cards. It’s not quite Splendor good, but it should appeal to everyone who liked Splendor already. The second Century game, (Century Eastern Wonders, is a solid pathfinding game with the same resource ladder, but I thought the third game, Century A New World, didn’t work at all. Complexity: Medium-low.

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

75. Fort. Full review. Fort has a kids’s game sort of theme, as players compete to build the best treehouse fort by attracting neighborhood kids to join their clubs, but it’s a game for more seasoned players because you have to make some long-term strategic choices to play it well. It’s a deckbuilder where you can take cards from other players for free any time they draw a card but choose not to use it on that turn – but they can do the same to you. The art is amazing, from the same artist who does all of Leder’s games (Root, Vast). Complexity: Medium.

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

73. 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. I played this wrong a few times, then played it the right way and found it a little slow, as the deck includes a lot of cards of dubious value. It’s one of the best pure two-player games out there. It’s also among my favorite themes, maybe because it makes me think of the Animal Kingdom Lodge at Disneyworld. Out of print for over two years now. Complexity: Low.

72. 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.

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

70. Azul: Stained Glass of Sintra. Full review. The first half of this game is just like the original Azul, but how and where you place the tiles you take is completely different. Each player has a set of stained-glass columns with five colored spaces to fill. When you fill a column, you drop one tile to the bottom track, flip the column over, and try to fill it again. You score for columns you fill plus re-score columns you filled previously to its right, and then score at game-end if you fill in 2-4 spots in the squares in your bottom track. If you love Azul, maybe this game feels superfluous … or maybe it just lets you keep playing Azul in a fresh way? Whatever, I like it, I recommend it, I recommend everything on this list even if I look at the rankings a few months later and think I got them all wrong. I will say, at least, that I think this game runs a little longer than the original Azul because you have to do more on your personal boards to get to the end-game. Complexity: Medium-low.

69. The Quacks of Quedlinburg. Full review. The Kennerspiel des Jahres winner from 2018 came to my attention too late for my top ten list of last year, but it would have made the cut if I had played it in time. Designed by Wolfgang Warsch, who has The Mind also on this list and is also behind the co-op game Fuji and dice-rollers That’s So Clever! and Twice As Clever!, the Quacks is a press-your-luck game with vaguely ridiculous artwork where players fill their bags with ingredients for their potions, drawing as many as they want to try to gain points and benefits before their potions explode because they drew too many white tokens. All other tokens are ‘bought’ through the draws in each round – if you explode, you don’t get points, but you do get money – and each confers some kind of benefit. The press-your-luck part is a lot of fun, though, and even though it’s competitive there’s a sort of aspect where you find yourself rooting for someone else who decides to keep drawing after you’re done. Complexity: Medium-low.

68. Coffee Roaster. Full review. The best purely solo board game I’ve ever played, Coffee Roaster is exactly what it sounds like: You pick a bean from the game’s deck, each of which has a specific moisture content, and unique combination of green beans and other tokens, and has an optimal roast level. On each turn, you crank up the roast and draw tokens from the bag that you can then deploy to the board to try to remove any bad beans or smoke tokens while gradually increasing the roast level of the good beans. There are all sorts of bonus moves you can make to try to improve your results, but eventually you move to the cupping stage and draw (roughly) ten tokens from the bag, adding up their roast values to see how close you got to the bean’s optimal number. Like the caffeine in the beverages, the game is quite addictive, especially since it’s easy to score something but hard to get to that one optimal roast number. I have the original edition but Stronghold Games has brought it back in an all-new version new art. Complexity: Medium.

67. 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.

66. 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.

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

64. Kingdomino. Full review. The 2016 Spiel des Jahres winner, Kingdomino is a great family-strategy game, perfect for playing with a mix of adults and kids, perhaps a little light for the adult gamer crowd, which I think the publishers are hoping to target with the standalone sequel game Queendomino. Players take turns selecting two-square tiles from the display of four, and then place them next to the tiles they’ve already played, trying to fill out a 5×5 grid without going over any boundaries. You score points for creating contiguous areas of the five terrain types in the game, scoring multiples if you have more than one crown in an area. It’s under $20 on amazon now, which is a bargain. The brand-new kids’ version, Dragomino, is also very good for players as young as 4. Complexity: Medium-low.

63. Sonora. Full review. The first-ever “flick and write” game is just what it sounds like – you’ll flick your discs on to the shared board, which is bounded by a plastic frame so your tokens (probably) won’t end up on the floor, and then check or mark boxes on your player sheet based on where the discs ended up. You can also bump others’ discs with your own, by accident or as strategy, and your discs have different values so you have some choices to make when flicking. That last bit might make it tough for players under 10 but you can always advise them and let them just enjoy the flicking. Complexity: Medium.

62. 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.

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

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

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

58. 7 Ronin: Full review. An asymmetrical two-player game with a Seven Samurai theme – and when I say “theme,” I mean that’s the whole story of the game. One player is the seven ronin of the title, hired to defend a village against the invading ninjas, controlled by the other player. If the ninjas don’t take the village or wipe out the ronin before eight rounds are up, the ronin player wins. But the ninja can gain a decisive advantage in the first four rounds with the right moves. It’s very clever, the art is fantastic, and the theme is completely integrated into the game itself. It also plays in about 30 minutes. Complexity: Medium-low.

57. Broom Service. Full review. The Kennerspiel des Jahres winner for 2015, Broom Service is lighter than most games in that category, but still complex enough to be more than just a family-strategy game, although the theme appealed to my daughter and she didn’t have any trouble understanding the base game’s rules. Players take on various roles to move their witch tokens around the board, gathering potions or delivering them to various towers for points, or collecting wands and clouds to gain other bonuses. There are multiple paths to win, but they’re all fairly straightforward; the role selection process is unique and takes some getting used to for younger players. It was a well-deserving winner, but requires a minimum of three players, I don’t think it’s worth the $45 list price it has at amazon right now. Complexity: Medium.

56. Watergate. Full review coming this week at Paste. It’s a pure two-player game that pits one player as Nixon and the other as “the journalists,” each with a unique deck, where the latter player tries to place evidence tokens connecting at least two witnesses to the President, and Tricky Dick tries to block them. It’s fun, incredibly well-written, and a real thinker. Complexity: Medium.

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

54. Glen More. Full review. Build your Scottish settlement, grow wheat, make whiskey. Sure, you can do other stuff, like acquire special tiles (including Loch Ness!) or acquire the most chieftains or earn victory points by trading other resources, but really, whiskey, people. The tile selection mechanic is the biggest selling point, as players move on a track around the edge of the central board and may choose to skip one or more future turns by jumping further back to acquire a better tile. Out of print again. Complexity: Medium.

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

52. Silver & Gold. Full review. Phil Walker-Harding is some sort of genius, with Imhotep, the Sushi Go! series, Bärenpark, Gizmos, and this all hits under his name, with the Adventure series he co-created with Matthew Dunstan still on my to-play shelf. Silver & Gold is a polyomino flip-and-write game where there are just eight shapes to choose from in each round, with seven of them displayed in random order (the eighth isn’t used), and players fill in those small shapes on the larger ones on their two objective cards, using dry-erase markers. You score for finishing shapes, with three small bonuses available each game that do usually end up mattering in the final score. It’s portable, easy, lightly strategic, and undeniably fun. Complexity: Low.

