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Kyle Hanley’s Top 100 Games of All Time (2020 Edition): 90-81

Welcome back! We’re one down, nine to go in this 2020 edition of my top 100! I’m already exhausted! Somebody help! PLEASE.

90. Spirit Island

Last year’s ranking: 55 (-35)

What I said last year

Spirit Island tasks you and your fellow players to defend an island from colonial invaders, putting you in the role of powerful, vengeful spirits who can summon the forces of nature and beyond to do their bidding. The theme is fantastic and is a wonderful middle finger aimed at all the “Let’s colonize some indigenous people!” games out there.

How the game actually plays is quite similar to Pandemic, in that players take their turns trying to manipulate the board state which is then followed by an A.I. deck wreaking havoc on everything you just accomplished. The colonists in this game even act similarly to Pandemic cubes, slowly spreading out like an uncontrollable mold, generally doing more damage the more densely located they are.  Like the disease cubes, one of your main worries is to constantly keep this  spread at bay because the moment it becomes too much to handle, it’s probably too late.

However, don’t mistake Spirit Island for just another Pandemic clone, but with more rules. There are structural similarities, but the game plays vastly differently. Rather than a rigid action system, Spirit Island is all about hand and resource management and savvy card play. Your spirit comes with its own unique set of cards and tech trees to level up, as well as supply of energy that you must dutifully manage. Throughout the game you’ll be leveling up these tech trees and spreading your own presence out on the board, which allows you to further your reach in swatting down those pesky colonists. There is even a hand building aspect to the game, with players gaining the ability to add new cards to their arsenal at certain points. One of my favorite parts is drawing and picking new cards that gel with my spirit’s playstyle. It adds a touch of ownership and customizability to it that many other cooperative games of this type lack.

Another excellent aspect of Spirit Island is that it’s a cooperative game that actually requires cooperation. A novel idea, I know, but Spirit Island does this brilliantly through a few ways. One, the game has so much going on that it’s impossible for one player to quarterback (though I’m sure some will still try). The wealth of stuff to manage requires players to say, “Okay, what can you do? I can shore up over here pretty good but there’s no way I can handle that area” and stuff like that. One of the things that’s gotten very old with Pandemic is that it’s so easy for an alpha gamer to essentially play the game by themselves thanks to perfect information and its somewhat transparent puzzle. Not so in Spirit Island. Not only does everybody have their own hand of cards to parse and manage, but there’s just so much to compute that unless you’re playing with Alan Turing, an alpha gamer is unlikely to take over.

Perhaps more importantly, spirits are designed purposely to have blind spots in their abilities. This means that spirits will HAVE to cooperate because there are things they simply can’t accomplish without another spirit around to hoist them up. Lightning’s Swift Strike, for example, is a quick, offensive powerhouse that can constantly remove colonists off the board, like a mobile bug zapper. But when it comes to actually defending the island, they’re completely helpless, resulting in the invaders doing a ton of damage of their own. On the flip side, you have Vital Strength of the Earth who is a defensive juggernaught but makes molasses look like Usain Bolt. Combine these two spirits, however, and you got yourself a dream team of abilities and powers that are able to tag each other in when they desperately need it, like Undertaker and…uhh…The Rock? Were they both around at the same time? I don’t know wrestling.

Anyway, this reliance on cooperation makes Spirit Island a constantly engaging puzzle for everyone involved and makes the game decently long run time (2-3 hours, depending on player count and experience) go by like a tropical sea breeze. I haven’t even mentioned the insane amount of content this game offers, such as the wide array of spirits, colonists with special powers and even scenarios to try. It’s a game that will keep you busy for quite some time.

What I say now

Spirit Island has the distinct honor of being the biggest drop thus far, careening a whole 35 spots down to number 90.  This is due to two and a half big reasons.

Reason 1: In general, my opinion on this style of cooperative game has cooled. These Pandemic style open information puzzles just don’t engage me like they used to, especially with the influx of fantastic limited communication cooperative games in the past few years. Spirit Island does do a better job at keeping everyone involved and removing quarterbacking than most cooperative games of this ilk, but it’s still not enough for me to want to consistently play this game.

Reason 2: This game is an absolute chore to get to the table. Its depth and complexities means there’s a great deal of fiddliness and edge cases and tiny rules to remember, meaning any time I want to play this I’m faced with the daunting task of relearning it. It’s also longer than most cooperative games, meaning I don’t have to just carve out a huge swath of time to relearn everything but also to play the damn thing.

Reason 2 and a half: Because of this game’s somewhat demanding nature, it’s a game I don’t generally want to pull out with others. This leaves its solo mode as the main option for me and even though it’s a good implementation, the solo mode leaves a lot to be desired compared to the multiplayer game. When playing solo, you play with just one spirit which means one of the biggest draws of the game (trying to combine different spirits’ powers in clever and satisfying ways) is removed. Yes, I can play two handed (where I control two spirits and act like I’m just playing a two-player game) but I get a nosebleed just thinking about how excruciating that would be on my brain.

All that being said, Spirit Island is still an amazing design packed with a buttload of content, which is a big reason why it’s still here in my top 100. It just may not be around much longer, however.

89. Cursed Court

Last year’s ranking: 66 (-23)

What I said last year

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.

What I say now

There is a boring, simple reason for Cursed Court’s fall from 66 to 89: I simply haven’t been able to play it lately. Like Celestia and Condottiere on my previous post, Cursed Court is a game best played with 4-6. That ain’t happening in 2020. I suspect Cursed Court will find its way climbing back up when I finally get a chance to play it again.

88. Thunder and Lightning

Last year’s ranking 78 (-10)

What I said last year

I love me some good 2 player only games and Thunder and Lightning is a VERY good 2 player only game. Set in Norse mythology, Thunder and Lightning casts 2 players as Loki and Thor squaring off, each one trying to find a specific card in the other player’s deck. Anyone who has played the classic game Stratego (one of the few mass market games I’d vouch for and still be willing to play today) will instantly feel familiar with this game.

