You’re still here, huh? Awesome! I thought I’d be the only one! We’re officially on the fourth entry of my top 100 games of all time (2019 edition), which means we’re getting closer and closer to the top 50. Here’s links to the other entries if you’ve been somehow to busy to read them:
Let’s keep it going!
70. Beyond Baker Street
I’m not a huge fan when somebody loudly proclaims, “’X’ game replaces ‘Y’ game!” and it’s not just because loud people make me nervous. It’s because I feel like any good game, even if similar to another, has its place and time with the right crowd and the right setting. Beyond Baker Street is an exception for me. This game completely and utterly destroys Hanabi for me, to the point where I don’t see myself ever playing that game again.
Before I go any further, allow me to explain Hanabi, just in case somebody doesn’t know what it is. Hanabi is a cooperative game where everybody is nearsighted fireworks technicians trying to put on a fireworks display on the world’s darkest night. I’ve made a couple of assumptions on the theme because the central mechanic is that you and your teammates hold out your cards so that everyone else can see them, but you can’t. The game is then spent giving players clue on the contents of their hand, hopefully hinting to them what is safe to play to the table and what should be discarded.
Hanabi isn’t a bad game by any stretch of the imagination and it is objectively a pretty brilliant design. BUT I have some hang ups with Hanabi that have kept it from being a co-op that I loved rather than merely liked. The first kind of goes hand in hand: the boring theme and abstract nature. The theme of fireworks is completely pasted on and is only there to disguise the fact that this is basically an abstract exercise in card counting and probability crunching. It’s a very mechanical, dry experience and that was always a huge drawback for me. The second big minus is the win state, or lack thereof. In Hanabi, you don’t win or lose. You simply either suck or sucked a little bit less, and a score chart will tell you which of those pertain to you. There is a perfect game you can aspire to attain, and that is basically the win state my friends and I have adopted, but that is super hard to the point that it barely feels fun trying to get it.
By now, you’ve probably forgotten what game is even on this spot because I’ve talked about Hanabi for so long, but there is a point! I hope! I’m saying all this to explain why I find Beyond Baker Street such a better game than Hanabi. It takes the general conceit of Hanabi (trying to play cards that are facing away from you in the proper place), but gives it a much better theme, an actual win/loss condition and just an all around more appealing package.
Whereas Hanabi cast you as the world’s least qualified fireworks operators, Beyond Baker Street has you inhabiting the wonderful Victorian world of Sherlock Holmes. Your goal is to solve a mystery before Holmes can, using the exact mechanisms from Hanabi. You have a hand that’s facing away from you, you have to give very specific clues to the other players, you have to play them in the proper place, blah blah blah. I already went over this during my Hanabi rant (see, told you I had a point!), so I won’t retread too much ground.
There are a few extra elements here in Beyond Baker Street that make it a bit of a deeper experience. For one, rather than trying to get numbers 1-5 in ascending order in columns of specific colors, you’re trying to get a certain value of a card color in one of three spots on the board (for example, you might need a sum of 11 in blue cards). This allows for a little more creativity and freedom in how you play, rather than Hanabi’s much more rigid, ‘three mistakes and you literally blow up’ mentality. Also present is an added condition you must meet before you win the game. This is a track called the “Impossible”, which must reach EXACTLY 20 by the time you finish the three spots I mentioned earlier. How you move this track is by discarding a card to the ‘Impossible’ section, which basically acts as a discard pile, but a discard pile with a point. You do need to be careful, though, because discarding too many cards in this fashion accelerates Holmes on his personal track, which results in a loss if he gets to the end of it. I quite enjoy the image of Holmes on an anachronistic mo-ped, cackling with delight as your failures somehow power his engine to go faster.
Jesus, I just realized how much I’ve been rambling about this game, so I’ll end it here. Basically, if you like Hanabi, you’ll love Beyond Baker Street. It’s everything Hanabi is, but better.
As we get deeper into this top 100, you can expect word-based party games to pop up more and more often. I love this type of game, since it’s usually an incredibly social experience that still forces you to use your ol’ noodle (I believe that’s the technical term). CrossTalk has the honorable distinction of being the first game of this type to appear on the list.
CrossTalk is a word association game with a twist. Players are split into two teams, with teams being made up of a clue giver and a clue guesser. The clue givers on each team choose a clue or phrase they need to get their teammates to guess and then they proceed to write down a private clue that only THEIR team will get to see. As in most games of this type, clues can only be one word. After this private clue has been shared, clue givers begin giving public clues and this is where CrossTalk gets interesting.