51. The Search for Planet X. Full review. This competitive deduction game is like a logic puzzle that’s been streamlined and converted to the tabletop by limiting the kinds of questions you can ask on a turn to try to solve the core mystery. Players are astronomers looking for the hypothesized ninth planet (a real thing) in either 12 or 18 sectors of the sky, depending on whether you play the basic or advanced version. Every sector has one object, except for those that scan as ’empty’ … but the one with Planet X also appears empty, so you can only find it via deduction once you know enough of the rules governing where other planets are located. You get points for identifying where other objects are too, so you can guess Planet X’s location second or third or later and still win. Currently out of stock everywhere but there should be another print run soon. Complexity: Medium-low.

50. 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, and there at least two that are super-powered and you’ll fight to get. Two-player games often tend to be too simple, or feel like weak variants of games designed for more players. Targi isn’t either of those things – it’s a smart game that feels like it was built for exactly two people. Complexity: Medium.

49. Welcome To… Full review. I don’t know if it was the first flip-and-write title, but Welcome To… was the first one I encountered, and I think it’s spawned a few imitators because it’s so good. In each round, there are three cards from which players can choose, each showing a house number and one of six colors; each player chooses one of those three houses to fill in and takes the benefit of that particular color. The goal is to fill out as much of your own ‘neighborhood’ as you can, scoring points for clusters of adjacent houses, for providing green space, for adding pools to certain houses, and more. It’s simple to learn and has huge replay value. I prefer the original to any of the expansion packs (with themed neighborhoods and new rules) I’ve played. Complexity: Low.

48. Tzolk’in. Tzolkin is a fairly complex worker-placement game where the board itself has six interlocked gears that move with the days of the Mayan calendar; you place a worker on one gear and he cycles through various options for moves until you choose to recall him. As with most worker-placement games, you’re collecting food, gold, wood, and stone; building stuff; and moving up some scoring tracks. The gears, though, are kind of badass. Complexity: High.

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

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

45. Thebes: Full review. A fun family-oriented game with an archaelogy theme and what I think of as the right amount of luck: it gives the game some balance and makes replays more interesting, but doesn’t determine the whole game. Players collect cards to run expeditions to five dig sites, then root around in the site’s bag of tokens to try to extract treasure. Back in print at the moment and a steal at $13. Complexity: Medium-low.

44. Through the Desert. Full app review, although it hasn’t been updated for the newest iOS version. Another Knizia game, this one on a large board of hexes where players place camels in chains, attempting to cordon off entire areas they can claim or to connect to specific hexes worth extra points, all while potentially blocking their opponents from building longer or more valuable chains in the same colors. Very simple to learn and to set up, and like most Knizia games, it’s balanced and the mechanics work beautifully. Finally reprinted in 2018 by Fantasy Flight. Horse with no name sold separately. Complexity: Low.

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

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

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

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

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

38. Hadara. Full review. I recommend Hadara to anyone who loves 7 Wonders and wants something similar, as it has several key points in common – card drafting, light engine building, and a civilization theme – but also has some distinct features (including the second phase of card drafting in each era) that make it a worthy game in its own right. Players get to choose ten cards per era, in five different colors, allowing them to bump up their four resource tracks (gold, culture, military, and food), with cards becoming cheaper as you buy more of that color. Military lets you gain colonies for points and more resource gains; culture lets you build statues for bigger point gains; you have to have 1 food point per card in your kingdom at the end of each era. There are also “medals” that reward you for each complete set of five cards you gain. It’s best with 3+ players but fine with 2 if you can accept the higher degree of randomness in card availability. Complexity: Medium.

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

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

35. Ingenious. Full app review. Ingenious is another Reiner Knizia title, a two- to four-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute (and maybe more). Complexity: Low.

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

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

32. La Isla. Full review. I’ve owned this game for a while, but didn’t play it until this past year, and it turns out that I love it – it’s right in my wheelhouse in terms of its complexity/fun combination, not too complex to be enjoyable, not too simple to be boring. Players are scientists trying to spot five endangered species on the island board, which is modular and thus changes every game, and do so by placing their 5 explorer tokens on the board to surround animal tiles. There’s a separate board with scoring tracks for the five animal types, determining what each tile is worth at game-end while also letting you re-score animals you’ve collected when you gain another one of that type, so you can try to set yourself up to boost the value of the animal you’re targeting and then grab all that you can of that type. There’s also a 10-point bonus if you get a set of all five, giving you an alternate path if the first doesn’t work. Designer Stefan Feld has gone too far into point-salad world with recent titles but this one, which sells for just $20, is a hit. Complexity: Medium-low to medium.

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

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

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

28. Gizmos. Full review. Phil Walker-Harding’s engine-builder plays very quickly for a game of this depth, and doesn’t skimp on the visual appeal – the ‘energy tokens’ you’ll collect to buy more cards are colored marbles, and they’re dispensed by what looks like a cardboard gumball machine. The engine-building aspect is a real winner, though, as it’s very easy to grasp how you’ll gain things from certain cards and how to daisy-chain them into very powerful engines before the game ends. Complexity: Medium-low.

27. Battle Line: Full review. Reissued a few years ago as Schotten Totten – same game, different theme, better art, half the price right now. Among the best two-player games I’ve found, designed by Reiner Knizia, who is also behind a bunch of 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.

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

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

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

23. Egizia. I’m not even sure how I first heard about Egizia, a complex worker-placement game that has a great theme (ancient Egypt) and, despite some complexity in the number of options, hums along better than most games of this style. In each round, players place meeples on various spots on and along the Nile river on the board. Some give cards with resources, some give cards with bonuses, some allow you to boost the power of your construction crews, and some tracks allow you to build in the big points areas, the monuments found in one corner of the board. You also can gain a few bonus cards, specific to you and hidden from others, that give you more points for certain game-end conditions, like having the most tiles in any single row of the pyramid. Best with four players, but workable with three; with two you’re playing a fun game of solitaire. I own the original game, but the amazon link above goes to Indie Boards & Cards’ 2020 edition, Egizia: Shifting Sands, which has changed the board but kept the original’s core mechanics. Complexity: High.

22. Imhotep: The Duel. Full review. This strictly two-player version of Imhotep is even better than the original by taking the feel of the original but rethinking the mechanics to make it much more direct – the interaction here is constant, and a huge part of the game is thinking about how your opponent will react to any move you make. Players gain the tiles on six ships by placing meeples on a 3×3 grid, and may unload any row or column that has at least two meeples on it. The tiles go to the four scoring areas on their own player boards, along with four kinds of special tiles (place 2-3 meeples, place 1 meeple and unload 1-2 ships, swap two tiles and unload, take any one tile straight from a ship) that let you disrupt your opponent’s plans. The player boards are modular and pieces are two-sided, so you get 16 combinations for to scoring. It’s fantastic. Complexity: Medium-low.

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

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

19. Everdell. Full review. This was my #1 game of 2018 and has held up well since I gave it that honor. Everdell takes the worker placement and resource collection mechanic of Stone Age and adds what amounts to a second game on top of that, where the buildings you build with those resources actually do stuff, rather than just giving you points. Players build out their tableaux of cards and gain power as the game progresses. Some cards grant you the right to build subsequent cards for free; some give resources, some give points bonuses, and some do other cool things. The artwork is stunning and the theme, forest creatures, is very kid-friendly. The game also crescendos through its “seasons,” with players going from two meeples in the spring to six by game-end, so that no one can get too big of a lead in the early going and new players get time to learn the rhythm. It’s quite a brilliant design, and consistently plays in under an hour. Complexity: Medium-low.