Both players have their own decks of cards which are functionally the same but differ in some art and card names. The cards represent various figures and tropes of Norse mythology and players will be playing these cards to a battlefield. Cards are placed facedown in a 3 by 4 grid, where your opponent can then try to fight their way through it using cards on THEIR side of the battlefield. There are also other cards that you can play immediately for powers which allow you to do things such as draw randomly from your opponent’s hand, target specific cards on the battlefield, bring back some cards from your discard, etc. If at any point a player can find the card they’re looking for (Odin’s Crown for Loki, Odin’s Ring for Thor) then they win!

Thus begins an agonizingly intense game of bluffing, hand management and secretive tableau building. Every decision is fraught with tension as you try to sneak into the mind of your opponent, trying to discover why they’ve played cards in certain positions or why they’re triggering certain powers. Are they keeping their hand so large because they drew your MacGuffin and are trying to lower the odds of you plucking it out with an Odin’s Ravens card? Or is it to throw you off the scent that they’ve already played your MacGuffin into their battlefield, waiting innocently in a corner as you pay no mind to it? Or is it simply because they like having a lot of cards and options? And what do YOU even do? Do you play strong solider cards to your frontlines, creating a sturdy defense? Or do you space them across your battlefield to provide a nice surprise for your opponent as they get deeper into your lines? Questions like this will pinball around your brain and you’ll constantly doubt and rethink your actions as you try to come up with the best use for the cards in your hand.

My only complaint about Thunder and Lightning is that the game can go on pretty long, especially if neither player draws their opponent’s MacGuffin until late in the deck. It’s entirely possible for both player’s MacGuffins to be buried in the 2nd half of their decks, meaning it will be a long time before anyone even draws it. Considering there are also cards that can raise casualties back from the dead further elongates a game that can take over an hour. This complaint is amplified by the fact that a bad bit of randomness can literally lose you the game, thus making an hour plus runtime a little tougher to swallow.

What I say now

Thunder and Lightning dropped 10 spots, but that’s small potatoes considering how many new games entered the list this year. I still like it roughly as much as last year, it’s just facing stiffer competition. I still have some qualms about its length since some games can be long, drawn out affairs while others are as quick and anti-climactic as a mouse’s fart. But this is still a great 2-player game that I love getting to the table.

87. Love Letter

Previous ranking : 67 (-20)

What I said last year

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.

What I say now

Love Letter is one of those games that I think is simply starting to play itself out a bit. I still love playing this game and I have fun whenever I do, but it’s slipping due to the sheer number of times I’ve played it. I wouldn’t say I see it leaving the top 100 because it’s still one of my favorite wind down, end-of-the-night-after-too-many-beers-kind-of-games, but it’s getting close. Love Letter? More like Reluctant Break Up Letter, amiright??

86. Everdell

Last year’s ranking: N/A

The first ‘new to the list’ game for this 90-81 section is Everdell. Everdell is a worker placement, card driven tableau builder that I think can best be described as ‘51st State but for furries’.

In Everdell, you and your opponents are various woodland critters, building up the kingdom of Everdell through your own personal cities. What that actually means is that you will be placing workers to obtain resources which you will then spend to place cards in front of you, hoping those cards will form an engine that net you even more resources and/or end game points (giving you that aforementioned 51st State feel).

The absolute first thing you’ll notice about Everdell is its stunning art and production values. It’s a breakout performance from artist Andrew Bosley, whose gorgeous art adorns every inch of this game, creating a universe that brims with charm and personality. The components are also top shelf quality, with tactile resources, like chunky twigs and squishy berries, and a cardboard god damned tree that sits at the edge of the board. From a practical standpoint, the tree actually kinda gets in the way more than it helps but it’s a GIANT CARDBOARD GOD DAMNED TREE. I’m not going to ask questions.

These stratospheric production values help instill what is my favorite thing about Everdell: atmosphere. Aside from Viticulture, I can’t think of a Euro that does a better job of immersing you in its world and providing you an almost palpable sense of ambience. As I place my workers and collect my resources, shifting through my hands of cards to see what I should focus on, there is a feeling of warmth and serenity that bubbles up within me. I practically feel like I’m in the kingdom of Everdell itself, fraternizing with the other critters and gossiping about how the skunk is sleeping with the otter or whatever it is that forest animals do (remember: what happens in Everdell, stays in Everdell).

Everdell finds itself not quite as high as other Euros on this list mainly because of lack of multiplayer experience. The bulk of my plays have been solo, with one two-player game being my sole multiplayer session. What I have played is obviously top 100 material already but keep your eyes on Everdell next year. I could see this making a big jump up the list.

85. Old West Empresario

Last year’s ranking: N/A

Another new game to the list!This one is Old West Empresario and it is a real chocolate and peanut butter situation. It takes two awesome things-tile laying and dice drafting-and mashes them together to make the Reese’s Peanut Butter Cup of tableau builders. And that is as far that metaphor will go, don’t worry.

In Old West Empresario, you are building up a frontier town, building things like distilleries, saloons and graveyards (because you only did two things back then: drinking and dying). Every round, dice are rolled and placed in columns depending on their number. When it’s your turn, you take a die and then take a tile from the column to build in your town. As you build, you’re hoping to set it up so that the tiles are next to things that score them lots of end game points.

But I’m burying the lede here. Sure, you’re trying to set the tiles up in an efficient, geographic formation but that’s a mechanism you can file under “Every Tile Layer, Ever”. The real draw of Old West Empresario is that all the tiles have special powers which are activated by a certain die number. When you draft a die, you don’t have to take a tile from that column. You can instead use that die number to activate all tiles in your town that have that activation number.