Whereas most games of this type have a clue giver giving a clue and their team guessing the word, CrossTalk flips it on its head. Instead of your team guessing, the OTHER team guesses. Now the importance of the private clue becomes clear. With your public clues, you’re likely going to want to be as cagey and obscure as possible so that your opponents can’t zero in on the word. Using the private clue to provide some direction for your team as you spout nonsense allows them to maybe have a leg up when it’s their turn to guess. It’s like the party game version of The Da Vinci Code, with both clue givers crafting elaborate riddles in the hope that their team can crack it before the other. When it works out, it’s incredibly satisfying and creates high five moments on your side of the table. When it doesn’t, you’re left screaming, “HOW WAS ‘JELLY AND ‘HELICOPTER’ NOT OBVIOUSLY ‘COWBOY’??” which is equally fun.
This game bears a lot of similarities to another word association game in the hobby called Decrypto. I can’t say whether or not I like this better than Decrypto because I don’t want to reveal whether or not it ends up on my list, but I can say that if you like Decrypto, you’ll like this. I feel like it’s basically the family version of that game, a sort of “Baby’s 1st Decrypto”. It scratches the same word association plus deduction itch in a shorter time frame and with a much less intimidating rules explanation. It’s great fun for any fan of these types of party games.
68. Tiny Towns
Tiny Towns was an industry darling earlier this year and I feel like the buzz has died down on it considerably. Which sucks, because this game’s awesome! Obviously! It’s my number 68 and will probably climb by the time my next top 100 comes around (oh god, if I ever finish this one).
Tiny Towns involves a lot of stuff that we’ve seen in other games but puts a fresh new spin on them. In Tiny Towns, everyone is the mayor of a, well, tiny town. You’re all woodland critters trying to escape the predators of the forest by forming your own idyllic little medieval style village. It’s like you’re creating a witness protection program, but for mice.
How you build this town is by placing different colored cubes on your personal player board grid. The cubes represent different building materials, like brick, glass and wood. Resources are doled out by someone called a Master Builder, who yells out the resource that they and everyone else must place in their town on that turn, like the bingo operator at a retirement home. As you do this, you’ll (hopefully) manage to arrange a combination of specific colors in a specific shape, which allows you to remove those cubes and build the building associated with that pattern. You’re ultimately trying to build buildings that synergize well with each other and create nice little batches of points across your town, while also making sure to fill as much space as possible because empty squares are negative points at game’s end.
It’s a very simple game, but don’t mistake that for it being an easy game. This game is anything but. It is a vicious wolf in a gateway game’s clothing. As you place resources in your town, the panic sets in by, roughly, the 3rd cube. Your early misplaced confidence turns to dread when you realize you’ve already blocked off a corner of the board by placing glass in the wrong spot or when you notice that where you were planning on building your farm isn’t as efficient if you had planned to build it over there or when the Master Builder calls out stone as the resource, what the hell are you going to do with this stone, YOU DON’T NEED STONE, DAMMIT.
By the halfway point of the game, everybody is drenched in sweat, panting and gasping with each cube, cursing at themselves for not realizing 8 turns ago that obviously they should have been aiming to build a tavern and not another cottage. When each new, useless cube has to come into my village, I hide it in a corner of my grid like a hoarder stuffing things away in their attic, hoping that I’ll just never need to worry about that again.
It’s stressful, but also very fun. It also helps that when things are going well, the game is incredibly satisfying and tactile. Your town pops up in front of your very eyes, each cute little building springing up out of your carefully planned moves and forming an eye pleasing village for you to admire (until everything goes wrong, of course).
Tiny Towns also offers great amounts of replayability. The different buildings you play with are randomly selected at the beginning, meaning there are lots of different combinations that can be played with and explored. There’s also a variant called Town Hall that takes away the Master Builder and instead uses a resource deck that spits out the resources for you, with everybody picking their own resource to use every third turn. This is mainly for higher player counts, where more players means less control, but it can still be used to freshen things up at lower player counts if you feel like the Master Builder thing is getting stale. I’ve even seen reviews that say they prefer the Town Hall variant and use it as the base rules. Lastly, for lonely people like me, the game offers an excellent solo mode. It’s a score based solo mode which is not how I prefer my solitaire play, but it’s otherwise such an elegant and addictive mode that I’m able to forgive it.