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

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

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

15. Takenoko.Full review. If I tell you this is the cutest game I 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.

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

13. Stone Age: Full review. Really a tremendous game, with lots of real-time decision-making but simple mechanics and goals that first-time players always seem to pick up quickly. It’s also very hard to hide your strategy, so newbies can learn through mimicry – thus forcing veteran players to change it up on the fly. Each player is trying to build a small stone-age civilization by expanding his population and gathering resources to construct buildings worth varying amounts of points, but must always ensure that he feeds all his people on each turn. I introduced my daughter to the game when she was 10 and she took to it right away, beating us on her second play. The iOS app is strong – they did a nice job reimagining the board for smaller screens – and is now updated and playable on newer devices. Complexity: Medium.

12. Samurai: Full review. I bought the physical game after a few months of playing the app (which, as of December 2020, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015. Complexity: Medium/low.

11. 7 Wonders Duel. Full review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. There’s a brand-new app version out from Repos this fall. Complexity: Medium-low.

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

9. 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. I also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don’t recommend them. The iPad app, developed in-house, is among the best available. The newest expansion, Japan and Italy, came out earlier this year but is out of stock at amazon right now. I’ve ranked all 18 Ticket to Ride boards for Ars Technica.

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

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

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

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

5. Dominion: Full review. I’ve condensed two Dominion entries into one, since they all have the same basic mechanics, just new cards. The definitive deck-building game, with no actual board. Dominion’s base set – there are ten expansions now available, so you could spend a few hundred dollars on this – includes money cards, action cards, and victory points cards. Each player begins with seven money cards and three victory cards and, shuffling and drawing five cards from his own deck each turn, must add cards to his deck to allow him to have the most victory points when the last six-point victory card is purchased. I don’t think I have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. I’ll vouch for the Dominion: Intrigue expansion, which includes the base cards so it’s a standalone product, and the Seaside expansion, which is excellent and really changes the way the game plays, plus a standalone expansion further up this list. The base game is appropriate for players as young as six. Complexity: Low.

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

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

3. Wingspan. Full review.The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste five years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion comes out this week. Wingspan won the Kennerspiel des Jahres in 2019, which it more than deserved, making Hargrave the first woman to win that honor as a solo designer and just the second solo woman to win any Spiel des Jahres prize. It’s a marvel. Complexity: Medium.

2. Carcassonne: Full review. The best-of-breed iOS app has only increased my appreciation for Carcassonne. 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. I 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. I also have Inns and Cathedrals, which I’ve only used a few times; it adds some double-or-nothing tiles to roads and cities, a giant meeple that counts as two when fighting for control of a city/road/farm, as well as the added meeples needed to play with a sixth opponent. Complexity: Low/medium-low for the base game, medium with expansions.

1. 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. I saw no dominant strategy, several that worked well, and nothing that was so complex that I couldn’t quickly pick it up after screwing up my first game. The only negative here is the poorly written rules, but after one play it becomes far more intuitive. Plays best with three or more players, but the two-player variant works well. The brand-new iOS version is amazing too, with an Android port I haven’t tried. Complexity: Medium.

I have a separate ranking of games for two players that I published in March, which I’ll update again in the next few months. Air, Land, and Sea would make the cut now. I do have two new two-player games in the house, Curious Cargo and The Shores of Tripoli, that I haven’t played yet.

Also, I get frequent requests for games that play well with five or more; I can confidently recommend 7 Wonders, Citadels, Ecosystem, and Sushi Go Party!, all of which handle 5+ right out of the box. Ticket to Ride is tight with five players, but that’s its maximum. Catan can handle 5 or 6 with an expansion, although it can result in a lengthy playing time. Kodama can play 5 out of the box, and 6 with the Duo expansion. For more social games, One Night Ultimate Werewolf is best with five or more also, and Deception: Murder in Hong Kong also benefits from more players. Coup needs 3, but with the Reformation expansion can handle up to 10. The social/party game Just One can handle up to 7, and Wavelength plays any number, split into two teams.

Sabrina & Corina.

Kali Fajardo-Anstine’s Sabrina & Corina is her first published volume, a slim collection of eleven stories about women of mixed Latina and indigenous ancestry grappling with identity, sexism, and cultural changes in the rapidly shifting landscape of Denver, the author’s hometown. The book was shortlisted for the National Book Award (won by Trust Exercise) and the Story Prize (won by Everything Inside) and made numerous year-end top ten lists for 2019, due, I assume, to its beautiful prose and the window it opens on to characters and subcultures that do not often appear in contemporary literary fiction.

The title story is told through the eyes of Corina, remembering her cousin Sabrina with whom she shared much of her childhood before they grew apart as Sabrina became more licentious, and who has now been strangled by some unknown man months after the last time Corina saw her, the latest in a long string of women in her family killed or harmed by men. That leads into “Sisters,” which jumps back a few decades to tell how Corina’s aunt was blinded by a violent man – and how little people even seemed to care about what happened to her. “Tomi,” one of the standout stories in the collection, is told by a woman who’s just coming home from prison to live with her brother and his son, the title character, as she tries to rebuild trust with her family even as Tomi is struggling with his mom leaving the family, leading to a confrontation when Tomi tries to go see his mother across town. Every story has some incident of death or another kind of loss, set against the backdrop of a city that marginalizes women of color in multiple ways – economically, geographically, socially – and creates the conditions for these cycles to repeat themselves.

I wouldn’t put this among the top contenders for this year’s literary awards – at this point, the Pulitzer is really the only significant one left – because there just isn’t enough here. The stories are great, without a letdown in the collection, but there is a sameness across the volume that made me want Fajardo-Anstine to stretch out beyond these themes and character archetypes. I assume she will do so as she grows as a writer, whether in more short stories or in longer forms of fiction, but by the time I reached the final story, the plaintive “Ghost Sickness,” I realized how similar the characters and settings had become over the course of the book. There’s a tenuous quality to the stories, especially their main characters, where I felt connected to what was happening but not to the women at the centers of these events, and in nine or ten of the stories the protagonist might as well have been the same person. It is a very promising debut effort, however, a bit like a rookie season by someone you think is going to become a star in another year or two – just not as well-developed a work as you’d expect of someone further in their career.

I’d set a goal for myself for 2019 to read ten works of literary fiction, and this marked the tenth such work I’ve read, which means I feel like I have read enough to rank them. This isn’t a Pulitzer prediction in any way, but a matter of personal preference. I wouldn’t be shocked to see something from this list win the award for fiction next month, though.

1. Bowlaway by Elizabeth McCracken
2. The Nickel Boys by Colson Whitehead
3. Feast Your Eyes by Myla Goldberg
4. Trust Exercise by Susan Choi
5. Everything Inside by Edwidge Danticat
6. Sabrina & Corina by Kali Fajardo-Anstine
7. The Topeka School by Ben Lerner
8. On Earth We’re Briefly Gorgeous by Ocean Vuong
9. Exhalation by Ted Chiang
10. Disappearing Earth by Julia Phillips

The one 2019 work of fiction I haven’t read but plan to read when I can is Ann Patchett’s The Dutch House. If something I haven’t read wins the Pulitzer, I’ll read that too.

Best two-player games for 2020.

I’ve been getting so many requests for recommendations for two-player games this week that I decided to pull the list I’ve added to the bottom of my annual top 100 rankings and make a separate post, with some updates for things I’ve played more recently and a few games on which I’ve changed my opinions as well.

