Seasons boardgame.

I have a new Insider column on ESPN.com naming Kris Bryant the minor league prospect of the year, with a dozen other guys earning mentions.

The boardgame Seasons is a hybrid of two of the most popular subgenres in gaming right now – deckbuilding and complex strategy games – but adds a high degree of interactivity to the game that makes it feel less complicated to play. As in most games in those two subgenres, there’s a significant benefit to knowing the cards in the deck, so first-timers are at a huge disadvantage and the learning curve is fairly steep. However, the cards themselves are seldom complicated, with each individual card’s actions playing out quite simply; it’s the interactions between cards that define the game’s strategy and thus how complex you want the game to become.

In Seasons, each player starts the game with nine cards, which s/he divides into three triplets that become that player’s hand for each of the three rounds of the game. Each round comprises specific turns where a token moves somewhat randomly around a board of 12 spaces covering four seasons, with each change season shifting the values of the four “energy tokens” (the game’s primary currency) to reflect each element’s scarcity in that season. To begin each round, players roll a number of special dice equal to one more than the number of players, then each player chooses a die that grants benefits like energy tokens, crystals (victory points), or the ability to play more cards (summoning power) or exchange energy tokens for crystals (transmuting). After dice selection, players can take several actions, most importantly playing cards, which involves spending energy tokens and occasionally crystals to place the cards on the table in front of him/her, some with immediate benefits, others with recurring effects, and still more with one-time gains later in the game.

A typical turn in Seasons starts with dice selection, after which each player receives the benefits shown on the die s/he chose and then may take any number of actions:

* Spending energy tokens and/or crystals to “summon” (place on the table) a power card from his hand.

* Activating certain effects of cards on the table in front of him. Some of those effects can be used once per turn; others require “sacrificing” (trashing) the card.

* Taking a penalty of five or more points (to be assessed at game-end) to use a bonus action, such as increasing the player’s summoning power – that is, how many cards s/he may have on the table in front of him/her at one time. The maximum is 15.

* Transmuting energy tokens into crystals (points). The value of each energy type varies by season; in each season, one of the four types is worth three crystals per token when transmuted, one is worth two points, and two types are worth one. These change so that each energy type has one season where its value is at the maximum of three points.

The effects of the cards are easy to follow, thanks to the text on the cards and the relatively small number of symbols you need to know to understand the game. Some examples of cards are the Hourglass of Time, which gives you a bonus energy token every time the season changes; the Dice of Malice, which costs nothing to play and lets you reroll your die once each round while giving you a two-point bonus; and Kairn the Destroyer, which allows you to pay (trash, in essence) one energy token each turn to make each of your opponents lose four crystals. There are also one-time use cards like the Amulet of Fire, which increases your summoning power by two, and there are cards that must be sacrificed to be used, like the Potion of Power, which lets you draw and immediately place a new power card while increasing your summoning power by one.

The strategic element comes into play at the beginning of the game, when you get to select which nine cards go into your starting deck, a process during which you need to pay attention to certain card combinations that bring exponential benefits. For example, if you have the Wondrous Chest card, which gives you a bonus every time the season changes if you have four or more energy tokens in your hand, you’ll want to look for cards that help you rack up more energy tokens (e.g., Hourglass of Time), or a card like Bespelled Grimoire, which allows you to keep ten tokens rather than seven in your hand – so it’s easier to spend tokens on cards without depleting your supply. Executing these strategies involves knowing the cards reasonably well, including cards that you might draw as the game progresses; understanding or being able to work out how they interact over the course of the game; and keeping track of everything you have and are supposed to do (e.g., activating Kairn every turn) while the game goes on. And if you happen to choose incorrectly at the start of the game, either picking the wrong cards or organizing them suboptimally into your three three-card decks, you may be sunk before the ship has even launched.

Perhaps that’s what prevents me from giving Seasons my highest recommendation – it’s a very good game, with an incredibly thoughtful design that maintains its balance despite all of the possible permutations of cards and die rolls, but it’s nearly impossible to explain its mechanics in a succinct fashion. Our first play through the game was a rarity in that we got the rules right, but saw none of the game’s “point” of how to rack up bigger point totals, in part because there was no guidance anywhere on how to sort your initial nine cards (we used the suggested starter sets) into three piles. A typical winning score in a two-player game can run into the 200s, and in a three-player game in the 150-200 range, but in our first game neither of us cracked 100 because we didn’t grasp any of the strategic aspects – and until I tried a few games online Boardgame Arena I didn’t get a feel for how the game was supposed to be played.

Once you have the gist, however, Seasons is addictive, and posseses a great blend of individual achievement (trying to reach higher scores, or just to know you played a better game) and competitive play through cards that allow you to play off your opponents or even screw with them. You just have to wear it for a bout or two while you figure it out and learn the deck and the back-and-forth flow of energy tokens and crystals that powers the game.

Suburbia iPad app.

Unrelated to Suburbia – the death yesterday of School of Seven Bells founder Ben Curtis at age 35 (of lymphoma) spurred me to look back at my rankings of the top songs of 2012 and create a fresh Spotify playlist with a few extra tracks. Their haunting song “The Night” is on the list.