This adds so much richness to the otherwise standard tile laying fare of Old West Empresario. Suddenly you’re not just looking to the end game, trying to get specific tiles next to each other for a big point payout at the finale. You’re also keeping an eye on what powers work well together and what their die numbers are. Do you place a bunch of tiles with different die numbers, so that no matter the rolls you have something to activate? Or do you load up on tiles of one or two numbers, so that when you get a die of that type you can trigger a domino fall of powers? It’s an engrossing dilemma to wrestle with and one of the reasons why I love this game.

Old West Empresario finds itself in a similar situation to Everdell. It’s in the 80s now due to having only a few plays of it, but it’s something I could see rising come next top 100. Regardless, it’s a fantastic combination of two of my favorite mechanisms and I can’t wait to get it to the table again.

84. Biblios

Last year’s ranking: 18 (-66)

What I said last year

In Biblios, you are living through everyone’s biggest power fantasy by donning the cowl of a medieval monk and trying to create the best damn library around. If that doesn’t get your pulse racing, then you’re probably a pretty normal person. But don’t worry about the theme (even though I secretly like it because I’m a weirdo). The real magic in Biblios comes from its gameplay.

Biblios is simply a set collection game at its heart but where it blossoms into a beautiful monk shaped flower is in its unique structure. The game is divided into two phases. There is a card drafting round known as the Gifting Phase where you’ll be gaining and divvying up cards, and then an auction round where you’ll be buying even more cards in an auction format.

First, the Gifting Phase. During this phase, players draw cards from the deck and must do the following: keep a card, give a card to the other players and put a card into the auction deck to be auctioned off in the following phase. The cards are either gold cards to use for the auction, cards that control the dice that mark the point values for the different colors in the game and then the cards of said colors.  The key here, however, is that players draw these cards one at a time and must decide immediately what to do with it. If you draw a high value blue card, do you keep it? What if you’re not working to collect blue? Do you willingly give it to another player, knowing it’ll greatly help them out? Or do you just stow It away in the auction deck, waiting for Future You to deal with it? Every card draw in this phase feels like a mini game of push your luck, trying to decide what to do with each card so that you don’t end up getting stuck with something crappy or giving your opponent something amazing.

The next phase is just a straightforward auction but it’s no less intense. The gold you accumulated in the Gifting Phase is used to buy the cards from the player crafted auction deck, with everyone raising their bid or bowing out to save up for the next card. Even if you made an effort to get a nice, fat stack of gold, it feels like you’re always on the precipice of being completely broke. It’s a tightrope walk of getting good value for cards you want while making sure your opponents don’t get things they need for cheap. This often results in you feeling like you’re overspending or letting your opponents get cards too easily and, like Hanamikoji, the brilliance is that your opponents are thinking the same thing.

Every turn and decision is loaded with anxiety and panic, which culminates in a climactic reveal. At the end, players reveal their hands to see how much of each color they have, which then shows which colors they’ve essentially ‘won’. Points are awarded based on what the die of that color says and whoever has the most points, wins. It’s always a surprising and thrilling revelation, a dramatic release of tension like a slingshot snapping a rock through a window after being held for twenty straight minutes.

I’ll end this by saying that even if you find the theme of monks and libraries to be empty and boring, you’d be doing a disservice to Biblios to not play it. It’s such a superbly designed game with two unique halves that somehow flow together seamlessly. Try it out, Biblios is amazing.

What I say now

That sigh of relief you just heard is from Spirit Island up above, which no longer has the honor of being the game to fall the farthest. Now it’s Biblios, which was in my top 20 last year, falling down to my bottom 20. What the hell happened, Biblios!?

Okay, it’s easy to see a huge freefall like that and be like, “Well, guess Kyle hates Biblios now” but that’s far from the truth. I still REALLY like this game. It’s still an amazing card game. My big issue with Biblios is that its luster has worn off a bit. It was one of the first card games I really loved when getting into the hobby and I think a there was a shred of nostalgia behind its high rating last year. I also just have to admit that since playing and falling in love with Biblios for the first time a couple years ago, I’ve played so many small, tense card games that I, frankly, like more than Biblios. This realization occurred some time between last year’s ranking and now, hence the dramatic plummet.

But again: Biblios is an incredible card game that I would recommend to anybody. In fact, I’d be SHOCKED if Biblios falls off the list entirely come next year. It’s still firmly a top 100 game. It just isn’t as high up, that’s all!

83. Sheriff of Nottingham

Last year’s ranking: 53 (-30)

What I said last year

In Sheriff of Nottingham, you and your opponents take turns being the titular Sheriff. When you’re the Sheriff, players hand you a bag stuffed with up to five cards, claiming a certain good, such as cheese or chicken. BUT, in pure bluffing game fashion, they may be lying. If you call them out on it and open their bag only to find they’ve been telling the truth, you pay a penalty per card. If you open it and discover they’re sneaking in contraband, such as crossbows or pepper (the law really hates pepper in this game), then THEY pay the penalty.

That’s pretty much the game! As you can see, this is far from a deep experience. But what makes Sheriff of Nottingham so much damn fun is the negotiation and the role play that blossoms from the simple mechanisms. You can bribe the Sheriff to open a bag or to not open a bag or even offer them goods if they let you go through. They can haggle right back, threatening to open unless you provide something in return. All the while, players are (hopefully) doing this in shoddy British accents, dramatically playing the parts of humble merchants or of a ruthless Sheriff.

This game was firmly in my top 25 for a while but has recently fallen because I’ve realized how much the game relies on everyone buying into the role-playing aspect. If you have everybody being goofy and doing stupid voices, this is one of the most fun games you can play. But if even half the table is playing it straight, it will sink the experience. My last playthrough of this had me being the only one acting like a dumbass and it was not nearly as pleasurable as past playthroughs. Waaay back in my 100-91 section, I talked about a game called Goodcritters and said that if everybody isn’t getting into it, the game will fall flat. The same can be said for Sheriff, unfortunately.