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

2. 7 Wonders DuelFull review. Borrowing its theme from one of the greatest boardgames of all time, 7W Duel strips the rules down so that each player is presented with fewer options. Hand cards become cards on the table, revealed a few at a time in a set pattern that limits player choices to one to four cards (roughly) per turn. Familiarity with the original game is helpful but by no means required. There’s a brand-new app version out from Repos this fall. Complexity: Medium-low.

3. CarcassonneFull review. Carcassonne 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. I 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. I also have Inns and Cathedrals, which I’ve only used a few times; it adds some double-or-nothing tiles to roads and cities, a giant meeple that counts as two when fighting for control of a city/road/farm, as well as the added meeples needed to play with a sixth opponent. Complexity: Low/medium-low for the base game, medium with expansions.

4. Imhotep: The Duel. Full review. A truly great re-imagining of a larger game for two players, one that forces more interaction between the two of you so you don’t feel as much like you’re playing parallel solitaire. Players place their four meeples on the 3×3 grid that allows them to take goods off of the six boats, three on one side of the grid and three on the adjacent side, and place them in the four spaces on their personal boards, each of which scores in its own way. Several of those spaces create competition for specific tiles, and the boards have two sides so you can mix and match between the more or less interactive sides. There are also blue tiles that give you bonus actions and for which you may particularly want to battle your opponent when they appear. Complexity: Medium-low.

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

6. 7 RoninFull review. An asymmetrical two-player game with a Seven Samurai theme – and when I say “theme,” I mean that’s the whole story of the game. One player is the seven ronin of the title, hired to defend a village against the invading ninjas, controlled by the other player. If the ninjas don’t take the village or wipe out the ronin before eight rounds are up, the ronin player wins. But the ninja can gain a decisive advantage in the first four rounds with the right moves. It’s very clever, the art is fantastic, and the theme is completely integrated into the game itself. It also plays in about 30 minutes. Complexity: Medium-low.

7. WingspanFull review.The only game to which I’ve given a perfect score of 10 since I started reviewing games for Paste five years ago, Wingspan is one of the best examples I can find of immaculate game design. It is thoroughly and thoughtfully constructed so that it is well-balanced, enjoyable, and playable in a reasonable amount of time. The components are all of very high quality and the art is stupendous. And there’s some real science behind it: designer Elizabeth Hargrave took her love of bird-watching and built a game around the actual characteristics of over 100 species of North American birds, such as their habitats, diets, and breeding habits. The European expansion is now out as well. Wingspan won the Kennerspiel des Jahres in 2019, which it more than deserved, making Hargrave the first woman to win that honor as a solo designer and just the second solo woman to win any Spiel des Jahres prize. It’s a marvel. Complexity: Medium.

8. Watergate. Full review. It’s a pure two-player game that pits one player as Nixon and the other as “the journalists,” each with a unique deck, where the latter player tries to place evidence tokens connecting at least two witnesses to the President, and Tricky Dick tries to block them. It’s fun, incredibly well-written, and a real thinker. Complexity: Medium.

9. That’s Pretty Clever. Full review. From the mind of the designer of The Mind, Wolfgang Warsch, That’s Pretty Clever (original title: Ganz Schön Clever) is a roll-and-write game where you roll six dice, each its own color, and can choose one die per roll to score on your sheet. The player sheets have five areas matching five of the dice colors, with the white die a wild, and each area scores in a unique way, with the potential for bonuses like the power to check off a box in a separate area for free. It’s also a great solitaire game, where 200+ is a solid score and 300+ is some Hall of Fame type stuff. Complexity: Medium-low.

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

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

12. Silver & GoldFull review. Phil Walker-Harding is some sort of genius, with Imhotep, the Sushi Go! series, Bärenpark, Gizmos, and this all hits under his name, with the Adventure series he co-created with Matthew Dunstan still on my to-play shelf. Silver & Gold is a polyomino flip-and-write game where there are just eight shapes to choose from in each round, with seven of them displayed in random order (the eighth isn’t used), and players fill in those small shapes on the larger ones on their two objective cards, using dry-erase markers. You score for finishing shapes, with three small bonuses available each game that do usually end up mattering in the final score. It’s portable, easy, lightly strategic, and undeniably fun. Complexity: Low.

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

14. Stone AgeFull review. Really a tremendous game, with lots of real-time decision-making but simple mechanics and goals that first-time players always seem to pick up quickly. It’s also very hard to hide your strategy, so newbies can learn through mimicry – thus forcing veteran players to change it up on the fly. Each player is trying to build a small stone-age civilization by expanding his population and gathering resources to construct buildings worth varying amounts of points, but must always ensure that he feeds all his people on each turn. I introduced my daughter to the game when she was 10 and she took to it right away, beating us on her second play. Complexity: Medium.

15. Ticket To RideFull 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. I also own the Swiss and Nordic boards, which only play two to three players and involve more blocking than the U.S. and Europe games do, so I don’t recommend them. The iPad app, developed in-house, is among the best available. The newest expansion, France and The Old West, came out in the winter of 2018, with two new rules tweaks, one for each board. I’ve ranked all 18 Ticket to Ride boards for Ars Technica. There’s also a kids’ version, available exclusively at Target, with a separate app for that as well. Complexity: Low.

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

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

18. DominionFull review. I’ve condensed two Dominion entries into one, since they all have the same basic mechanics, just new cards. The definitive deck-building game, with no actual board. Dominion’s base set – there are ten expansions now available, so you could spend a few hundred dollars on this – includes money cards, action cards, and victory points cards. Each player begins with seven money cards and three victory cards and, shuffling and drawing five cards from his own deck each turn, must add cards to his deck to allow him to have the most victory points when the last six-point victory card is purchased. I don’t think I have a multi-player game with a smaller learning curve, and the fact that the original set alone comes with 25 action cards but each game you play only includes 10 means it offers unparalleled replayability even before you add an expansion set. I’ll vouch for the Dominion: Intrigue expansion, which includes the base cards so it’s a standalone product, and the Seaside expansion, which is excellent and really changes the way the game plays, plus a standalone expansion further up this list. The base game is appropriate for players as young as six. Complexity: Low.

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

20. Battle LineFull review. Reissued a few years ago as Schotten Totten – same game, different theme, better art, half the price right now. Among the best two-player games I’ve found, designed by Reiner Knizia, who is also behind a bunch of 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.

21. SamuraiFull review. I bought the physical game after a few months of playing the app (which, as of November 2019, is still not updated for the newest iOS version), and it’s a great game – simple to learn, complex to play, works very well with two players, plays very differently with three or four as the board expands. Players compete to place their tiles on a map of Japan, divided into hexes, with the goal of controlling the hexes that contain buddha, farmer, or soldier tokens. Each player has hex tiles in his color, in various strengths, that exert control over the tokens they show; samurai tokens that affect all three token types; boats that sit off the shore and affect all token types; and special tokens that allow the reuse of an already-placed tile or allow the player to switch two tokens on the board. Trying to figure out where your opponent might screw you depending on what move you make is half the fun. Very high replayability too. Fantasy Flight updated the graphics, shrank the box, and reissued it in 2015. Complexity: Medium/low.

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

23. MorelsFull 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. The app version is also very good. Complexity: Low.