The boardgame Suburbia ranks in the top 100 on Boardgamegeek, with a combination of city-building mechanics and economic planning where what you do early in the game impacts how many points you can rack up late in the game. It’s reminiscent of more complex games like Agricola and Caylus in that respect, but with simpler gameplay and less direct interaction because players have more ways to change their plans on the fly. I’ve been playing the Suburbia iPad app for the last two weeks, and I enjoy the game itself but have found the app’s AI options way too weak to make the app replayable.

In Suburbia, between two and four players compete to build the most populated suburb around a central city by placing building tiles that are available for purchase in a common market. Each hex tile has specific costs and benefits. The benefits can include increases in income, population, or reputation; one-time cash infusions; or long-term effects that depend on what other tiles are adjacent to the hex, or in the same suburb, or in all suburbs combined. The costs include money but can also include a loss of income, population, or reputation, which may depend on what else is around. Place an industrial tile next to a residential one and you’ll lose reputation points because of pollution. Place tiles around a lake (free to add) and you’ll get extra cash.

The tile interactions are one of two keys to racking up large populations. You can’t do everything in your suburb, so it pays to concentrate early on one or two specific areas or tile types and try to build your income or population more quickly through synergies between tiles. You can add a farm or two, and then if you add restaurant tiles later they will be even more valuable. There are also tiles that include penalties for laying other tile types – if you add a high-end restaurant, adding a fast food restaurant afterwards will cost you an income point. The game’s tutorial suggests concentrating on income early and population later, as there are income and reputation hits built into the system when your population crosses certain thresholds.

The other scoring key lies in the various goals set out each game, 10 to 20 point bonuses for reaching specific milestones such as having the fewest office buildings or earning the highest income per turn. Four of these goals are visible and available to all players. Each player also receives one goal specific to him/her, not visible to other players, but that still requires beating all other players in that category to win it. Some goals even work against the main objective of maximizing your population, such as having the fewest residential tiles of any suburb. Without these goals, the game would be kind of boring because it would be so simple and too reliant on the central tile market, which uses the common mechanic of making two tiles available for free and all others in the queue more expensive, shifting them to the right as tiles are removed.

The app itself looks slick, with bright, clear graphics that allow you to read the costs and effects of each card easily. I only had one issue with stability, which occurred when I tried to use the game’s save feature – I couldn’t resume the game and had to kill the app process entirely to start a fresh one, which I guess is a pretty significant bug but wasn’t my main issue with the app. The AI players are terrible: you have your choice of five, and can use up to three of them (but can’t reuse any), and they’re all a little dim. They don’t plan well, which I imagine is a difficult issue for coding AI players, but they also miss obvious short-term moves or take actions that clearly reduce their chances to gain points. If I go first, I can beat the AI players just about every time. Going fourth of four reduces my chances a little, but I’m also a novice player and should get more of a challenge than this. I’m hoping that the expansion, Suburbia Inc., becomes available as an in-app purchase, and that the developers use that as an opportunity to introduce some harder computer players.

I’m due for an update to my top iOS boardgame apps rankings, but will review the Dominant Species app later in the week before I do the final list.

Bora Bora.

I published a lot of content for ESPN Insiders the last 48 hours, including:

That’s all on moves that have already occurred, but I’ll continue posting this week as more stuff breaks.

One of our favorite new games of the past few years is 2011’s The Castles of Burgundy, which is one of the few games we’ve come across that brought an entirely new approach to the somewhat stale game styles like worker placement. The rules are lengthy but gameplay isn’t complex, and the game works a lot of decision-making into under an hour of playing time. It’s been a modest hit, rating very highly at Board Game Geek (12th overall) as well as with me, so it’s unsurprising that we’re now seeing other games with similar mechanics come along, such as the brand-new Ravensburger relase Bora Bora, a beautifully rendered game that borrows much from Castles of Burgundy but adds a new setting and a few minor twists.

In Bora Bora, two to four players set about building huts on the five islands on the game board so they can collect resources from the land and hire natives to perform various tasks, all with the goal of acquiring victory points to be tallied after the game’s six rounds. There are numerous ways to rack up these points, such as converting natural resources to buildings on your player board, placing priests in the central board’s temple, completing a task tile at the end of a round, buying jewelry with shells, or gaining status points in each round. Most point acquisitions come through a series of moves; for example, hiring a female native gets you shells, with which you can buy a piece of jewelry that is worth from 1 to 9 victory points at the end of the game, or that can be used to fulfill certain task tiles. Gaining natural resources helps you place a two-space building on the twelve-space building area on your player card, a move that is worth 10 points in the game’s first two rounds but just 4 points in the final two rounds.


The central board during the final round of play.

A round in Bora Bora comprises three phases: Rolling dice to place them on action tiles; using your natives for actions; and a scoring/roundup phase where the main board is refreshed with new native and task tiles. Your moves are dictated by dice rolls, as in Castles of Burgundy, although Bora Bora offers fewer ways to manipulate the dice. In Bora Bora, each player has his/her own set of three dice and can place those dice on any of five (for a two-player game) to seven (four-player) master tiles that allow actions like hiring a native, expanding to a different region on the map, or placing a priest in the temple. The wild card of those actions is the “helper” option, where the number on the die you place there converts into points you can use to gain shells or status points from workers, resources without having to expand your territory, or god cards and offerings to let you do more with your dice. Two players can use the same tile in a round, but a player may only place a die on a tile if the die’s roll is lower than all dice currently on the tile, creating a trade-off between using a high die roll on a tile to get more powers or resources and using a lower die to block your opponent(s) from using the same one.