With a robust player count of 2-6 players and a package that oozes variety and replayability, it’s tough to find a game on my list that offers more bang for your buck than Tiny Towns.
67. Love Letter
I’m going to be honest. I’m shocked that after all these years, Love Letter still manages to find a place on my top 100. It’s one of the smallest and simplest games on this list and yet I still find myself going back to it again and again.
Love Letter is the game that many credit with kicking off the microgame craze, games that are incredibly small but manage to offer compelling, replayable experiences. In Love Letter’s case, it’s a deck of a mere 16 cards that somehow manages to be not only a game, but one that’s damn fun too.
In Love Letter, players are competing to get a love letter to the princess, which I guess was the Medieval version of sending unsolicited nudes. Everyone has a hand of just one card and on their turn they draw one from the deck and choose one of their two cards to play. The cards represent different characters in the kingdom, like the guard or the priest or the princess herself. They each have an ability when played and you’re essentially just trying to survive until the end of the round with the highest numbered card in hand. First person to win a set number of rounds wins, ostensibly because you’re the best at pestering the poor princess.
Congratulations! I’ve officially taught you the entire game! This is one part of what makes Love Letter so amazing. Its simplicity makes it so accessible and easy to pick and play. And once you are playing, it immediately gets the endorphins going. Cards are thrown on the table as players laugh and groan and cheer and as soon as one round is done, you’re ready to start the next one. It’s such an addictive, lively experience.
It’s tough to really say much more because Love Letter is such a small but pure experience. When my friends and I have spent the whole night drinking and it’s two in the morning, but we want to get just one last game in, Love Letter is often the go-to choice. This game has created so many great memories from that type of scenario and for that reason alone, I don’t see Love Letter leaving my top 100 anytime soon.
66. Cursed Court
I always love when I get to shine a light on a lesser known, under the radar game and Cursed Court is certainly in that category. It’s got a bit of a cult following and this year I’ve heard more and more podcasts get the chance to play it and love it. Hopefully this results in more people getting the chance to play this unique game, because it’s a real gem.
Cursed Court is a delicious concoction of bidding, deduction and bluffing. The game board represents a nine by nine grid of Medieval era characters and players will be placing plastic poker chips on various parts of the board to bet on who they think will be present in that current round. This is determined by a deck of cards that contains four copies of each character. At the start of the round, a card is dealt facedown between the player to your right and the player to your left. This means you and LeftPlayer McLeft have some information about who will be present, as well as RightPlayer O’Rightley. But, they of course have cards dealt between their other sides as well, which means they have some information you don’t know.
After this hidden information is dealt out, a card is flipped over face up for the entire table to see and bidding begins. Players then place any amount of chips they have (starting with a supply of 20) on a part of the board either representing a single character OR a specific combination of characters. You placing a wager there essentially means you think that character or combination of characters will be present by the end of the round. Places with another player’s chips can be bumped off, but the cost is double what’s already there. So, if RightPlayer O’Rightley has four chips on the King character, you can bump them off by placing eight of your chips there.
After four cards are flipped face up from the deck and everyone has placed four wagers down, all the face down cards are revealed and people score based on where they bet. If you bet on a single character, you get points based on how many copies of that character are present. If you wagered on a specific combination of characters, you get points only if every character in that combo is present. After four full rounds of this, whoever amassed the most points from the smartest wagering wins! I just hope it isn’t RightPlayer O’Rightley, they’re so smug when they win.
Cursed Court deserves so much more love. I imagine it’s generic name and artwork may have had something to do with its lack of popularity, but that needs to be remedied as soon as possible. It is such an interesting cocktail of mechanisms. You’re using deduction, making decisions based on what you know versus how other players are playing their wagers. You need to be economical with your chips, making efficient bidding another element you need to keep in mind. Twenty chips sounds like a lot, but they go fast. The bluffing is one of the more subtle pieces of Cursed Court and may not even seem apparent to new players. You can use big bids on areas you don’t think are showing up to entice someone else to bump you off, then cackle in their face when it’s revealed you were completely full of crap. Combine all of this with the incredibly tactile chips you use for wagering, and Cursed Court never fails to be a good time.
I don’t know how available this game is currently and I fear this game’s lack of big success dooms it to not being reprinted. If you can track down and try this game, you absolutely need to. Perhaps word of mouth will give this game the second chance it so desperately deserves.