24. IngeniousFull app review. Ingenious is another Reiner Knizia title, a two- to four-person abstract strategy game that involves tile placement but where the final scoring compares each player’s lowest score across the six tile colors, rather than his/her highest. That alters gameplay substantially, often making the ideal play seem counterintuitive, and also requires each player to keep a more careful eye on what the other guy is doing. The app, which I owned and reviewed, is now gone from all app stores, because of a trademark dispute (and maybe more). Complexity: Low.

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

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

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

28. Welcome To… Full review. I don’t know if it was the first flip-and-write title, but Welcome To… was the first one I encountered, and I think it’s spawned a few imitators because it’s so good. In each round, there are three cards from which players can choose, each showing a house number and one of six colors; each player chooses one of those three houses to fill in and takes the benefit of that particular color. The goal is to fill out as much of your own ‘neighborhood’ as you can, scoring points for clusters of adjacent houses, for providing green space, for adding pools to certain houses, and more. It’s simple to learn and has huge replay value. Complexity: Low.

29. EverdellFull review. This was my #1 game of 2018, just edging out the legacy game Charterstone. Everdell takes the worker placement and resource collection mechanic of Stone Age and adds what amounts to a second game on top of that, where the buildings you build with those resources actually do stuff, rather than just giving you points. Players build out their tableaux of cards and gain power as the game progresses. Some cards grant you the right to build subsequent cards for free; some give resources, some give points bonuses, and some do other cool things. The artwork is stunning and the theme, forest creatures, is very kid-friendly. The game also crescendos through its “seasons,” with players going from two meeples in the spring to six by game-end, so that no one can get too big of a lead in the early going and new players get time to learn the rhythm. It’s quite a brilliant design, and consistently plays in under an hour. Complexity: Medium-low.

30. GizmosFull review. Phil Walker-Harding’s engine-builder plays very quickly for a game of this depth, and doesn’t skimp on the visual appeal – the ‘energy tokens’ you’ll collect to buy more cards are colored marbles, and they’re dispensed by what looks like a cardboard gumball machine. The engine-building aspect is a real winner, though, as it’s very easy to grasp how you’ll gain things from certain cards and how to daisy-chain them into very powerful engines before the game ends. Complexity: Medium-low.

Top 100 songs of the 2010s.

I’ve been thinking about this post for six years, and now it’s here, and I don’t want to be done with it. We’re all watching the decade end, though, and while the world is changing in the blink of an eye, it’s a fine time to draw a line and put my name to a ranking of my favorite songs of the last ten years. It’s a rock/indie-heavy list, as you might expect, and this reflects my personal tastes, not anyone else’s, considering neither commercial success nor critical opinions (although I may refer to either herein). I don’t adhere to previous rankings of songs by year, because while the songs haven’t changed, my opinions certainly have. My ranking of the top 25 albums of the decade went up yesterday.

I’ve put these songs into a Spotify playlist, in ascending order. You can use that link if you can’t see the widget below.

100. Savages – “She Will.”

The best track from the female quartet who brought feminist indignation to their heavy punk debut album Silence Yourself.

99. Mark Ronson feat. Q-Tip – “Bang Bang Bang.”

Ronson will forever be known as the man behind “Uptown Funk” (well, the parts he didn’t steal from the GAP Band), but he’s more than just that one song, having produced Amy Winehouse’s Rehab and released quite a bit of other music, including this 2010 hit with a contribution from one of my favorite MCs.

98. Foster the People – “Are You What You Wanna Be?”

From the maligned Supermodel LP, which did poorly enough that Mark Foster turned his group back towards pure pop music, this track opens the concept album and shows Foster’s idea of incorporating music from different parts of the world in a traditional pop/rock framework.

97. Sleater-Kinney – “Bury Our Friends.”

The best song from the trio’s comeback album No Cities to Love, which was their first record in a decade and was followed by this year’s The Center Won’t Hold.

96. Drenge – “Bloodsports.”

Drenge’s self-titled debut album remains the best distillation of the guitar-and-drum duo sound that had a bit of a moment in the middle of this decade on the heels of White Stripes’ success. There are a half-dozen great songs on the record but this has a particularly good guitar groove that stuck with me.

95. Kendrick Lamar, the Weeknd – “Pray for Me.”

The Black Panther soundtrack earned much acclaim, although the track that took the awards – “All the Stars,” featuring SZA – wasn’t close to the best on the record for me.

94. The Colourist – “Little Games.”

A one-hit wonder from 2014 that probably would have fit better on pop stations than alternative, with two great hooks in the opening guitar riff and the melody in the chorus.

93. Mastodon – “Show Yourself.”

Mastodon has a well-deserved reputation for lengthy, progressive metal tracks that show off their technical prowess, but this three-minute track distills most of what they do well into something far more listeners will appreciate.

92. New Politics – “Harlem.”

It wasn’t deliberate but I seem to have more pop-oriented tracks near the bottom of this list, including this earworm from the Danish trio that crossed over somewhat to top 40 radio.

91. Broods – “Bridges.”

Broods’ best song to date is still this piano-and-vocal number from their first record before the brother and sister duo turned towards poppier, electronic sounds.

90. Prides – “The Seeds You Sow.”

The Scottish indie duo’s first single, which I found similar to Bastille (in a good way), is still their best, although they’ve had some other solid tracks since then including “Say It Again” and “Let’s Stay In Bed All Day.”

89. Christine & the Queens – “5 dollars.”

The album Chris was the Guardian‘s top album of 2018 and was widely acclaimed by critics, but for a record that turned overtly towards pop it was a bit short on hooks. This song, however, should have crossed over, and I wonder if Héloïse Letissier’s accent held it back.

88. Disclosure – “When a Fire Starts to Burn.”

I had no idea until I wrote this post that Disclosure never officially released this song as a single from their debut album Settle, choosing six other tracks instead. The sampled stanza from motivational speaker Eric Thomas elevates this song beyond anything else on this house-music record for me.

87. CHVRCHES – “Death Stranding.”

This list is a little light on 2019 songs for two reasons – I thought 2019 was a down year for music, and I’m trying not to overrate songs that I’ve listened to more in the past few months. I do think this is the best thing CHVRCHES has done since Every Open Eye.

86. Coeur de Pirate – “Prémonition.”

Béatrice Martin may be done recording as Coeur de Pirate, but this lead single from her possibly-final album under that moniker is tremendous start to finish, a tight, upbeat electronic pop number that builds beautifully from the opening piano to the singalong chorus (if you can sing in French, that is).

85. Jake Bugg – “What Doesn’t Kill You.”

Bugg’s self-titled debut album earned him praise as a young Bob Dylan, and this lead single from his follow-up, Shangri-La, showed he was versatile enough to move into harder rock territory, although he’s since pulled back to quieter folk-rock sounds.

84. Bat for Lashes – “Laura.”

Natasha Khan had quite a decade with The Haunted Man, the concept album The Bride, and this year’s Lost Girls, showing great musical versatility, although I find I like her stuff best when the tempo is slower and her voice takes center stage, as on this piano/vocals number from the first of those albums.

83. whenyoung – “The Others.”

The Irish trio’s debut album Reasons to Dream was one of my favorites of 2019 and was an honorable mention for my top albums of the decade, with this and “A Labour of Love” the top tracks, both showcasing Aoife Power’s voice with strong, shoegazey guitars backing her up.

82. Dan Croll – “Bad Boy.”

This is Croll’s last single to date – released on my birthday in 2017, so, thanks Dan! – but I hope we get more from the English singer/songwriter/multi-instrumentalist who seems to have a good ear for indie-pop melodies.