Ultimately though, if you think you have a group that will really buy into it and act like a bunch of assholes at the Renaissance Faire for an hour, Sheriff of Nottingham is incredible amounts of fun.

What I say now

My main critique of Sheriff of Nottingham last year-that it requires everyone to act silly and role-play a bit-still stands strong today and is the reason behind Sheriff’s slow but noticeable decline. I’m now much pickier with my plays of Sheriff and thus have not gotten it to the table in a while. When I get the chance to play this again with the right group, I wouldn’t be surprised if Sheriff starts to claw its way back up; it’s too fun a game not to. But for now, 83 will have to do!

82. Oriflamme

Last year’s ranking: N/A

I mentioned in my last post that I’ve come to realize that role selection is one of my favorite mechanisms and here’s another game to spotlight why. Oriflamme is my number 82, an under the radar game that feels like someone took the bluffing and role selection mixture found in the game Coup and added a dash of programming to it.

In Oriflamme, you and your opponents are fighting over some random throne because some random king decided to randomly die without an heir. How irresponsible of him. To win the throne, players need to cleverly activate roles while building up influence chips throughout the game. Whoever has the most influence chips, wins.

Lots of role selection games involve players simultaneously selecting their roles and then flipping them over to activate. Oriflamme manages it a bit differently. Every round, players take turns playing a role from their hand face down into a display, adding it to either end. Then, an activation phase commences in which the players go down the display and decide one of two things: do they want to flip over the role and activate it OR do they want to keep the role face down and place an influence chip on it?  Letting these chips build up is essential to winning since they are victory points but doing so means you’re not activating a potentially important role AND you’re painting a huge target on your back for somebody to attack that card and remove it, and all its influence, from the game.

These tantalizing decisions during every activation phase makes for a perpetual game of chicken between you and your opponents. You and the others around the table are constantly side eyeing each other, wondering who’s going to draw first blood. Making it even more intense are the presence of the Scheme and Ambush roles. The Scheme card allows you to reap DOUBLE influence when you activate it, meaning anybody who lets the card sit for half the game is going to get a massive return on investment. Buuut, don’t let that persuade you to attack each other blindly because there is the Ambush card. The Ambush card means that whoever attacks it loses THEIR card and the ambushed player receives a payout of 4 influence, which can be a surprisingly huge swing in this game. The mere threat of these two cards looming over the display creates a tense game of double think and bluffing, giving every choice surprising weight given the game’s brisk 15-20 minute run time.

To go even more inside baseball, you can stack your own cards on top of each other in the display, giving you more control over what activates and when. Combining this with some savvy ordering of your other cards in the display can trigger big chain reactions that create a huge knockout punch in your benefit. This injects some of that programming element I alluded to earlier, a unique feature in a role selection game. Thanks to extremely important timing, it can feel hard to pull off some of these power moves, making you feel more like Hodor than Littlefinger. This can give the game an air of frustrating chaos BUT the prospect of doing so outshines that occasional negative feeling.

All of these small, subtle elements to your decision making creates a game that is far more crunchy and cunning than it lets on. My time with Oriflamme is still relatively fresh, so I could definitely see this climbing in the ranks. For now, it is a rock solid 82.

81. Small World

Last year’s ranking: 62 (-19)

What I said last year

Small World [is a] 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.

What I say now

Not a huge drop for Small World, but sizable enough to do a brief double take. Unfortunately, this is another game in which it’s a fairly boring answer: I just haven’t played it in a while. Small World is best with more than 2, so being stuck in a pandemic fueled Groundhog’s Day scenario of nothing but 2 player games hasn’t helped it to get to the table. My girlfriend, the one subjected to playing games with me during this lockdown, is also not a big fan of Small World so that hurts its chances even more.

What I will say is that I DO feel the urge to play Small World. For a game I played so much in the early days of my hobby gaming, I don’t quite feel the burnout that I do with other games of that era, like Pandemic or last post’s Carcassonne. I really would love to dive back into this game’s fantasy world of wacky wanton warfare.

Until then, Small World has to be satisfied with a place in the low 80s.

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Congratulations! You’ve completed Part 2! Not so hard, was it? See you next week for 80-71!

Kyle Hanley’s Top 100 Games of All Time (2020 Edition): 100-91

I interrupt your horrifying 2020 to bring you a bright ray of board game sunshine: it’s my top 100 games of all time!

Last year, around the late Fall/early winter period, I shared with the public for the first time ever my top 100 board games of all time. However, that was the 2019 edition. If 2020 has taught us anything, it’s that a LOT can change in a year. Therefore, I think it’s fun and far more accurate to update the list year to year and this right here is the start of my 2020 list.

If you’re completely new to this, you can check out my 2019 list on my site. I obviously still have it posted, both for posterity and because there’s no way something I spent that amount of time on is getting removed. I made a little post (Yep, That Time Again, Let’s Do Another Top 100!) a week ago introducing how I’m gonna handle this year’s top 100 versus last year’s, particularly when it comes to games that I already wrote about. Check out that link above for a quick primer to see what’s in store.

With those things out of the way, let’s get into it!

100. Monikers

Last year’s ranking: 86 (-14)

What I said last year

Monikers is a game that is based on a public domain game that has several different names: Fishbowl, The Hat Game and Celebrity are a few of the names given to the DIY versions you play with your friends, while people in the hobby will recognize Time’s Up as an officially published version of the game system….Monikers/Fishbowl/The Hat Game/Celebrity/Time’s Up is a game where two (or more) teams are trying to guess more words and phrases than the other team(s). These words and phrases are on cards that make up a unique deck for that game. On your team’s turn, a clue giver is trying to give clues to lead your team to guessing whatever is on that card. Pretty standard party game stuff, so far. But there are two unique twists that make this game as memorable and funny as it is.