The one way to tweak the dice in your favor is through pleading with the gods using god cards and offering tiles. There are five god card types, two of which allow you to change the way you use the dice: You can play a die normally but treat its face value as six for your move; you can place a die on a master tile even if it’s not lower than all dice currently on it. Other god cards allow you to score points for expanding into a new territory on the map, to employ additional natives during the action phase of a turn, or to help you complete a task tile on your card for which you just fall short of the requirements.

The task tiles turn out to be more significant as the game goes on because they offer additional bonuses of four to six points for things you may already have done, such as expanding to all five islands or having certain combinations of natives or resources already on your card. The end of the game offers even more bonuses for achieving the maximum number of something, like completing nine tasks, buying six jewelry tiles, or filling all twelve spaces on the building area on your card (called the “ceremony spaces” in a confusing bit of nomenclature).

Bora Bora suffers a little from its similarity to Castles of Burgundy, but also from pushing too far in the same general direction as its predecessor – players have so many options that gameplay can drag while you try to sort through them all. It’s easy to become paralyzed by all of the options before you because of how long-lasting some fo the effects can be; Castles of Burgundy doesn’t have that same depth, and it means Bora Bora has more in common with games like Agricola or Le Havre, where a decision in an early round can filter down through the rest of the game. It’s an ideal game to pick up if you love Castles of Burgundy but want something different or more complex, or if you are partial to games with great-looking components, since Bora Bora has bright colors and strong artwork. The extent of possible options for players and constant references to the rule book to explain the pictograms on certain tiles stretched the game out for us to the point where we’re going to reach for Castles of Burgundy first, but this represents a solid change of pace.

I wanted to slip in one more game review before posting my updated rankings later this week, so look for that post either later on Thursday or at worst on Friday, as long as the baseball world doesn’t go bananas again. You can see last year’s top 40 rankings while you wait.

Agricola iOS app.

Agricola is among the top-rated board games on Boardgamegeek’s rankings, and one of the best-reviewed board games ever released, a complex strategy game with very little luck or randomness involved that requires players to make a ton of difficult decisions. I like the game, but I’ve never rated it as highly on my own rankings because of its extreme complexity: The decisions and tradeoffs are so tight, the game straddles the line between play and work. A successful game brings as much relief (that you didn’t screw it up) as pleasure (which is the point of games, no?), and it can take two hours to play a four-person game, more if you don’t really know what you’re doing. The design of the game is brilliant – it is so balanced, and the idea of forcing players to choose among a host of imperfect options, accepting that they can never check all the boxes, is pretty unusual even with all of the games on the market. But good grief is it frustrating to play, even when you’re doing it right.

Playdek just released its long-promised Agricola iOS app earlier this week, and as adaptations go, it’s just about perfect. The app runs smoothly, without a single crash through a half-dozen games so far. Rules and requirements are easy to access within the game. The graphics are superb, very clear and very bright, easy to stare at for the 10-15 minutes it takes to play a solo game against AI players. And the AI players are solid competition, even the “easy” opponents, at least for a novice player like me.

I’d only played the physical game twice, so I came to this app as a near-rookie, only understanding the basic concept of the game and the part of the mechanics that resurfaced in the later game Le Havre. In Agricola, each player is trying to build a farmstead, beginning the game with a husband and wife, each of whom can handle a work assignment every round. Tasks on the farm include collecting resources, plowing fields, sowing plants, rearing animals, and building additions. The point is to maximize your scoring opportunities while ensuring that you can feed your family at the game’s five Harvests, which occur more frequently as the game progresses. The catch is that you can lose points in any area where you don’t accomplish something – leaving any farm area undeveloped, failing to rear any of the three animal types, etc. And getting enough food each harvest is no easy task; it would be ideal to get a steady food supply going, but that’s hard to do early in the game, and by the time the game is nearly over, the harvests are happening faster and you’re also trying to max out your scoring.

One way the game reduces the potential for frustration is by giving players a slew of choices for work assignments, adding another choice in each of the fourteen rounds of the game, so that players can vary strategies and won’t often find themselves blocked from all of the moves they need. (Most work assignments appear on only two spaces on the board, and some appear on only one.) Another is with Minor Improvements, which appear in the full game but not the shorter “family game,” a quicker, simpler version that only includes Major Improvements. Improvements offer players ways to gain extra resources or convert resources to more food. Players can also choose Occupations, which function much like Minor Improvements and can also provide point bonuses or spend less on future construction. (Hardcore players of the physical game may be interested to know that the app only includes the E deck so far, but other decks will be available as future in-app purchases.) Understanding what Improvements and Occupations can do for you allows you to tailor slightly more focused strategies – fun, but also again skating dangerously close to ‘work.’


The town.

Playdek’s biggest challenge beyond crafting the AI players had to be the interface itself, as Agricola takes up a lot of space when played on a table. There’s a central board with the ‘town,’ containing all of the work assignments, which gets larger as you include more players. Each player has his own farmstead, with up to a dozen or so squares, as well as his own resource piles and room for Improvements and Occupations. And there should be central piles of those cards as well. The app does a solid job of including all of those views without sacrificing too much information. The player can switch from town to farm view with one click. A bar at the bottom of the screen shows his/her current resource levels, including a food counter that shows how much he’ll need to feed his family this round. The player can find out what an assignment space or a card does by double-clicking on it, and there’s an option to include the labels on all assignment spaces if you want. When you drag one of your workers to a space, it’s grey if you can’t place your worker on it (because you don’t meet the resource or space requirements), and beige if it’s available. After two games, I was familiar enough with the town to know where everything was without having to keep all of the labels visible.