81. Bat for Lashes – “Desert Man.”

When I assemble these year-end rankings, I don’t curate them beyond comparing song to song – I don’t worry about having an artist have two songs too close to each other (like this one), or in this case putting too many songs together from one year. I just compare each song to the ones around it and re-order until I’m satisfied. Anyway, Bat for Lashes is great and it just so happens I have two of her songs, both of which are built around her voice, in the 80s.

80. INHEAVEN – “World on Fire.”

INHEAVEN’s self-titled debut was a bit of a throwback to the kind of mainstream hard rock to which I grew up listening, but without the overproduced glam elements of hair metal to distract you.

79. The Holidays – “Tongue Talk.”

An Australian indie band that I’m pretty sure broke up after this album (Real Feel), the Holidays had a few catchy hits but this one grabbed me right away for the rhythm guitar line that pops in and out over the course of the song, providing a huge textural contrast between verse and chorus.

78. HAERTS – “All the Days.”

I thought HAERTS would be huge after their first album (#20 on my best albums of the decade list) dropped, with so many radio-friendly, catchy tracks and a great singer out in front in Nini Fabi. This track first showed up on the 2013 EP Hemiplegia and then reappeared on HAERTS, where it was the best song by a shade over “Hemiplegia.”

77. Cloud Nothings – “Stay Useless.”

It’s close for me, but I have this as Cloud Nothings’ best song over “Should Have.” This was a sort of peak for their (his) sound, though, as I don’t think the band has evolved at all since this record.

76. DMA’s – “For Now.”

The Oasis comparisons are fair, but a bit insufficient, I think; Oasis was better, but the DMA’s are influences by the Gallagher brothers without being entirely derivative – it’s more like Oasis cut with some shoegaze-era Ride.

75. Cut Copy – “Need You Now.”

Cut Copy had three songs I considered for this list, including “Black Rainbows” and “Where I’m Going,” eventually landing on this track because I think it’s their most complete, well-rounded song, and because my girlfriend and I discovered it’s a shared favorite.

74. Oh Wonder – “Ultralife.”

Oh Wonder hit this list twice, because when this indie-pop duo is on, they’re way on – the five-note vocal twirl in the bridge and at the end of the chorus is a perfect pop earworm.

73. Slowdive – “Sugar for the Pill.”

Slowdive’s self-titled 2017 album was their first in 22 years, but the record felt like they’d barely been gone other than better production quality, as their classic shoegaze sound was intact and as compelling as before.

72. Superhumanoids – “Norwegian Black Metal.”

My favorite track from one of my favorite albums of the decade, Do You Feel OK?, this actually isn’t a metal song at all, but an electropop jewel featuring the majestic voice of Sarah Chernoff, who has since turned to releasing music under her own name.

71. Jade Bird – “Love Has All Been Done Before.”

This Welsh singer-songwriter seems like a future star off this lead single and her subsequent, eponymous debut album, an uneven but promising folk-rock album that shows off her Janis Joplin-esque voice.

70. Frank Turner – “1933.”

If I was of the greatest generation I’d be pissed
Surveying the world that I built slipping back into this
I’d be screaming at my grandkids: “We already did this”

69. Yeasayer – “O.N.E..”

Yeasayer’s high point to date saw the experimental group diving headfirst into electropop, with some slight world music influences more apparent on the album version (the one on my playlist) than the radio edit.

68. Atlas Genius – “If So.”

Atlas Genius had a solid decade for themselves with this cross-over hit as well as “Trojans,” “Molecules,” and “Stockholm,” although we’ve had just one new song from the Australian duo since their second album Inanimate Objects dropped in 2015.

67. Adele – “Rolling in the Deep.”

Adele’s voice is incredible, but most of her music doesn’t speak to me at all – if I never hear “Hello” again it’ll be too soon – so she’s just represented by this one real outlier track, which I think is easily the best thing she’s done.

66. TV On the Radio – “Mercy.”

This non-album single is the best thing TVotR did this decade … but did you know they haven’t released any music since 2014’s Seeds?

65. Portugal. The Man – “So American.”

I think the general music-listening audience first heard of Portugal. The Man with “Feel It Still,” but that came off their third solid album of the decade; this was from 2011’s In the Mountain in the Cloud, with more progressive rock sounds that pack lots of tonal and tempo shifts inside of 4½ minutes.

64. Jungle – “Busy Earnin’.”

The music collective Jungle was founded by two white Londoners but their music is deeply infused with 1970s soul and funk, as on this debut single’s falsetto vocals and memorable synth brass line.

63. Black Keys – “Lonely Boy.”

I think a lot of Black Keys’ music is fine, but derivative, just derivative done really well; this song, off their 2011 album El Camino, won two Grammys, and I think it’s their best song, with no gimmicky production on the vocals or guitars, and that giant guitar hook that opens the track.

62. Arcade Fire – “Sprawl II (Mountains Beyond Mountains).”

One of Arcade Fire’s best tracks is this callback to early ’80s New Wave with lyrics reflecting the culturally bankrupting experience of growing up in the suburban sprawl of Houston.

61. A Tribe Called Quest – “We the People….”

The comeback, and the farewell, began with this prophetic song that slammed the white-nationalist turn of the United States electorate just before it took over the White House in 2016.

60. The Wombats – “This is Not a Party.”

“Greek Tragedy” was a bigger alternative radio hit but I’m partial to this track off Glitterbug thanks to the amusingly ridiculous lyrics and shout-along chorus.

59. St. Lucia – “Elevate.”

If I’d kept going on my best albums of the 2010s ranking to about 40, St. Lucia’s When the Night would have shown up, thanks to this incredible pop track as well as “All Eyes on You” and “September.”

58. Django Django – “Default.”

The proggy art-rock Djangos have continued to record similar music since their self-titled, Mercury Prize-nominated debut record, but “Default” remains their big hit and the sound I think they continue to try to re-create. (“Hail Bop” is a great song from the same album.)

57. San Cisco – “Awkward.”

I’m especially partial to this because my daughter, who was just 5 when the song came out, liked it immediately despite having no concept of the lyrics (it’s about a date from hell because the guy doesn’t get the message that she’s not interested).

56. Janelle Monáe – “Tightrope.”

Given what a multimedia star Monáe is today, it’s kind of hard to believe that a song this good, with a guest appearance by Big Boi, could have so little commercial success at the time of its release. The concept album from which it came, ArchAndroid, was at least critically acclaimed at the time, and I still think it’s her best musical work.

55. Childish Gambino – “This is America.”

A rare case of the Grammys getting one right. Also, give Donald Glover credit from taking his Childish Gambino from a fringy vanity project to the level of a legitimate musical artist on this (apparently last) album.

54. Royal Blood – “Lights Out.”

Not their only song on the list, but it’s still heavy and loud and great.

53. Phantogram – “Black Out Days.”

Sarah Barthel’s best vocal work comes on this track off Voices, which I find has the perfect blend of guitar work and electronica elements out of their oeuvre to date.

52. Speedy Ortiz – “Death Note.”

When I did my top 100 old-school hip-hop songs ranking, a couple of people were mad online that the one Mobb Deep song on the list was a non-album track, “Flavor for the Non-Believes,” rather than one of their more popular hits like “Shook Ones (Part II).” Speedy Ortiz have put out some interesting albums this decade, often reminding me of Helium or the Jesus & Mary Chain, but my favorite track from them is also a non-album one, eventually appearing on their Foiled Again EP.

