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

Glen More.

Glen More is the first board game from German designer Matthias Cramer, who was subsequently nominated for the Kennerspiel des Jahres award in 2011 for his next game, Lancaster (losing out to one of our all-time favorites, 7 Wonders). I haven’t played that latter game, but Glen More is one of the most interesting new games I’ve come across, second only to 7 Wonders in that department, with particular points for introducing a new selection mechanic for a tile-based game.

In Glen More, players are Scottish clan leaders and begin building their territories with a single village tile and a single clan member (experienced boardgamers will recognize it as a meeple). On his turn, a player takes one or more tiles off a track that goes around the outer edge of the central game board and places it (or them) adjacent to any tile he has already placed. When he places a tile, that tile is “activated” as are any adjacent tiles, meaning the player may receive up to nine actions and/or resources for placing a single tile. Standard tiles may provide resources (wood, stone, cattle, sheep, and wheat), allow for the conversion of resources into victory points, allow for the production of whiskey from wheat, or add new clan members. The game also includes several special tiles that grant bonuses at the time they’re placed or at the end of the game.

The selection mechanic is the biggest difference between Glen More and any other game where players are building territories or edifices independent of other players (such as in Alhambra). Glen More’s track includes twelve spaces, of which eleven are occupied at any time by either a single tile or a single player token. On his turn, the player whose token is at the head of the chain may jump back as far as he likes on to any tile and claim it; therefore, if he is still ahead of all other players in the chain, the player can go multiple times. (Once all players have passed over a particular tile, it is discarded from the game.) Therefore, it is likely that players will receive uneven numbers of turns, something balanced out slightly by a game-ending penalty for players who have more than the minimum number of tiles. The mechanic forces players to weigh the opportunity cost of jumping far back in the chain to claim a specific tile – not only does this leave other tiles to competing players, but it may be a while before the player who moved so far gets to select again.

The other two main strategies in the game involve balancing resource production with conversion into points or whiskey and placing tiles in the most advantageous manner. You need some resources to buy certain tiles, and there are good tile pairings (such as a pasture and/or a cattle tile plus a butcher tile to convert them into … well, delicious victory points) to target. But you can get caught overproducing without enough options to convert or spend those resources, or have the opposite problem where you can’t take certain tiles because you lack the resources. (There is a market to buy and sell goods, but it’s limited, and once three resources of any kind have been purchased by players, the market has no more until a player decides to sell one back.) Whiskey production, while fun on a more general level, also leads to victory points for players who produce more than the player with the fewest barrels has, and can be used to buy certain valuable tiles like taverns, which produce 7-8 victory points whenever they’re activated.

The placement issue is the trickiest one in the game. There are multiple restrictions, but the key one is that a tile can only be placed horizontally or vertically adjacent to another tile with a meeple on it, meaning players must keep their meeples placed to allow for continuous expansion. Village tiles grant “movement points” to allow the player to move his meeples around, or to promote one to chieftain and remove it from the board for future points, but these opportunities are limited. A player also needs to consider the potential for future activations of the tile when placing it – you don’t want to place a tavern at the edge of your territory where you might not activate it again during the game, to pick an obvious example.

Glen More includes three scoring rounds and a final round of additional scoring, much as Vikings did. The intermediate scoring rounds grant points for whiskey barrels, chieftains, and special tiles; the player with the fewest in each category gets zero points, and other players receive 1-8 points depending on how many more tiles they have than the player with the fewest has. A delta of one receives just one point, but a delta of five or more receives eight points. At game-end, players score for their special tiles (some of which carry significant bonuses) plus one point per coin, and then lose three points for every tile they have in their territories above that of the player who has the fewest.

The game is designed for 2-5 players, but with two or three players there is a dummy player represented on the track by a die that has values of 1, 2, or 3. When that die is at the head of the chain, it’s rolled and jumps back over the number of tiles shown on the die. The tile selected is discarded, as well as any others that ended up ahead of all players plus the die in the chain. The dummy-player variant for two players is pretty common – Alhambra and Zooloretto both use it – but in Glen More it works much more smoothly; losing tiles is a bummer, but you’ll adjust your strategy and won’t lose anything too significant along the way. Without the die, tile selection would be way too predictable, and with four players there’s enough variation that that element of randomness wasn’t necessary.

By far the best part of Glen More is the number of ways to win. If there’s a single dominant strategy, I haven’t seen it, and from reading the forums on boardgamegeek I don’t see evidence anyone else has. You can mix it up based on the tiles that come to you, or just pursue a specific strategy (whiskey!) because it’s fun without costing yourself the game. The rules could be a little clearer on activation and player movement, but we figured those out on the fly once it became clear we’d misread them on the first pass. The fact that it plays as well with two as it does with four puts it in very select company among German-style games, most of which don’t scale down to two or only do so with clumsy rules variations. And for whatever reason Glen More isn’t as expensive as most games in the genre – it’s available for as little as $25.50 right now on amazon, including shipping. If you don’t mind a bit of a long ramp-up on learning the rules, I highly recommend it. It’s one of the best games we’ve played on the more complex end of the spectrum, and doesn’t take as long to play (under an hour) as most complex games take.