A player farm.

I’ve only found tiny flaws in the app version so far, nothing that seriously interfered with gameplay but, when the big stuff is all done right, these are the little things that stand out. The AI players seem to hang on basic decisions for five to ten seconds at times, and sometimes it becomes unclear what the app is waiting for (as in, is it my turn?). The tutorial is a little sparse and seems to be written for players who’ve tried the physical game at least once. The default animation and gameplay speeds were too slow for me, but turning them up in the options panel solved that problem. It might be easier if a greyed-out assignment space also explained why you can’t place a worker there. It also took me a few games to figure out that if you acquire more animals than you can house in fenced-in pastures or with stables, you can cook the extra beasts immediately if you have a fireplace or oven. They’re all minor issues – considering how many boardgame apps have crashed on me, the fact that one this complex played six games without such a hitch puts it in the best-of-breed category.

The two most comparable games in app form are Caylus, not as complex but with a similarly long view; and Le Havre, which takes many of the best features of Caylus and Agricola in what might be the most complex game I’ve ever seen. Caylus and Agricola both have bright, sharp graphics, while Le Havre’s are dimmer and less attractive. Le Havre gets everything on to one screen, while the other two force you to jump around or scroll more for the sake of larger images and clearer text. Caylus has the easiest AIs for me to beat, which means Agricola will probably have far more staying power for me – if it doesn’t turn out to be too frustrating when I’m playing the stronger computer opponents. It’s absolutely worth the $6.99 price tag, especially for a game that usually retails in physical form around $50, but with the caveat that the learning curve for this game is steeper than what fans of games like Settlers of Catan or Carcassonne might expect.

Top 40 boardgames.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

29. Tobago. Full review. Solid family-strategy game with a kid-friendly theme of island exploration, hidden treasures, and puzzle-solving, without a lot of depth but high replay value through a variable board. Players place clue cards in columns that seek to narrow the possible locations of four treasures on the island, with each player placing a card earning a shot at the coins in that treasure – but a small chance the treasure, like the frogurt, will be cursed. The deductive element might be the game’s best attribute. Complexity: Low.

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

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

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

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

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

23. Glen More: Full review. Build your Scottish settlement, grow wheat, make whiskey. Sure, you can do other stuff, like acquire special tiles (including Loch Ness!) or acquire the most chieftains or earn victory points by trading other resources, but really, whiskey, people. The tile selection mechanic is the biggest selling point, as players move on a track around the edge of the central board and may choose to skip one or more future turns by jumping further back to acquire a better tile. Back in print at the moment, and maybe the game on this list that gets the least press relative to its quality and fun factor. Complexity: Medium.

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

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

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

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

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

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

16. Orient Express: An outstanding game that’s long out of print; I’m lucky enough to still have the copy my father bought for me in the 1980s. It takes those logic puzzles where you try to figure out which of five people held which job and lived on which street and had what for breakfast and turns them into a murder mystery board game with a fixed time limit. When the Orient Express reaches its destination, the game ends, so you need to move fast and follow the clues. The publishers still sell the expansions, adding up to 30 more cases for you to solve. Complexity: Low.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Yspahan.

My take on last night’s Toronto-Miami megadeal is up for Insiders, as is my Cy Young Awards preview, which includes my hypothetical ballots.

Yspahan was a finalist for the Spiel des Jahres in 2007 (losing to Zooloretto) and caught my eye because of its unusual name, referring to a city in Iran more commonly known as Isfahan, and the promise of a game that combined a worker-placement dynamic with one involving selling goods in a market. It didn’t quite live up to that description, and is more like a lite version of Puerto Rico, where players choose between building, placing your cubes in neighborhoods, and shipping goods on the caravans, but unlike the more complex Puerto Rico, in Yspahan it’s hard to win without balancing your strategy across all three main methods of scoring points.

Yspahan’s board consists of four neighborhoods, each of which is broken down into groups of buildings called souks, with the four neighborhoods separated by two roads that cross near the center of the map. Each player has a supply of goods that s/he can place on buildings on the board with an eye toward filling complete souks, each of which has a different point value tied to its size and its neighborhood. These goods can also be sent to the caravan, which, when filled (nine spaces in a three-player game, twelve in a four-player), returns additional points to the players with goods on it, tied to how many goods they have and where they sit on the caravan. Each player also has a small board of six special buildings that can be built by spending gold and/or camels; each building gives the player some special power or bonus for the rest of the game, and building at least three buildings yields immediate bonuses of five to ten points, with a maximum of 25 if a player constructs all six.