51. Oh Wonder – “Hallelujah.”

It’s new, so I could change my mind, but right now I think Oh Wonder’s best song is their newest one, which is unapolegetically poppy and catchy and generally great.

50. Bombay Bicycle Club – “Shuffle.”

The rhythm of that piano sample never seems to line up with the rest of the song, yet somehow it works no matter what else gets piled on top of it.

49. Chairlift – “I Belong In Your Arms.”

My introduction to Chairlift was “Bruises,” from this same album, but “I Belong In Your Arms” is a better song and does far more for Caroline Polachek’s wide-ranging voice.

48. Temples – “Holy Horses.”

Maybe my favorite guitar riff of 2019, “Holy Horses” was just one of many great psychedelic-rock tracks from Hot Motion album, although that swirling line is what sets this song apart.

47. Milky Chance – “Stolen Dance.”

I suppose history will call these guys one-hit wonders, even though “Cocoon,” from their second album, is a great song in its own right.

46. Kid Astray – “The Mess.”

This Norwegian indie-pop group has had a slew of fun synth-heavy songs since their debut with “The Mess,” including “Diver,” “Cornerstone,” “Can’t Stop,” “Day in June,” and “Joanne.” This song is just a little crazier and fresher and probably easier to dance to than the rest.

45. Mumford & Sons – “Little Lion Man.”

The worst thing Mumford & Sons ever did was get popular; they went from indie darlings to overplayed platinum artists over the span of a few weeks, and it seemed like in April it was cool to like their debut album Sigh No More but by August it was tired. I admit I haven’t listened to any of their music in years, other than this song, their first hit and still their best song, powered by that staccato strumming in the verses and, of course, the once-surprising F bomb in the chorus.

44. Death Cab for Cutie – “You Are a Tourist.”

If you’ve read this far in the list, or just generally read my thoughts on music, you’ve likely figured out that I can be sold on a song if it has a great guitar riff in it, especially if it leads off with that riff. “You Are a Tourist” is the best guitar riff DCFC has ever produced, although I admit having a hard time leaving “Stay Young, Go Dancing” (also from Codes and Keys) off the top 100.

43. Cloves – “Frail Love.”

Cloves was just 20 or 21 when she recorded the first version of this incredible piano/vocal ballad, although she has that Fiona Apple thing going where her voice sounds like she’s actually 40. I have a high standard for quiet, slow songs like this, but “Frail Love” is devastating and nearly perfect.

42. CHVRCHES – “The Mother We Share.”

The first CHVRCHES song I ever heard is still one of their best, although it’s funny to go back to this now and hear how sparse the production is – and how Lauren Mayberry’s voice still cuts through everything else to make it clear she’s the star of this show.

41. Lemaitre featuring Betty Who – “Rocket Girl.”

This song should have been a huge hit, damn it. Betty Who is so perfect for these lyrics, and Lemaitre put just enough music behind her to fuel the engines. I have some hope that eventually there will be a movie about a woman astronaut and the producers will realize the perfect theme song is already out there.

40. Everything Everything – “Kemosabe.”

When I first heard Everything Everything’s album Arc, I thought this was the best song, but over time I ended up preferring one other song from the record. “Kemosabe” is still great, and I think EE are at their best when they’re at their most dramatic, to the point of histrionics. It’s so over the top, and yet it works.

39. Arctic Monkeys – “Arabella.”

Yeah, okay, that’s the two-chord bit from “War Pigs,” but Black Sabbath didn’t sing about Mexican Cokes and a Barbarella silver swim suit.

38. Grimes – “California.”

This is my favorite track from Art Angels, although that album is such a cohesive work that it feels weird to pull any single song out of it and then exclude similarly great tracks like “Kill v. Maim” or “Flesh Without Blood” or “Venus Fly” (featuring Janelle Monáe).

37. alt-J – “Breezeblocks.”

This was the first alt-J song I heard … and I kind of didn’t like it. Joe Newman’s vocals are offputting, at least at first, but the music is clever and surprising, and the song becomes more intricate as it progresses, so I kept returning to it, and to the album, and within a few weeks I was enraptured. Also, the song is full of Where the Wild Things Are references.

36. Tame Impala – “Solitude is Bliss.”

Kevin Parker’s toddler project – “I do it myself!” – wows the critics, but I find a lot of his songs self-indulgent and wearying. This was the first Tame Impala song I heard, which probably affects my opinion positively (primacy bias!), but I also like that he kept his ambitions contained to a shorter length and simpler structure here.

35. Ceremony – “Turn Away the Bad Thing.”

The lead single and best track from my favorite album of 2019. Ceremony’s transition from punk band to post-punk/new wave sensations mirrors the music scene’s own shift, and while I know some folks miss their first incarnation, this is the best new wave album since the genre died out the first time.

34. The Vaccines – “Teenage Icon.”

A punk-pop gem, kind of amusing lyrically, sung with a sneer and a bit of snark, excellent for making you want to hit the gas pedal.

33. FKA Twigs featuring Future – “holy terrain.”

She’s very talented, so much so that we will overlook that she dated Shia LeBouche. I don’t know that Future adds a lot here; her voice is too compelling to make room for anyone else. “Good to Love” and “sad day” similarly showcase her vocals with strong melodies.

32. Arcade Fire – “Everything Now.”

The album, also called Everything Now, was kind of a mess, and even outright embarrassing in parts (both parts of “Infinite Content”), but this song is peak Arcade Fire: thoughtful lyrics, great melodies, a chorus you want to sing, interesting and lush instrumentation. And here they boost it with a sample from Cameroonian musician Francis Bebey playing what sounds like a pan flute.

31. Glass Animals – “Life Itself.”

Glass Animals’ calling card is weird drum/percussion sounds, and they didn’t disappoint with this lead single from their second album, How to Be a Human Being, which sounds a bit like the drum line is being played on bongos filled with Jell-o.

30. Belle & Sebastian – “The Party Line.”

Belle & Sebastian got hammered a bit for Girls in Peacetime Want to Dance, which was their poppiest record to date … but that’s what I liked about it: They tried something different, keeping essential elements of their sound, and it worked.

29. Bastille – “Pompeii.”

Yes, it was played to death, but it’s a genuinely great song, if quite morbid. And now that duh duh duh bit is in your head.

28. Jamie xx featuring Romy – “Loud Places.”

I’m a bit tepid on the xx themselves, but Jamie xx’s proper solo debut In Colour had some tremendous high points, including this and “See Saw,” that showed he has an ear and a style well beyond the trio themselves have ever shown.

27. Turbowolf – “Domino.”

This hard-rock song kicks the door down and plows right into the room, which I guess isn’t shocking when Royal Blood’s Mike Kerr is a guest artist on the track.

26. Stars – “Hold On When You Get Love and Let Go When You Get It.”

Few songs have grown on me over the course of several years like this one has. “Take the weakest thing in you/And then beat the bastards with it” is one of the greatest lines of the decade.

25. CHVRCHES – “Leave a Trace.”

There are so many CHVRCHES songs I like that it’s odd to think of a single favorite, but this one ends up on top because I think it’s the ideal distillation of their sound, better produced than anything from the first record but still essentially Lauren Mayberry and just the right dose of trip-hoppy electronica behind her.