Tikal boardgame & app.

Winner of the 1999 Spiel des Jahres (Boardgame of the Year) award, Tikal has two to four players exploring a Mayan jungle, uncovering temples and discovering treasures for points, but with the added twist that you can steal control of temples or forcibly trade treasures with your opponents to maximize your point scores.

On a turn, a player draws the top hex tile from the stack and places it wherever s/he wants on the board as long as it is accessible from a hex that’s already placed. The tiles include temple tiles, treasure tiles, and empty tiles. A temple tile is worth points to the player who has the most worker tokens on it at each scoring round, and temple tiles can increase in value as players “uncover” higher levels, ultimately worth one point per temple level each time it’s scored. The treasures on temple tiles are “discovered” by workers and come in six types, with points per treasure increasing as you add more examples of each type – one point if you only have one treasure of that type, three points if you have a pair, and six if you collect all three. The empty tiles are useful primarily for a player’s ability to place one of two new base camps on one (or on a treasure tile from which all treasures have been collected), allowing the player to place new workers closer to unclaimed temples and treasures.

Once a player has placed a tile, he has ten action points to use on his turn. Actions include placing a new worker or his one leader token for one point; moving a worker to another tile for one point per “step” between tiles; uncovering a temple level for two points; collecting a treasure for three points; trading treasures with an opponent (in which s/he has no choice) for three points; placing a base camp for five points; or guarding a temple, thus protecting it for the player for the remainder of the game, for five points. Uncovering temple levels, gathering treasures, guarding temples, and scoring points for temples all require the use of workers, so placing and deploying them constitutes the critical decision in the game.

In those scoring rounds, players score for treasures as described above and for controlling temples. When multiple players have workers on a temple tile, the points go to the player who has the most workers on that tile, counting any leader tokens as three workers. But each player takes a turn in the scoring round before counting up his points, so before you score, you get to move workers around to control as many temples (or dig up as many treasures) as possible. And since the three scoring rounds before the final one are somewhat randomly timed, each player has to keep one eye on his positioning for the next scoring round – both how well he’s defended temples he’s controlled and how quickly he can move workers and/or his leader around to grab control of another temple. Guarding temples does help, but a player can only guard two temples per game, and when guarding a temple the player loses control of all workers on that tile for the rest of the game.

One other constraint covers new temple levels: Uncovering a level requires placing a small square game piece with the next level number on top of the highest current level. If all game pieces with the next level number have been used, that temple can’t get any higher.

Because there are multiple scoring rounds and the types of tiles revealed vary as the game goes on, Tikal almost plays like a game with two halves, similar but far from identical. In the first half, players are primarily uncovering temple levels and guarding their highest ones, but as the game moves on to the second half, the inability to uncover new levels means players use more action points on stealing control of temples and/or swapping treasures. Of course, the first half can set up the second half, such as controlling temples that are remote from the rest of the action, thus guaranteeing the player a few points without having to spend action points or workers to shore up his defense.

The main flaw in the boardgame is the length of time between a player’s turns. With each player given 10 action points and an ever-widening number of options on the board, a single turn can take several minutes as the player maps out a plan to use up all 10 points in the most efficient and effective way possible while also setting himself up for the next turn. The compensation for this is that the tension created by the knowledge that the other players are likely to screw you out of some points, so while nothing good is going to happen while it’s not your turn, you will want to watch to see just how badly you get screwed. I’ve also seen the suggestion on boardgamegeek that players use a timer to limit just how long each turn takes, which isn’t the worst idea for a four-player game.

Tikal players two to four players, but the board size doesn’t change, so with two players there’s somewhat less interaction or need to steal from other players. With four players, you’re fighting for smaller pieces of the same pie, and there’s more movement and intrigue involved.

One final positive on the game is the box, which is well-designed for easy cleanup given how many different tokens and tiles there are in the game.

Several other commenters at BGG compare Tikal to El Grande, saying the latter game uses a similar mechanic with a better implementation. I’ve never played El Grande, but I’m sure many of you have and am curious whether that should be an upcoming purchase and whether it plays reasonably well with just 2-3 players.