The first twist is that the game is played over three rounds and each round narrows the amount of stuff the clue giver can say and give to their team in order to guess the word. First round is easy: the clue giver can say whatever they want as long as it isn’t part of the word or phrase itself. Second round is tougher: in this round, the clue giver can only give ONE word to lead their team to winning the card. Third round is madness: only charades/silent gestures can be used to get your team to guess the card.

Which of course leads me to the second twist that makes this game system so brilliant. During these three rounds, the SAME deck of cards is being used. This means players have to remember from previous rounds what words have been guessed and use that to their advantage as the clues get vaguer and more stupid as the game goes on

The end result is a hilarious game where inside jokes and callbacks run rampant. As you get deeper and deeper into the game, your brain latches onto references from previous rounds, creating a cacophony of laughter whenever they pop back up. This leads to situations like in a recent game for me, where somebody pantomiming a fire breathing dragon led to someone (correctly) shouting, “BENEDICT CUMBERBATCH.” Another saw a friend of mine running to block a door with his back, fear and panic on his face in order to get across the word “Hodor”. Perhaps my favorite of all is a very simple moment when my friend gave a serene, welcoming gesture with his hands and face which got me to correctly guess, “Richard Attenborough”.

It’s these little moments that pepper a night of Monikers that make it such a fun, hysterical experience. There’s not much else to add, so I’ll close with my favorite Monikers story. One night, I introduced it to three friends and we were playing 2 v. 2 for an hour or so. Another friend came in during the third round of a game and saw us guessing extremely specific prompts off of fairly basic charades gestures. She stood there dumbfounded, not realizing it wasn’t normal Charades, and just softly said, “how did you guys do that.”

What I say now

Yeah, Monikers is still a blast. It does, however, find itself sinking on my list, dangerously close to falling out the bottom, because of its fairly specific niche it fills. I really only play Monikers at big parties, where we have at least 6-8 willing players, and outside of that setting, I don’t find myself drawn to it. The fact that I haven’t had a social situation like that since (checks watch) mid-March due to a deadly virus raging across the planet, perhaps compounds this issue.

Still, the fun memories Monikers has provided me with and the always hilarious experiences that occur when it’s pulled out means it can feel secure here in my top 100 for at least another year.

99. Silver & Gold

Last year’s ranking: N/A

Well, that didn’t take long! Just two games in and we already have a newcomer. Welcome to the list, buddy!

Our fresh face here is Phil Walker-Harding’s Silver & Gold, a roll/flip and write that has the distinction of being my favorite in the genre. In this game, you won’t be crooning Christmas songs as the name may imply. Nope, here you’re in the role of pirates crossing off ‘X’s off treasure maps, as you do between binging rum and hanging out with Johnny Depp.

The game is essentially a deck of cards that represent these treasure maps. You start the game with two and then a separate deck reveals a polyomino shape for that turn. That shape is the shape all players must draw on one of their two maps. “Wait,” you say, your face flushed with panic, “draw on a card!? What am I, some kind of serial killer!? That’s how John Wayne Gacy started!”

Relax, friend, because one of the coolest things about Silver & Gold is that the cards are all dry erase. That means you take a marker, mark out the squares  and at the end of the game, everything comes off! Your goal is to mark off all the squares on a card as quickly and efficiently as possible. As you fill in cards you place them to the side like a pirate secretary filing paperwork and then you grab a new one from an ever-changing display.

Playing these minigames of Pirate Tetris as efficiently as possible is made all the more fun by the extra small but meaningful decisions Walker-Harding has peppered along the way. Some of the squares on the maps have different icons. There’s coins and palm trees which can provide big point bonuses when filled in at the right time, as well as ‘X’s that allow you to immediately cross off another square (which can be chained together to satisfying effect). Plus, many of the cards include end game point bonuses for completing certain color cards. Trying to formulate a strategy around one of these mechanisms gives Silver & Gold a slight but noticeable extra oomph and provides a solid amount of replay value.

The biggest criticism I have of this game is that it can be a very heads down experience. Aside from occasionally having a card you wanted taken from the display and the race to gold coins, it feels like you’re just paying attention to your own maps with little room for player interaction. This is, of course, a common thread among roll and writes, a big reason why the genre often falls flat for me. Silver & Gold does what it can to mask this, but even that feels like not quite enough.

But as I’ll say quite often throughout this list, making it anywhere on this top 100 means it’s a great game, so 99 is quite impressive for Silver & Gold!

98. Brave Rats

Last year’s ranking: N/A

One thing I was surprised by when I looked through my 2019 top 100, besides how insufferable I am, is how much I apparently like role selection games. I’ve always known it to be a mechanism I liked, but I like it a LOT more than I realized. We can add another piece of evidence to the sprawling “Does Kyle REALLY like role selection??” cork board that some haggard detective is currently standing front of: my number 98 game, new to the top 100, Brave Rats.

Brave Rats is designed by Senji Kanai, designer of Love Letter, another role selection game that happened to make my top 100 last year (will it return? STAY TUNED). And when you squint at both Love Letter and Brave Rats, you can certainly see the connective tissue. In fact, I’ve often described Brave Rats as a 2-player version of Love Letter.

Like Love Letter, Brave Rats has players picking role/character cards, trying to trigger their powers and/or ensure that their character’s number is bigger than their opponents. Whereas Love Letter involved players drawing from a deck, managing a teensy tiny hand of two, Brave Rats is a 2 player only game where both players have an identical hand of 8 cards. The cards (again, like Love Letter) are different characters that are numbered and include some sort of zany special power that will obliterate any chance of your game following those pesky things called ‘rules’.