The twist in Yspahan’s mechanics determines how players get the right to place cubes in certain neighborhoods and how they acquire camels and gold. There are nine white dice in the game, rolled once per “day” in the game (which is divided into three weeks, for 21 total turns). The dice are placed on another board that comprises six spaces: camels at the bottom, gold at the top, and the four neighborhoods in between. The players sort the dice by number, placing all dice with the lowest rolled number on the camels space, the highest on the gold, using the remaining dice to fill up the neighborhood spaces from the bottom up. Therefore, the top neighborhood, labelled with a green vase, is the hardest to get because that space on the tower is often empty. Each player takes dice from one row on the tower and gets to either draw as many camels/coins as there are dice on those spots or to place as many cubes on a neighborhood as there were dice in that neighborhood’s row. The player can also choose to draw a card from the main deck, each of which grants some special privilege such as additional camels/coins or free placement of a cube, or to move the supervisor up to three spaces to a road space that sends any adjacent cube(s) from the board to the caravan.

Souks are scored and cleared at the end of every week, with each completed souk worth from 3 to 12 points, plus a possible 2 point bonus per completed souk for players who’ve built the Bazaar. Incomplete souks are worth nothing. The first row of caravan spaces is worth two points per cube, and the second is worth one, but the big scoring comes at the end of each week and again when the caravan is filled – each player gets one point per cube there, multiplied by the highest row on which s/he has a cube. So if a player has one cube in each row, s/he would receive nine points – 3 cubes times row 3. In playing live and on the authorized free PC version found here, I’ve found it impossible to win without racking up at least some points in all three major areas – souks, buildings, and the caravan – and I’ve always needed a little bit of luck, or at least an absence of bad luck in die rolls, to pull it off.

The flip side of that in-game balance is that Yspahan starts to get to close to the edge of strategy games where playing starts to slightly resemble work: If you play to win, or at least to compete, you have to do certain things by the end of the first week or else the game is nearly hopeless. It’s very hard to come back from an early hole like that, so the early part of the game becomes a to-do list, with a good chunk of your fate in the hands of the dice. The game reminds me of Alhambra in that regard, another game where the random element in the mechanics can put one player in a giant hole from which s/he can’t crawl out. Yspahan’s simpler than Alhambra and moves faster, and far more balanced than many games on the market, but despite that simplicity it has some of the intensity required by more complex games like Le Havre or Agricola, which isn’t entirely my cup of tea.

I’ll be updating my board game rankings by the end of this week, for those of you waiting for that post; here’s last year’s rankings to tide you over until then, with ten new titles for me to add to that list.

Navegador.

My ranking of the top 50 free agents this offseason is up – you can go right to the top ten, to 11 through 30, or to 31 through 50. The buyers’ guides are also back, starting today with corner infielders, where I discuss (among other things) A-Rod as a trade target.

Navegador is a beautifully-designed game with a great theme that’s strongly integrated into gameplay, combining exploration, production, and construction all into a single, easy-to-understand game that balances the three areas enough to allow players to win in several different ways. With three or more players, there’s enough competition for resources that players are forced to make tough choices and focus on single strategies before the game gets too far along. Unfortunately, the breadth of options for players makes it unsuited for two players because it’s far too easy for both players to get and do everything they want to.

In Navegador, players represent fleets of explorers – think Dutch East India Company – who start in Portugal and travel to Latin America, Africa, and south and eventually east Asia, exploring those areas, developing colonies, and acquiring trade goods to sell on the open market. Players begin with two ships apiece, but lose one ship if they’re the first to explore a new area of the ocean, although that player receives a token worth more points at the end of the game plus an immediate cash bonus.

Any player can purchase a colony once the adjacent sea area has been opened up, with sugar colonies from Latin America, gold from Africa, and spice from across Asia. (My wife insists the gold bars look like butter, which would at least make the food theme consistent even if it raises unpleasant questions about storage.) Colonies produce goods that can be sold on the market, but the price goes down the more a good is sold, after which the advantage shifts to players who build factories to process those goods – no colony required – which then drives the price for the raw materials back up. This creates the first of several “do what your opponents aren’t doing” dynamics that work much better when the game has more players.

Construction is the third leg of the game. There are five building types, including a factory for each good, plus shipyards, allowing players to build ships more cheaply, and churches, allowing players to recruit workers more cheaply. Each player begins with one shipyard and one church, so s/he can build one ship for 50 cruzados or recruit one worker for the same cost during that kind of turn. Each additional shipyard/church allows the player to build/recruit one more whatever for 50 cruzados; otherwise the cost for extras can run from 100 cruzados in phase one to 300 in phase three. Ships are required for exploration, while workers are required to build factories (three workers), shipyards (four), and churches (five). However, each building type becomes more expensive as the supply of available buildings declines, so building early can be a major advantage even thought it may box you into a specific strategy for the rest of the game.

You can’t do whatever you want on a turn, however; there’s a rondel on the board that lists different turn types – Sailing, Shipbuilding, Worker recruiting, Market, Building, Colonization, and Privileges. Players move around it counterclockwise, advancing one to three spaces at no cost (destroying one ship for each additional space, a very high price), so sequencing your moves properly becomes a fundamental part of gameplay.

The Privileges tie into the end-game bonuses that determine nearly all of the scoring in the game. Each player automatically gets points for exploration, colonization, and buildings at the end of the game: One point per colony, two per factory (all types), four per new region explored, three per shipyard, and three per church. Players can increase those bonuses by gaining Privileges, sacrificing one worker to take a token that increases the per-unit bonus in one of those five areas by one or two, while also earning an immediate cash bonus for doing so. For example, a player may sacrifice one worker to take a one-point Colony privilege, earning two points per colony at the end of the game rather than just one, while also taking 30 cruzados per existing colony at the time s/he grabs the privilege.