The Tikal app for iOS received some pretty tough reviews when it was first released because it was a buggy mess, very crash prone, hard to decipher on screen, with really weak AI players; I bought it early and had all of those problems, but heard about a forthcoming update and decided to sit on a review until that update arrived. The update has made the app much more stable, cleaned up the UI significantly so it’s easier to follow what’s going on, and I think the AI players are a little better – but not a lot, making it more of a training app if you’re not going multiplayer through GameCenter (which I haven’t tried). At $4.99, it’s definitely worth the trial run if you have an iPad and want to try Tikal before you purchase the physical game. One comment I’d offer is that the game graphics are different from the boardgame, including trucks instead of workers, and the screen is a little dense on an iPod or iPhone. On the plus side, however, the AI moves pretty quickly, so you can run through a solo game without dragging, and the animations make it clear what the AI players are doing.

Small World app.

I have updated this post to reflect the 2013 upgrade to 2.0.

Days of Wonder’s game Small World is one of our favorite casual strategy games, one that presents players with a small number of complex decisions, relies much more on strategy and skill than on chance, that replays well, and that looks great. They’ve now released Small World 2 for iPad (not for the iPod or iPhone, though); it looks great and has the best live two-player experience we’ve found so far, although I’d still say Carcassonne is the best overall boardgame app.

The concept in Small World is one of constrained resources. The map is small and its territories will be rapidly filled up by the two players. The players each select a race & skill combination from the table (one is free, others cost from one to five coins) with which to conquer territories, but those races don’t come with many tokens, and since you must have at least two to take over an empty territory and have to use one token to hold a territory you’ve taken, you run out quickly and must put your civilization into “decline” so you can select a new one. You earn a point for every territory you hold at the end of your turn, plus various bonuses. And the decision on when to decline your current race skill/combination will also be based on when your opponent declines or is about to do so, on what options are available on the board, and on how many points you’re still getting from the last civilization you declined, which will most likely disappear when you decline a second one. (For more on the boardgame itself, you might want to read my review of it from last July. The issue I raised about the Diplomatic skill has been solved in the iPad version by eliminating that skill altogether.)

The game’s best feature, by far, is the mimicking of the tabletop by allowing for two players to face each other on opposite sides of the iPad; the player control bars appear on the top and bottom (viewed lengthwise) and the board doesn’t rotate. Pass-and-play isn’t really a hassle, but this is much easier, and given how much the iPad cost I feel a little better about just letting the thing sit on the table while we play. The game also allows you to choose a start player or have it determined randomly, and even lets you choose background music from your iTunes library.

Play is mostly intuitive, with simple drag-and-drop moves and clearly marked buttons for things like redeploying tokens or declining (click on your main race card and it gives you Info and Decline options). Instructions and key details on races and skills are easily available in-game. It offers no undo option if you should drag-and-misdrop, however, and the game doesn’t allow you to save certain skills (like the Sorceror’s ability) till the end of your turn, automatically moving you to redeployment if you’ve used all of your tokens. The graphics in Small World are outstanding, crystal-clear replicas of the physical game pieces, with even smaller tokens easy to discern.

The AI player is adequate, but no great shakes. It avoids stupid errors and usually chooses its race/skill combination well, but would probably be better served with a more aggressive attacking mode and faster recognition of impending doom (I’ve found that the right race/skill combo can wipe the AI off the map, depending on who the AI chose in the first place.) Like that of most AI players in other games, its short-term thinking is better than its long-term thinking. But if you’re just learning the game or enjoy a quick game even though you’re about 80-90% likely to win, it does the job.

In 2013, Days of Wonder upgraded this app significantly to add maps for three to five players, online multiplayer, and several in-app upgrades (new skills and races). They also raised the price to $9.99, but it’s well worth the cost given how much you’re now getting for your money.

Battle Line game and app.

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

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

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

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

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

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

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

Race for the Galaxy.

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

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

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

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

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

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

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

Jaipur (game).

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

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

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

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

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

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

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

Ingenious app.

I’m starting to feel like the president of the Reiner Knizia Fan Club, as I’ve raved about two games he designed, the card game Lost Cities and the Samurai app (an adaptation of a board game he published in 1998). I’ll now do the same about (the app for Ingenious, another award-winning board game that is a perfect candidate for adaptation because the machine can ensure the scoring is done accurately. And since Ingenious plays very quickly, it’s become my go-to app when I know I have just a few minutes for a quick game. At $1.99 for iPhone or $3.99 for the iPad, it’s a steal given how often I play it.

Ingenious is an abstract game, meaning there’s no theme or graphics, just a large hexagonal board made up of smaller hexes, with six per side. Each vertex is filled with a single color, each color unique (that’s six colors for the Jack Morris voters in the audience). Players place two-hex pieces on the board – most contain two colors but some contain two hexes of the same color – and receive points for placing them adjacent to the same colors on the board, including any pieces beyond the immediate piece that extend out in a straight line from the piece the player just placed. Points accumulate in each color, so each player has six separate scores.