You see, at its core, Brave Rats is basically a game of War (that sounds dreadful, but keep reading). You play a card and the number on it needs to be higher than the number on your opponent’s card. If it is, you win the round! First to four rounds wins.

Okay, sounds simple, but imagine playing a game of War in which you and your opponent are crammed into a giant clothes dryer and you’re spending the game tumbling together around in a kinetic blur. That’s what Brave Rats truly is.

So, let’s say you play the ‘Assassin’, a 3, which means the lowest strength wins but your opponent played ‘The Wizard’ which cancels out your card so never mind, the ‘Wizard’ has a higher  value so they still win BUT WAIT, ACTUALLY on the previous round you played the ‘General’ which provides +2 to your card in the next round so your ‘Assassin’ isn’t a 3, it’s a 5, so it’s a tie which means this round is put on hold and the cards are put to the side so that whoever wins the next round wins both that round and THIS round and this is just a small example of the nonsensical, topsy turvy fun that Brave Rats provides.

Games can even last, hilariously, less than 5 seconds. A ‘Prince’ card automatically wins the round they’re played in BUT if your opponent plays the ‘Princess’ card, they automatically win the game. I’ve played many a game with my girlfriend where I play my ‘Prince’ as my first card, thinking, ‘No way she plays her Princess THIS early, heh heh oh look she did, I just lost” and the game is over just like that. It’s moments like this and the example above that make Brave Rats such a supremely silly but memorable game that I have a blast playing over and over again.

This has been an amazing game for me the past couple months in quarantine, since it’s just me and my girlfriend playing lots of two player games. The main reason this sits at 98 and not higher is because, like a powerful blood magic spell, the whirlwind of chaos this game conjures comes at a price. Often times there’ll be edge cases as to who truly wins the round and there’s a player aid devoted to tiebreakers with a surprisingly daunting spreadsheet to resolve who wins what and when.

Despite that fiddliness, Brave Rats is an absolute delight of a microgame and one that I anticipate could climb up the more I play.

97. Majesty: For the Realm

Last year’s ranking: N/A

My number 97 comes from designer Marc Andre, who is best known for making the smash hit Splendor. While I quite like Splendor, it isn’t quite a top 100 game for me. Therefore, I find it a little disappointing that his follow up, Majesty: For the Realm, hasn’t gotten near the buzz Splendor did because I, obviously, find it to be a better game.

Like Splendor, Majesty is a gateway level engine builder perfect for rookies to the genre. Whereas Splendor had players collecting and spending poker chips to buy victory points, Majesty has you drafting cards to slot into a tableau so that they can net you exponential returns. Every player starts with a row of cards representing a village, with locations like the Mill, the Brewery and the Castle.

On your turn, you draft a card from a display, following a Small World-esque system; the first card is free and every card past that requires you to drop a meeple on everything that comes before it. You then take the card and put it in its proper location: Millers go the Mill, Brewers go to the Brewery and so on. This gives you an amount of points, the amount of which is determined by the number of cards already at that location and/or the number of cards at other places in your tableau.

The points you’re rewarded start off small, like the drizzle before a spring shower, and eventually become laughably huge, turning that drizzle into the monsoon scene from Jumanji. So many engine builders revolve around building engines that either make actions more efficient or allow you to trigger chain reactions that lead to an eventual windfall of resources or points. In Majesty, it’s far simpler. Things just snowball till you blink and suddenly you have 200 points. It’s a refreshingly elegant and satisfying way to tackle a mechanism that, I think, can sometimes transform its games into downtime filled slogs as every player needs to wait for their opponent to trigger 14 different cards that lead into each other.

These point explosions that come at you like a fireworks display’s grand finale are made all the more satisfying by the chunky point tokens you get from scoring. They aren’t quite the tactile delight that the Splendor poker chips are but they’re damn close. Obviously, this is a fairly shallow observation to make, but components can add a lot to a game and the gratifying clickety clack of these point chips elevate the already rewarding engine building that Majesty provides.

The interesting thing about Majesty is that this isn’t new to my collection or a game I just played this year for the first time. I’ve had Majesty since it released back in 2018 and it’s always been a game I’ve really liked. I just happen to rediscover my love for it this year, thanks to quarantine gaming with my girlfriend. We’ve been playing it a bunch over the past few months and it’s been a wonderful experience, like greeting an old friend you haven’t seen in a while.

Majesty certainly isn’t the deepest game and there’s a certain strategy that I think is perhaps overpowered (there is a ‘variety point bonus’ for getting all your locations filled that seems to always decide the outcome), but this is one hell of an underrated game that deserves more love.

96. Celestia

Last year’s ranking: 83 (-13)

What I said last year

Celestia is a push your luck game in the style of Incan Gold, where you and a group are pressing forward on an increasingly dangerous path, and the crux of the game is deciding whether to stay and take guaranteed points or to stay juuust a bit longer to squeeze out a bit more. While Incan Gold has you going through a fairly generic temple setting, Celestia has you travelling on a steampunk style airship, making pit stops in a vibrant Wonderland-esque cul-de-sac of floating cities.

Celestia is played over a series of ‘journeys’, which involve moving from city to city. At each city, a new captain takes over making this either the most fair, egalitarian group of air travelers ever assembled or the most indecisive. Whoever the captain is must roll a certain number of threat dice, the number of which gradually increases throughout the journey. These threat dice might be rolled to a blank side, which reveals no threat (awesome!), or show some sort of threat icon (booo!). The threats involve things like ‘Sky Pirates’, ‘Lightning’ or ‘A Whole Shit Ton of Birds’. The captain must beat these threats by playing cards from their hand which have a matching icon. If the captain does, congratulations! Onward to the next floating city that definitely isn’t just an LSD hallucination! However, if the captain CAN’T play cards to beat the threats? Well. Hope your family took out a nice life insurance policy, because that airship is going DOWN.