The game is fantastic with three or more players (I haven’t tried with five, so I’m extrapolating from other experiences), because you’re going to be tripping all over each other on the board and will have to straddle the line between executing the ideal strategy and staying flexible because someone will inevitably try the same thing. With just two players, each person can achieve in all three major areas without much competition, splitting the new exploration roughly in half, grabbing plenty of colonies, working the market (you sell, I process), and building enough of all building types to do pretty much whatever you want. The game remains fun because the theme and mechanics are so well integrated, but there’s not much of a competitive sense to it, nor is there the tension you’d get with more players, where you spend time between your turns hoping your opponent doesn’t do the thing you were going to do. That means that, for us, as great as the game looks and as easy as it plays, we’re not going to get as much mileage out of it as most of the other games in our collection.

Castles of Burgundy.

Just a reminder that my top 50 free agents ranking goes live on ESPN.com at midnight ET tonight. In the meantime, you can check out yesterday’s Klawchat and my appearance on Joe Posnanski’s Poscast.

The Castles Of Burgundy looks like Stone Age, plays a little like Glen More, but in terms of getting into it, it reminds me of 7 Wonders: The rules are complex and not that well-written, but gameplay is quick and strategy manages to be deep without becoming too much like work. It’s also one of the best uses of dice I’ve seen in a strategy game, utilizing them in a way that introduces a small element of randomness without throwing the game off balance or becoming a game of too much luck. The game plays two to four, with two-player games taking 30-45 minutes, and at just under $30 it’s one of the best values in German-style games.

So here’s a warning – I’m going to walk through all of the rules, which will make this game seem more complicated than it actually is. If you want the review stuff, skip down to the break.

In Castles of Burgundy, each player has a game board of hexagonal spaces that s/he will try to fill over the course of the game by acquiring various tiles from six different depots on the central board. On a turn, each player rolls two dice in his own color, with each one representing a potential action associated with the number rolled. (Therefore, you get two actions on each turn.) Possible actions include:

* Taking a hexagonal tile from the depot bearing the same number that the player rolled.
* Placing a previously-acquired hexagonal tile on a space on the player’s own game board that bears the number of the die and has the same color as the tile.
* Selling goods of the type indicated by the number on that die.
* Acquiring two worker tiles. Playing a worker tile allows the player to add or subtract one from any rolled die, including going from 6 to 1 or 1 to 6.

On each turn, a player may also spend two Silverings (coins) to buy one of the tiles in the black market, a central depot of four to eight tiles of all colors, not tied to any die rolls. This is critical to completing regions or maximizing point values, so getting Silverlings along the way is also critical; most of your silverlings will come from selling trade goods, adding mine hex tiles, and adding bank building tiles.

The purpose of the game is to earn the most victory points, and the variety of possible strategies in Castles of Burgundy comes from the myriad ways in which to earn points. There’s no single, ideal strategy, at least not that I’ve found, but the best approach is to build whatever you can early and then go for hex tiles later that add the most value to what you’ve already placed. In other words, what you play in the first round or two should determine what you do in rounds three through five. (The game comprises five rounds of five turns each.) The main ways to earn points, either during the game or at its end, are:

* Filling a contiguous region of one color on your board. This earns you a bonus tied to the number of hexes in that region, equal to (x2+x)/2 if you’re math-inclined, as well as a bonus tied to the round in which you fill the region, with the latter bonus declining as the game goes on. So filling a five-hex region in round two gets you 15 points for the region, plus 8 points for filling it in the second round.
* Filling every hex of a specific color on your board before your opponents. There’s a bonus of 5-7 points for doing it first, and 2-4 points for doing it second, depending on how many players there are.
* Placing pasture tiles with animals on them. These bonuses repeat themselves if you place more tiles with an animal type you’ve already placed. So if you place a tile with four cows on it, you get four points; if, in the same region, you later place a tile with three cows, you earn seven points.
* Selling goods. When you sell a stack of goods, you get two points per good sold, plus one silverling coin.
* Placing watchtower buildings, which are worth four points apiece. One beige region, used for buildings, may not contain two buildings of the same type, so there’s a cap on this bonus, unless you place the yellow tile that waives this restriction.
* Placing yellow “knowledge” tiles that provide additional bonuses at the end of the game, such as four points per bank placed, or four points per different animal type on your board.

If that feels a little dry, it looked that way when I first cracked the rule book, but the actual game play is far quicker and smoother than you’d think. Your set of possible decisions is broad, but not overwhelming, and once you’ve played the game a little bit, you will find it easier to zero in on the set of sensible moves. The fundamental pair of actions in the game is taking a tile and placing it on your board, and since you only have three spaces to store a tile you’ve acquired but not placed, you have to balance those two actions – often just by using your two allotted actions to take a tile and then place it. There are numerous ways to get bonus actions as well, such as placing castle tiles or placing certain building tiles, allowing you to extend your turn, but the main conceit is the same: You want to fill up most of that hex board, and do it in a way that’s internally consistent to max out your points. With two players, you won’t find yourself competing much with your partner for tiles or goods you want, but with three or four the competition for specific moves will be more severe.