65. Deception: Murder in Hong Kong
My next game is an unfortunate casualty of the simple fact that I don’t own it and nobody in my area does anymore (EDIT: I have since gotten this game for Christmas! Thanks, Santa!). Otherwise, I feel like this game would get played a lot more consistently and it would find its way quite a bit higher on this top 100, because it is an excellent social deduction experience.
Deception: Murder in Hong Kong is a game very similar to Mysterium, (which was on my 90-81 section), in that a silent clue giver is trying to give hints and clues to a group to determine how a murder was committed. The twist here is that unlike Mysterium, this is not fully cooperative. One of the players is the murderer and the other players need to root them out.
Every player, except the clue giver, has two rows of cards in front of them. One row is potential murder weapons and the other row is some specific clue that was left at the scene of the crime. Everyone closes their eyes and the murderer points at one of the weapons and one of the clues in front of them and now the clue giver knows what they’ll be trying to get the others to guess. The clue giver has a bunch of clue boards in front of them with specific categories and items of that category, such as ‘Day of the Crime’ and ‘Murderer’s Personality”. These categories are mostly randomized throughout the game, meaning all cases are going to have a different set of clues. The clue giver needs to figure out how to take these fairly disparate clue elements and create a pattern for the other players to see, allowing them to link that to two items in front of the murderer. How do you let someone know the murderer used a garden trowel and left behind a stereo speaker by only telling them something random, like the victim’s expression? Who knows! That’s for you to figure out! But it does create hilarious images of the world’s most maddeningly cryptic investigator, trying to lead people to figure out a murder by saying, “Well, what I can tell you is that the victim appeared to be very, very scared!”
And speaking of hilarious, I know it’s weird to call a game literally about murder ‘hilarious’, but that’s kind of what this game is. When the murderer gives an extremely flimsy argument over something in an effort to deflect suspicion but immediately gets caught because of it, it’s hysterical. When the clue giver is having a bad round and gives a series of clues that make absolutely no sense whatsoever, it’s also a riot. Like any good social deduction game, the arguments and debates are the lifeblood of this game, and those arguments and debates more often result in laughter. This is a nice change of pace from other social deduction games like, say, The Resistance where most arguments end with everyone wanting to strangle each other.
Social deduction games are incredibly polarizing, but I do find Deception: Murder in Hong Kong one of the more accessible ones. The presence of a clue giver means someone who isn’t fond of being stuck in the center of heated exchanges can simply request to play that role more often and the presence of public clues allows the murderer to deflect a little more easily than, say, Spyfall. Every game I’ve had of this, even at lower player counts, has been amazing. It’s a game I really want to get into my own collection (EDIT: AGAIN, THANKS SANTA) and when I finally have it, I’d be shocked if Deception doesn’t find a way into the top 50.
Who’s that? Oh, don’t mind him. It’s just Bruno Cathala again! Abyss is another game that I feel would be higher if I had a chance to play it more before finalizing this list. I do own Abyss but it just hasn’t hit the table as much as I’d like.
At its core, Abyss is basically a set collection game. You’re trying to collect cards to then spend on other cards which you can then spend to gain big scoring tiles and you’re trying to collect the types that synergize well with each other. All of this done in a somewhat moody but beautiful underwater fantasy world that really helps immerse you into the gameplay.
On your turn, you choose one of three actions. The action you’ll be doing most is gathering ally cards which are then in turn spent on the bigger character cards (which provide points and special abilities). This is done through a really cool push your luck mechanism. You’ll be turning cards over from the deck of allies, placing them on a track. When you turn over a card, however, the other players get first crack at whether or not they want to purchase that ally from you. If they do, they pay a certain amount of pearls (another of the game’s currency) to you and then they’re blocked from buying again on your turn. This puts a cool twist on the usual push your luck formula, because in this case you’re trying to prevent high cards from getting into the hands of your opponents. As such, you may be prone to calling it quits a little early and taking a card you may not want as much.