The key here is that before the Captain reveals whether or not they can defeat the threats and safely fly everyone to the next city, every other player gets to decide whether to stay with their fearless leader or parachute on down to the current city tile the ship is on, grabbing a victory point card from the city. Victory points increase down the path, which entices people to stay on board but the chance of getting NO points can scare even the most stronghearted explorer. After all, you know what they say: a bird in the hand is worth two in the flaming airship wreckage.

While players decide whether or not to drop out, the Captain can say whether or not they have the cards to beat the dice. The fun part is, they can tell the truth or bend it to their advantage. This extra bit of bluffing is what makes Celestia sing, and it creates lots of table talk and negotiation as people try to figure out what to do. Every game I see alliances form, with two or three people becoming each other’s Ride or Die, always jumping ship at the same time or sticking together during even the darkest of times. It’s hilarious when one of these alliances goes deep down the journey’s path, managing to snag a high point victory card from one of the final cities as everyone else bitterly mumbles under their breath. It’s even funnier when an alliance foolishly crashes together, making one wonder if Kool Aid is one of the in flight refreshments.

Like many push your luck games, Celestia is full of laugh out loud and stand up moments. Add in the extra social dynamic of bluffing and table talk, and you have an easy top 100 entry for me.

What I say now

Celestia finds itself falling down my list. One of the biggest reason for this is Celestia’s player count. The box says 2-6, but like an insecure man stuffing the groin area of his pants with a sock, that’s way overcompensating. This game is ostensibly a 4-6 player game and that’s bad news. Not just because of *gestures to the pandemic* that, but also because Celestia faces a lot of competition in my collection at that player count. If I’m in a situation where I need a game that plays best with 4 or more, Celestia finds itself low on the list of options.

One reason for this is my main criticism against this game. It’s a criticism I swore I brought up last year but, looking back, it appears not. It’s never too late to complain, though, so let me complain! My biggest critique of Celestia is that has a very slow pace in the first half of the game. It’s a game to 50 points and I always feel like the first 25-35 points take FOREVER to get. I have a couple specific memories of playing this game for 20-25 minutes, looking at my stock of points to discover I only had, like, 12. I will admit that the last third of the game feels much quicker and more intense, with everybody suddenly within arm’s reach of the 50 point target. But getting to that final act feels like climbing up a hill made entirely of treacle.

I still obviously quite like Celestia; any game on this top 100 is a game that I really enjoy playing. When/If the pandemic ever ends and I get a chance to play this again, I could definitely see this solidifying a place on the list. For now? Let’s just say its facing a little turbulence and that there is a faint whiff of whiskey wafting from the captain’s cockpit. (It’s an airship metaphor. Like the game. Get it? Venmo me your tips)

95. Condottiere

Last year’s ranking: 97 (+2)

What I said last year

Anyone who has played The Witcher 3 will immediately recognize Condottiere as something familiar: this game is basically Gwent…In Condottiere, players are vying over control of 13th century Italy with the end goal being to either control 3 adjacent territories on the board or simply controlling 5 in all. These territories are won by playing battles, which is where the Gwent similarities start to pile up. Players are playing cards from their hands, most of which are soldiers with values attached to them. Ultimately, by the time the battle ends you want your little battle line of cards to have the highest value so that you can claim the territory with one of your cubes.

Of course, it’s not that simple. There are a handful of special cards that spice things up like Grandma’s marinara. There are drummers which double the value of your battle line, there’s a Bishop who destroys every copy of the highest valued soldier (what a cranky old man), there’s even a card that ends the battle abruptly, resulting in hilarious moments where someone wins a territory with one dude holding a crossbow in their line.

At its core, Condottiere is a tense game of hand management. You’re constantly debating whether you want to spend your best cards and really commit to winning that territory, or if you just want to retreat and save your hand for another day. In a clever rule, if you’re the only person with solider cards in your hand in between battles, the round actually ends and you have to discard your whole hand, thus meaning hoarding till everyone else is depleted won’t work. When you throw in some politicking with your friends, the game REALLY comes alive. The last game I played of this was an absolute blast, and a lot of that had to do with the constant fragile alliances being made and immediately being broken as people were selfishly trying to win each territory for themselves.

If there is a main gripe I have with this game that keeps it from being higher on the list, it’s that you can really be boned by a bad hand of cards in this game. I usually don’t mind luck of the draw, but in this game it stings a lot more for some reason. Probably because there isn’t much of a way to mitigate a bad hand and since you’re stuck with it for an entire round, it can be deflating to watch battle after battle being lost. I once drew a hand that was essentially a high school marching band, with nothing but drummers and very few soldiers and it was not fun.

Outside of this unfortunate luck of the draw, Condottiere is a fantastic card game that seems to get even better with each play.

What I say now

It’s funny that Condottiere follows Celestia on the list. Remember when I said Celestia is competing against a lot of great 4-6 games in my collection? Condottiere is one of the games I’d choose over Celestia! Well, this is awkward. Sorry, Celestia, I didn’t think you’d still be in the room.

I don’t have much to add or change to what I said last year. Everything still stands and this is one of many games I can’t WAIT to play again when game nights are safe to have again.

94. Kodachi

Last year’s ranking: N/A

My number 94 is another new game to the list, a push your luck, hand management game called Kodachi. Set in 12th century Japan, players find themselves in the roles of ninjas breaking into various estates, hoping to defeat guards and grab some loot in an effort to get the most points. Just like real 12th century Japan!

Kodachi is a push your luck game in same vein as Incan Gold or Port Royal; you’re revealing cards from a deck and hoping you don’t bust. What separates this game from those, however, is its hand management system. The cards you’re revealing in Kodachi represent guards and they have a number you must beat by playing a value from your hand. What value must you play? Ahh, that depends on how you decided to approach this round.