I’m not thrilled with the physical design of the game or its box, which doesn’t allow for easy storage. (Small World remains the champion there). The theme is mostly irrelevant here and not that well integrated to gameplay; you’re supposed to be a medieval land baron filling out cities or regions on an estate, but there’s very little sense to what buildings or tiles go on certain regions, and no sense that you’re building a cohesive unit on your board. There are a lot of small hexagonal tiles, some of which need to be shuffled for each game, and shuffling small cardboard tiles is like herding cats. I also found the rules to be a bit unclear, especially with the various building and knowledge tiles that have special functions that required us to keep the rulebook handy throughout the game.

The best aspect of the game is the tension between what you know you want or need to do to increase your points and what the dice and the random supply of tiles will allow you to do. That tension will be increased with more players; the supply of tiles scales to the number of people playing, but also increases the chances that one of your competitors will take the tile you want, forcing you to spend more time considering the timing element of your moves, which isn’t as present when playing with two players. Replay value here is fairly high, thanks to the dice element and to the inclusion of several different player boards – everyone can play on the basic board, or you can use one of the four alternative boards included in the base game, meaning each player would have a different estate to fill. It’s more complex than Stone Age, less so than Le Havre, on par with Glen More, and like the latter game it’s much easier to play once you’ve stumbled through a game or two. I’d also compare it in complexity to Puerto Rico, but without the one semi-dominant strategy (shipping) of that particular title, and a little more fun to play because it moves faster once you’ve got everyone on board.

Just a heads-up – I’m hoping to review three more games before doing this year’s rankings: Navegador, Yspahan, and Oregon. If time doesn’t permit that, I’ll post the rankings the week before Thanksgiving no matter what.

Le Havre boardgame & app.

The board game Le Havre is one of the best complex strategy games I’ve tried, although the emphasis is on complex, involving a lengthy setup, more pieces than I can remember in any other game (mostly tiles representing resources that need to be sorted into piles), and a lot of long-range planning with great potential for other players to inadvertently trip you up. It’s very balanced, nearly luck-free, and rewards patience and attention. But the time to set it up and the time to play it are both major obstacles unless you’re quite hardcore about your boardgaming – and you don’t have to get up early the next morning.

All of that makes it a perfect game for adaptation into electronic form, and Le Havre, released on Wednesday night by Codito, is excellent, playing easily with plenty of instructions and offering sufficient challenges from the AI opponents to allow for many repeat plays.

In Le Havre, a game by the designer of Agricola and heavily inspired by Caylus, players compete to acquire the most total value in buildings and ships while filling growing requirements to feed workers each turn, a balancing act that is far more difficult than it sounds because of the competition for scarce resources and the limited number of ways to obtain food, a problem exacerbated in games of more than two players. On each turn, a player may choose to take resources from any of the seven available stocks; to take the available supply of money (francs); to build one of three buildings visible on the stacks of building cards; or to use a building that is already built, even if it was built by another player. A player may also buy certain buildings outright in addition to that main action.

Each player has to have enough food or francs on hand at the end of every round to feed his workers, and the rounds are short – seven moves in total, so in each round of a four-player game, one player will get only a single move. Yet to acquire points from resources, players have to first acquire the right mix of resources, sometimes converting them to other kinds of resources, sometimes acquiring energy sources as well, and then build the building or the ship in question. It takes patience, and requires a lot of quick decisions about when to move for the short term (food) and when to move for the long (points).

There are multiple ways to win Le Havre, one of the key features in a game that is this complex (and my main criticism of Puerto Rico). Shipbuilding is the best way to beat the AI players in my experience with the app, but there are several different paths to high point totals through buildings, including several buildings that stack up point bonuses depending on what else you’ve already built. There are also several different paths to ensuring a regular food supply, and ships can provide a fixed quantity of food on each turn once they’re built. When a player can’t feed his workers, he can take out a loan – annoying, but sometimes the right strategic move, and sometimes the path to digging a hole you can’t quite escape.

Game play within the app is very straightforward, and one of the benefits of an app version is the fact that you are protected from rules mistakes, which, given the complexity of Le Havre, is a significant advantage. Each card replicates the graphics from the physical game, including symbols that indicate the card’s price in resources, fee to use if it’s not yours, value in points, and resources or gains from usage. Clicking on the question mark in the upper right once the card is expanded gets the full text explaining the card and all of its costs and benefits. Learning the lay of the board took me two or three games, but all of the critical information is either visible or is a click away. The game also gives players the ability to undo a move while the turn is in progress, and confirms the ‘end turn’ request as well (an option that can be turned off). There’s a solid tutorial, although it is no substitute for playing the game a few times against easy AI opponents.

Those AIs are good enough to continue to challenge me, a relative rookie in Le Havre, because they offer multiple levels of difficulty. I do find them a little predictable, and they often race out to early points leads because they plan more for the short term than the long; the first two settings are like training wheels, but in a 4- or 5-player game against all AI opponents, the hardest AI setting is a good enough challenge to allow for repeated gameplay. The app now offers turn-based online multiplayer through GameCenter, which I haven’t tried yet.

My criticisms of the app are minor – the graphics could be brighter, and the font isn’t as clear as it could be, so some of the text is tough to read without expanding it from the background. The hint feature, suggesting the next move to make, can be a little too focused on the short term, although the point of the hints is to help you learn the game, not help you beat the AI players that are running on the same software. I ran into some very minor graphics glitches that should be addressed in the first update. Also, the music made my wife want to strangle me after about two minutes, so I muted it for my own safety.