This clever drafting system is the fuel in Abyss’ engine, but there are other things to do as well. A second action is taking all of one type of card from a place called ‘The Council’, which is just the place where discarded allies go after a player’s draft ends. The other action you can do is to actually spend these allies on characters, which come in the form of big tarot sized cards. These are the cards that will be getting you most of your points and, as mentioned, sport some cool special powers as well. Some characters also have keys which allow you to get another type of prize: location tiles. Location tiles are long tiles representing a certain location in the world of Abyss, and they often have some sort of scoring condition. These are things like “Get x amount of points for your red characters” or “Get x amount of points for unique characters” and so forth. It’s self-explanatory stuff and they also provide direction. You’re obviously going to want to take characters that gel with the locations you’ve drafted and vice versa. The one caveat with locations, though, is that when you take a location tile it is placed on the bottom of three of your character cards, thus erasing their special ability. This creates a tough decision: how badly do you want a location if it means losing a really useful power? Just another thing I love about this game.
The art and production values of this game are stellar as well. The art is incredibly detailed and immersive, helping to craft a world that feels lived in and authentic. It feels unique and original, like Game of Thrones meets The Little Mermaid. I also briefly mentioned the pearls above, a currency used in the game to pay players on their turns, as well as to supplement purchasing character cards. The pearls are little plastic balls that you keep in a shell shaped cup and wow do I love those little guys. It’s so satisfying and tactile to put a handful of pearls into your cup as they clink and roll around, ready to be spent on something that bolsters your tableau. Easily one of my favorite board game components and just another small touch of why I love Abyss.
Like Deception, more consistent play of this would likely see this game in the top 50. As it stands, it’s still an excellent game worthy of my 64 spot.
63. Tournament at Camelot
In my 90-81 section, I made mention of my newly discovered love of modern trick taking games. Tournament at Camelot is the next trick taking game on my list and another prime example of why I’ve fallen in love with the genre.
Tournament at Camelot casts you and your opponents as different characters of Arthurian legend, duking it out to see who can be the least dead by game’s end. I once described this as Super Smash Bros meets King Arthur, and I feel like that is an apt description. Play is pretty standard trick taking fare; someone plays a card and everybody has to play a card of the same suit if they have it. Whoever plays the lowest card must take all the cards played in the trick, which is going to count as damage points at the end of the round. This marks the first twist the game provides. You’re not trying to win tricks, you’re trying to not lose them. It flips the script on a tried and true formula and it helps keep TaC fresh compared to other trick takers.
The twists don’t stop there. What truly makes TaC special is the wide range of special powers that players can use throughout the game. Each player starts with a character from the tales of King Arthur, such as Morgan le Fay, The Lady of the Lake and King Arthur himself. Each character has a unique ability to start the game off with, as well as a companion with an ability that triggers after a certain damage threshold has been reached. “But that’s not all!” I say in my best infomercial voice possible. In addition to these powers there are also Godsend powers. Godsend cards are special abilities (tied to items and characters that are also references to Arthurian legends) that are given to players below the leader(s) as a sort of catchup mechanism. It’s a nice pick me up for the tournament attendees, but instead of a 5-hour Energy or cooler of Gatorade, it’s things like a flaming sword or a gigantic lion with a human face (for some reason). These powers all bend the rules and break the game in fun, often hilarious ways. By the third round, almost everybody is armed with some sort of zany arsenal of abilities, creating a raucous, chaotic slug fest to the finish line.
As if the game wasn’t fun enough, TaC also sports some of my favorite board game art. It’s actual, authentic medieval style art, which is something I absolutely adore. I know, I know, I’m a weirdo, but I’ve always loved that art style. TaC contains tons of it, allowing the already ever present theme to drip through even more.
Tournament at Camelot was one of my first modern day trick takers and I still rank it among the best of them. If you have any interest in trick takers at all, this is a must own.
62. Small World
My number 62 is another one of the hobby’s most popular gateway games and one that I definitely played to death when I first started gaming. I am talking about Small World, the cartoonish fantasy area control game of drafting different races and powers in an effort to wipe other players’ races off the map. It’s genocidal fun for the whole family!
The main draw of Small World is the myriad of fantasy races and goofy special powers that are combined randomly every game and then allowing players to pick which of those combos they want to play. Do you want to play as the Alchemist Trolls, a heavily defensive race that will produce extra gold every turn? Or do you take the Flying Merfolk, who can zip around wherever they want on the map, cherry picking the areas that border water and give them extra points?