24. New Pornographers – “Brill Bruisers.”

I had to look up the meaning of this song’s title; it refers to the Brill Building in Manhattan, which (according to Wikipedia) housed over 160 music businesses in 1962, and led to the “Brill Building Sound,” where hired songwriters churned out hits for artists who were told what to sing. How much that has to do with the lyrics themselves is questionable – maybe it’s all metaphor – but the vocal harmony line helps make this TNP’s best song of the decade.

23. Everything Everything – “Cough Cough.”

The zenith of EE’s crazy, all-hands-on-deck approach to music, so mad it must be genius, veering into every curve at such speed you think it’s about to go off the rails. I love it.

22. M83 – “Midnight City.”

If Space Invaders was a movie, this would be the score. That whingeing synth line is the part you remember, but there’s a lot else going on in the song, like that apparent laser attack right before the chorus and the competing synth lines behind the one you know.

21. Frank Turner – “Recovery.”

Turner’s paean to the difficulties of getting clean (and the cost of not doing so sooner) is a rollicking folk-punk track that inspired me to learn it on guitar and even play it once on a Periscope chat.

20. Wild Beasts – “Big Cat.”

The best song from Boy King, an album all about toxic masculinity, uses the metaphor of a feline at the top of the food chain to lampoon the male gaze and boys’ attitudes to women. It’s also very catchy.

19. Courtney Barnett – “Pedestrian at Best.”

Barnett’s laconic vocals are an acquired taste, but her lyrics are second to none, and on this track (from Sometimes I Sit and Think, and Sometimes I Just Sit) she rocks out a bit more than usual, helping offset the slight monotone to her singing and letting you focus on her knack for wordplay and storytelling.

18. Sleigh Bells – “Rill Rill.”

I heard this and thought I’d found a new band over which I could obsess … but this isn’t representative of Sleigh Bells’ sound. “Wonder what your boyfriend thinks about your braces/What about them/I’m all about them” should be the rallying cry for tin grins everywhere.

17. Little Green Cars – “Harper Lee.”

This Irish quintet broke up in March after ten-plus years and two albums, both hits in their native country, but they leave us this one indie-folk song, my #1 track of 2013, which has a sound like the Mamas and the Papas with a dark subtext to the lyrics.

16. Queens of the Stone Age – “The Way You Used to Do.”

Mark Ronson appeared on this list as an artist at #99, and he’s way up here as a producer, giving QotSA – with a string of strong albums already under their belts – a fresh new sound on this track, which seems like the song Josh Homme always wanted to sing but never could write himself.

15. Of Monsters & Men – “Little Talks.”

This is the cut line for me: From this point up are songs I at least considered at some point for the top 2-3 spots on the list. “Little Talks” remains a favorite of mine and my daughter’s, as we would do the call-and-response together when she was still just 6 years old and the song first appeared, and I don’t think OM&M ever get enough credit for how smart the lyrics are to this track.

14. Foster the People – “Helena Beat.”

I know “Pumped Up Kicks” was the hit, but this was and still is a better song, hands-down – there’s more depth to the music and the song doesn’t rely so much on a chorus that’s annoying/catchy.

13. Royal Blood – “Out of the Black.”

I still can’t get over how Mike Kerr gets that huge, muscular guitar sound from a bass guitar and an octaver pedal, but he does, and this song, my #1 track of 2014, is truly menacing in tone and rage.

12. Belle & Sebastian – “Nobody’s Empire.”

“The Party Line” and “Allie,” both from the same album, are probably more immediately catchy, but this song is just so gorgeous in every way, right up to the last vocal crescendo.

11. Jungle – “Happy Man.”

I didn’t think they’d top “Busy Earnin’,” but they did and then some with this lead single from their second album, which starts out sounding so dark but morphs into something that blends upbeat music with its admonishing lyrics.

10. A Tribe Called Quest – “Dis Generation.”

This is old school rap without apology or explanation. We Got It From Here … Thank You 4 Your Service wasn’t a victory lap, or just a rehash of a bygone era, but it did give us one shining moment where the whole Tribe was back together, along with longtime friend and collaborator Busta Rhymes, spitting lyrics like it was still 1992, and it is glorious.

9. Michael Kiwanuka – “Rolling.”

My #1 song of 2019 bundles you up and throws you in a time machine back to 1975, a soulful funk-tinged track with a stutter-step drum line, a walking bass, and an eleven-note guitar riff that is so simple yet so memorable.

8. Chairlift – “Ch-Ching.”

Utterly brilliant, with perfectly crafted music for Caroline Polachek’s quirky vocal style, a pop hit from an alternate universe where every kid sets their combination lock to 27-99-23.

7. Radiohead – “Burn the Witch.”

It’s no secret that I’m in thrall to early Radiohead, up to and including OK Computer, which I’d rank among the greatest albums in rock history. Since then, their experimental sound has often left me cold, or wondering where the damn guitars went, but this particular experiment is an entire mood, and I think it’s one of the best vocal performances Thom Yorke has ever given us. This was my #1 song of 2016.

6. Pure Bathing Culture – “Pray for Rain.”

It’s not possible for me to tire of this electro-pop song, which stands apart from most of Pure Bathing Culture’s output in tone and especially in melody; the chorus is perfect, the tumbling style of the vocals fits the lyrics, and if anything I wish there was more of it all. That new acoustic version, though … woof. No gracias.

5. Beck – “Dreams.”

This stands up there with “Loser,” “Think I’m in Love,” “Girl,” and “Where It’s At” among Beck’s best songs, although it seems to have slipped a bit under the radar because critics want Beck’s more “mature” (read: slow) material. When he wants to go all out, he can rival Prince for playfulness and invention, and he does that here, my #1 song of 2015, a track that eventually reappeared on Colors two years after its release.

4. Portugal. The Man – “Feel It Still.”

My #1 song of 2017 was an obvious hit from the start, and yet I was still surprised when it actually became a hit – and just kept going, carrying other tracks from their superb Woodstock LP to radio play too. It’s not totally indicative of their sound, but “Feel It Still” is built on a couple of great ideas and the band doesn’t try to do too much with them, letting those few hooks stand on their own merits.

3. Arcade Fire – “City with No Children.”

My #1 song of 2010 isn’t everyone’s favorite from The Suburbs, but it’s mine, for the music and for its  straightforward, melancholy story of nostalgia for a childhood that probably looks a lot better in hindsight.

2. alt-J – “Tessellate.”

Putting this at 2 instead of 1 nearly broke my brain, and maybe six months from now I’ll decide I had it wrong, especially since it was my #1 track of 2012 ahead of the song that’s #1 here. They’re both great songs, with this seductive, brooding track off An Awesome Wave, my favorite album of the decade, a perfect marriage of its simple drum line, a repeated keyboard line that’s mostly just three notes, and a break that lets Joe Newman show what he can do at the top end of his vocal register.

1. Arctic Monkeys – “R U Mine.”

Spotify said this was my most played song of the decade, and … okay, it was, I’m completely certain of that. Alex Turner can turn a great guitar riff, and he writes brilliant lyrics, both of which are on full display here, including that little interlude that’s barely a guitar solo and still managed to impress me when I sat down to learn to play it years later. Turner is the only man working multiple times in this song as the bass and drums stay quiet so it’s just his guitar and perhaps his voice, and yet it never feels like the band took a minimalist approach – it’s a full-bodied rocker throughout, still a song I go back to over and over again seven years after I first heard it. I could make some critical argument that other songs are more innovative, or have better arrangements, but at the end of the day this is a ranking of my favorite songs, and I’m going to put the song I love most at the top.