The twist, however, makes the game … well, I’ll call it clever. The winner is the player with the best “lowest” score among his six. If you neglect one of the six colors, you’ll lose. There is some benefit to maxing out a color at 18 points, as you get a bonus turn after doing so, but chasing 18s may leave you too unbalanced and you can absolutely win a game without reaching 18 in any color even if your opponent does.

For example, in that screenshot above, the player has a tile with red on one half and purple on the other. If he played that tile in the one open space on the top right with the purple side at the top, he’d get four points in purple (adjacent to two tiles, each of which extends out in a straight line for one more tile) and four points in red (adjacent to the top-left red tile, adjacent to the tile below that plus two more extending down and to the right in a straight line). And since red is his lowest color, that’s probably his best play.

The Ingenious app plays just two players and has no online component, but the AI has three levels and is very competitive, with the hardest level considering what you need in late-game moves and blocking you if possible. There is a solitaire mode which I haven’t played (I’d much rather play an AI opponent than a modified game for solo play).

My only real criticism of the app is that rotating tiles can be a little tricky. To move a tile into place, you just drag it, which works fine, but to rotate it, you have to make arcs around the tile, which only works well if the tile is well away from the bottom edge. If you’re placing it towards the bottom of the board, it’s better to press and hold on the tile until it pops to the foreground, rotate it there, and then drag and place. It’s a minor nuisance overall for a very simple but consistently challenging app.

I’ve never played the original board game Ingenious, which appears to play up to four players, but would be curious to hear any of your thoughts on it and how it differs with more than two players.

Reiner Knizia’s Samurai app.

It’s up about $20 from yesterday, but The Wire: The Complete Series is still over half off at $96.49 on amazon.com.

I mentioned the other day that I’ve become extremely addicted to another iOS app, Reiner Knizia’s Samurai, by the prolific designer behind my favorite two-player game, Lost Cities. Samurai is based on a board game ranked in BoardGameGeek’s top 100, but I’ve never played it (I’ll be buying it after the holidays) so my impressions of the app won’t include any comparisons to the original.

The board Samurai includes an island or set of islands representing Japan and broken up into hexes, some of which have one or more icons representing peasants, soldiers (helmets), or buddhas. The object of the game is to capture as many of those icons as possible, but the victory condition is more based on capturing a plurality of each icon type than on the overall total of icons captured – you can, in fact, capture more icons than your opponent in a two-player game and still lose if he captured more in two of the three categories.

You capture an icon by surrounding it with tokens that influence it in your direction, placing one regular (“slow”) token per turn. Your slow tokens include peasant, soldier, and buddha tokens of varying strengths (1 to 4 points) and samurai tokens that influence all icons. You also receive “fast” tokens, of which you can place several each turn in addition to your one slow token; the ronin token is worth one influence point and goes on land, ship tokens are worth one or two points and go on sea hexes adjacent to land, and special tokens allow you to replay a slow token you’ve previously played or to switch two icons on the board to snatch one out from under your opponent’s thumb. When a hex bearing an icon is surrounded on the land side, it is captured by the player whose adjacent tokens exert the most influence. The game ends when all tokens of any single type are captured, or when four tokens are surrounded but uncaptured because of a tie in influence.

Samurai plays very differently as a two-player game versus a three- or four-player game. In the two-player game, it’s much easier to set up your next move or try to force your opponent to make a specific move, as well as to deduce some of your opponent’s strategy. With three or four players, your degree of control is so much less that your moves are more turn by turn rather than part of a larger game-long strategy, since it’s harder to predict what two or three opponents will do before your next move, leading to shorter setups for captures and more thought required in how your one move will push your opponents to do (or not do) something specific. It’s a simple mechanic that plays out in complex ways, yet with short turns still moves very quickly.

The iOS implementation has outstanding graphics and a very clear tutorial to get you started. I’ve found the AI to be very strong, especially in two-player games; in three-player games I’ve run into the occasional less-than-best move (unless I just didn’t understand what the AI was doing) but would never say I’ve had an easy win. Knizia is a mathematician by training, so his games are highly mathematical in nature, and I think that lends itself to stronger AIs because the programmer can model the game more easily. In Samurai, not only does that lead to more optimal moves by the AI, it also means the AI won’t miss a complex opportunity to end the game early by capturing the final icon in one category.

How addictive is Samurai? I had to leave my iPod Touch uncharged at one point to stop myself from playing the game when I should have been packing for our trip. I can’t seem to put it down unless I’ve won at least one game, because often I know I lost because of just one wrong move. I’ll have to pick up the board game, but I have a feeling this will be a top ten board game for me, maybe top five, given how phenomenal the app is. And I’m not the only ESPNer to think so – Jorge Arangure tweeted that he’s a fan too.

I may post again this weekend, but if I don’t get back before Saturday, Merry Christmas to all of you who celebrate it, and please be careful if (like me) you’re out on the roads.

Rivals for Catan.

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

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

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

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

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

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

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