This system of picking and using randomized armies brings two cool things to Small World. The first is the draft itself. When you pick your race and power combo, you have a whole column to pick from. The first combo is free and you can take it without spending precious gold. But if it’s a relatively weak combo that you want no part of (“Seafaring dwarves?? Absolutely not”), then you can pick a combination farther down the column with the caveat that you must place a gold coin on every race you skip. Then later on, if you anybody picks a combo with gold on it, hey! Free points! This is one of the first games that used this clever drafting system and we are finally starting to see other games copy it for use in their own systems (Century: Spice Road, Majesty: For the Realm and Micropolis to name a few). It creates a wonderful decision space where you’re constantly trying to figure out the value of how powerful a combo will be versus how much it’ll cost you to get to that.
The other cool aspect that this brings comes in the form of the decline mechanism. Like The Beatles or Butterfinger BBs, nothing lasts forever, and such is true for your races in Small World. As time goes on, your race is going to start to thin out more and more and you’ll have to decide when you’ll want to put them in decline. This simply means you spend a whole round taking most of those units off the board, flipping the remaining ones over to a black and white side and then getting ready to pick a new race in the next round. Timing for going into decline is absolutely crucial. Go into decline too early and you’re not being as efficient with your race’s powers. Go into decline too late, however, and you’ll end up having some very low scoring rounds since your current race is mere scraps on the board. If you time it just right, you can maximize points from your race in decline AND the new active race and that is ultimately the key to success in Small World.
Like many of the great gateway games, it’s easy to see why Small World has been so popular. The art is colorful and inviting, the gameplay is simple to explain (though the amount of powers can make new players’ heads spin), and it offers a ton of replayability and variety. Small World only misses cracking my top 50 mainly because, as I mentioned earlier, I played the mess out of this game when I first got it and have suffered a tad bit of burnout. Another big reason is because I’ve played a lot more area control games since my Small World days and those games are, quite simply, better than Small World.
Still, I can’t foresee a day where Small World will leave my collection and I also don’t expect it to leave this top 100 any time soon.
61. Brew Crafters
As a millennial white male, I have two main loves in life: board games (obviously) and craft beer. My number 61 just happens to combine those two! Brew Crafters is a worker placement game about making craft beer and running your own brewery and, for my money, it’s one of the most underrated Euros in the industry.
In Brew Crafters, you and your other players will be collecting ingredients, brewing beer and building infrastructure for your burgeoning brewery, all while trying to avoid horrifying amounts of debt (something many of us can relate to!). It’s pretty standard worker placement fare, but the way that the cozy looking art mixes with the theme and the gameplay makes it a surprisingly immersive jaunt through the world of craft beer and brewing.
The game’s rounds are broken into two distinct phases. The first phase has you doing a lot of resource gathering; you’re going to spots to pick things like hops, malt and yeast or hiring workers that provide passive special powers. The second phase involves brewing beer and building your brewery, which includes things like building additions and advancing up tech trees to grant you more efficient actions. Managing both phases is pivotal in making a well balanced brewery that can consistently pump out beer like an 80s hair metal band pumped out power ballads. There are various beer recipes for everyone to brew, allowing everyone to focus or specialize on different types. Do you focus on the lighter, easier beers that require fewer ingredients but net fewer points? Or do you try to brew the heavier, tougher beers that are chock full of hard to get ingredients but give more points? There’s also a tiny race element in the form of Gold Labels, which are little bonus point tokens given to the first person to brew a certain type of beer. All the while, you’re desperately trying to get a steady flow of cash coming in, so you don’t have to take debt tokens throughout the game (there are no mobsters in the game, but it’s heavily implied that SOMEONE is not happy with you spending money so flippantly). It’s a surprisingly tough, tight game that will have you hand wringing in between turns, telepathically begging your opponents not to take the hops you oh so need.
I mentioned earlier that I find this to be a very underrated Euro, mainly because this game is rarely mentioned when great worker placement games are being discussed. This is a damn shame and I’d honestly rate Brew Crafters even higher on this list if it wasn’t so hard to get to the table (both figuratively and literally (this game’s footprint should have its own zip code)). As a disclaimer, I can kinda see why it didn’t catch fire. If you’re not into the theme of craft beers and breweries, this will likely seem like a very dry, vanilla worker placement game. In an era of board gaming where game designers sneeze and accidentally shit out two new worker placement games, you really have to add some sort of wrinkle or fresh take to the genre to really stand out. Brew Crafters, as good as it is and as much as I love it, doesn’t really have that.
BUT if you’re like me and love a good craft beer or a weekend trip to a brewery, then Brew Crafters will engross you with a deep, thoughtful experience that goes down as smoothly as a chocolate marshmallow stout.