If you like Agricola and/or Caylus, I strongly recommend Le Havre. It is as elegant an adaptation as I can imagine for a game with this many elements. I’m also impressed by how Codito’s boardgame apps improve each time out – the leap from Puerto Rico, another complex game with a lot of elements, to Le Havre is outstanding – showing an internal commitment to improving the player experience (and, I presume, increasing revenues). That said, if you aren’t a fan of boardgames with a lot of rules or a relatively steep learning curve, you might find this game frustrating, particularly the physical game given all its pieces. (It took me the better part of an hour to break apart and sort all of the little cardboard resource tiles.) It’s very fair to jump off the boardgame bandwagon before Le Havre or Agricola – but at least the app lets you try it out for $5 first.

Recent ESPN content, if you made it this far: My quick reaction to this year’s Futures Game rosters; an early look at Mike Trout’s MVP case; this week’s Klawchat; and some fun podcasts from Thursday with Dave Schoenfield and from Wednesday with Chris Sprow.

Caylus iOS app.

The complex strategy game Caylus is one of the top-rated games on Boardgamegeek, a site where voters tend to favor intricate games with pages upon pages of rules and little to no luck involved. It’s the kind of game I can’t imagine playing as a rookie against someone who’s played a few times – an experience I had with Agricola that ended up with me getting my ass handed to me by a slightly more seasoned player (who is, most likely, about to read this review). It’s also the kind of game that makes me say I’m not a “serious” boardgamer – I love smart games, but the complexity and length of games like Caylus (and Agricola, and Le Havre, for which I still owe everyone a review) keeps them off the top tier of my own list.

So I’m pleased to report that the Caylus app for iOS is very strong, with outstanding graphics, a very easy-to-use layout (no mean feat given the amount of information a player might need midgame), and, after a recent update, no issues with stability. The AIs could be better, and the rules included in the app are not sufficient, but once you get the hang of it, it’s easy to play and keeps you thinking the entire time – 15-20 minutes for a game against AI players. (I have yet to try this multiplayer, but that is available through GameCenter.)

Caylus is a worker-placement game: Each player has a small number of workers to place each turn on buildings that might return money, resources, or points; allow the exchange of some of those things for others; or allow him/her to construct something of value. Caylus operates around five resources, the value and supply of which fluctuate as the game progresses, and offers multiple paths to victory (although I found one the AIs just can’t seem to beat*). There’s really no luck involved, and because most buildings on the board allow just one worker per turn, each decision, from small to large, requires the player to consider not just his own future moves but those of every opponent as well.

* The strategy requires gold, the scarcest resource in the game. A human player would see that I was stockpiling gold and certain other resources and would at least try to made it harder for me to get gold from the gold mine, the one place to get gold for no cost beyond the cost of the worker. A human player would be trying to get gold for himself anyway. But the AI players don’t do either of these things, and I don’t think the AI players are that good at pursuing points via multiple, simultaneous strategies. I’ll come back to that.

The centerpiece of the game is the castle, which players build in blocks during three separate phases, after which their contributions to the castle are scored. Building certain numbers of blocks, or just building the most in any particular turn, grants the player one or more “royal favors” – money, a resource, victory points, or the ability to build a building at a discount. Failing to build at all in any of the three phases costs a player two victory points, but the opportunity cost is just as significant.

The graphics in this app are the best I’ve seen for any boardgame app so far, clear, bright, and very easy to look at for the length of a game. The layout is another strength, with critical information available in a left-hand sidebar that the player can rotate through several screens or can shrink to half its size to see more of the board. Moving workers is straightforward, and in the banner on the right from where the player drags a worker the app displays key info like money remaining (since placing a worker costs at least one unit of money).

I found the AI players all pretty easy to beat, working my way up from a two-player game against the easiest AI opponent to a five-player game against the two strongest AI players and two more from the next level of difficulty. The primary problem is that the AI players can’t detect a human player’s long-term strategy – an issue evident in other apps and one I expect to see in the upcoming implementations of Agricola and Le Havre. The simpler the game, generally the simpler it is to program a strong AI, either because it can pursue an optimal strategy that’s hard to beat or because the tree of potential human-player moves isn’t that wide.

The lack of in-game information is the other flaw here, one that creates a steeper-than-necessary learning curve for new players. The rules and tutorial show you how to use the app more than they show you how to successfully play the game. Buildings aren’t marked on the board; their icons are unique, so a player can look in the building directory in the left-hand sidebar and try to match them up, but allowing a player to tap any building and see its identity would be an easy addition. The app will also allow a player to select a favor that s/he can’t afford, with no opportunity to undo it as a player would have when playing the physical game.

For $4.99, I’ve already gotten my money’s worth from Caylus, spending close to three hours total across all games I’ve played so far. I’ll still play it occasionally, but they’ll need to offer a better AI for this to be something I continue to play regularly without GameCenter (and since I play on planes, that’s a key issue for me). The weaker AI makes the app more of a Caylus tutorial, or even an advertisement for the physical game – albeit a very slick, easy to use one, once you figure out the rules, which you might have to do outside of the app. It’s really well done, and if they can offer a stronger AI player down the line, it’ll join that top tier of boardgame apps.