You see, when you turn over the first guard to start your turn, you have a choice: are you going to break into this estate using stealth or strength? If you use stealth, then to beat the guards you draw you must play a value lower than their number. If you use strength, however, then you must play a value higher than their number. This decision to either tip toe around like Solid Snake or lay waste to every living thing in your path like John Wick is a reliably tense one, forcing you to compare the first guard to the cards in your hand, trying to figure out what is the safest bet going forward.

If you ever draw a guard you can’t beat, you bust and your turn ends. If you decide to end your turn before that happens, though, you get to draft cards from the various cards you’ve drawn. You can take guard cards, which provide a treasure to represent the loot they’ve dropped, or you can spend treasure gained in this fashion to grab new cards to add to your hand/deck. This adds a subtle dash of deckbuilding to the game and helps you fashion a deck that can go in any number of ways. Perhaps you grab cards of varying values, hedging your bets so that you can be prepared for any roster of guards you face; or maybe you focus on exclusively low or high values, so you can consistently approach your turns with the same mentality; or maybe you don’t even focus on the cards that provide values and instead grab ones that reward end game points, sacrificing deck versatility in an effort to bolster your final score. For a game that isn’t primarily a deckbuilder, it’s a surprisingly robust amount of strategic choice you have in crafting your deck.

This unique combination of three mechanisms I love (push your luck, deckbuilding and hand management) makes Kodachi a veritable parfait of gaming excellence. It’s a little slower and more deliberate than most push your luck games of this time, which is perhaps a reason it finds itself in the 90s of this list rather than higher, but the more you play the more you’ll appreciate Kodachi’s expertly woven patchwork of elements. It’s a game that doesn’t get talked about too often, so definitely keep an eye out for this one.

93. Carcassonne

Last year’s ranking: 76 (-17)

What I said last year

Carcassonne tasks players with building the titular city as well as its surrounding countryside, placing tiles out in a communal landscape…and placing their meeples on various features to try and score them if they ever finish them before game’s end. As the landscape grows, players become invested in certain areas, creating a tense race to the finish line as each player hopes and prays the tile they draw is the exact tile they need to complete something (Narrator voice: “They won’t.”)

There’s just so much to love about Carcassonne, but one thing I’ve always adored is how it’s very versatile in the type of game it can be. If you want to play a peaceful game of city building, not getting in each other’s ways and just enjoying the piece of art everyone is creating, this game allows that. However, if you want a vicious game of cutthroat maneuvers and constantly butting heads, Carcassonne can be as mean as all hell. I have some friends who enjoy the more peaceful playstyle, and it’s always a serene, relaxing experience. But I have other friends who will ALWAYS place tiles in a way that either attempts to snipe your territory or that makes it incredibly difficult for you to complete the feature you’re working on. Whether it’s a lovely stroll through idyllic France or an absolute massacre, Carcassonne manages to be a great time either way.

I am a little surprised Carcassonne is relatively low on this list (not that spot 76 is anything to sneeze at!) and I simply think that’s because I played SO much of this when first getting into the hobby. When first getting into board gaming, I pretty much exclusively played cooperative games. When I did play a competitive game, though, Carcassonne was ALWAYS the one to hit the table. It certainly holds a nostalgic corner of my heart, but I do think the constant play of it in those first few years has resulted in a tad bit of burnout.

Regardless, Carcassonne is still amazing and anybody who hasn’t played it absolutely needs to. It is an evergreen classic in this hobby for a reason, and there are so many tile layers we have Carcassonne to thank for.

What I say now

I express surprise in last year’s entry for Carcassonne that it was lower on the list than I expected. And here we are, a year later, and Carcassonne is even lower at 93. Turns out my suspicions of burn out last year turned out to be true. I simply don’t have the desire to pull out this game too often because of how much I played this game in my days of being a youthful, vigorous 26-27 year old.

I did get to play this a few months ago for the first time in AGES and I definitely enjoyed it, marveling at it from a design and innovation perspective. But it also didn’t fire me up like many of the games higher on my top 100 do. It’s still an excellent game, but I have a feeling this old timer may retire to a life in Florida by the next top 100.

92. Lanterns

Last year’s ranking: 80 (-12)

What I said last year

Despite never catching fire quite like Ticket to Ride or Splendor, Lanterns is still one of the more popular gateway games in the hobby. This is for very good reason, and I actually like it more than those gateway behemoths I just mentioned. Lanterns is simple, quick, but incredibly puzzle-y and interactive, something every great gateway game should strive for.

In Lanterns, you’ll be dropping the titular paper lanterns into a big ass lake, watching them float around like multicolored lily pads. Normally this would be littering, but this is the big Harvest Festival, which means who cares if they’re not biodegradable! This is for the Emperor!

You’ll be placing tiles down into a communal landscape (like many tile laying games) and collecting different colored cards based on how you place them. The tiles are sectioned off into quarters, each with a different batch of colored lanterns inside. Upon placement of the tile, the players all receive a colored card matching the colored lanterns that are facing them. As the game goes on, you’re trying to cash in sets of these cards to gain points from constantly diluting pile of tokens.

Not since this past Thanksgiving with your Trump loving Uncle have you cared more about where people are sitting at a table. You have to constantly be peeking at the cards they’ve collected and making sure you don’t allow them to get a set while also being sure to get colors that YOU could use. Bonus cards applied from color adjacency and getting tokens from decorative floats that allow you to exchange cards add even more layers to this scrumptious puzzle. You’ll be fidgeting with your hand of three tiles, rotating them and squinting at the board, imagining the ramifications of each decision. The fact that this is all done in a brisk 30 minutes and that it can be taught to all your non gamer friends helps cement Lanterns right here at spot 80.

What I say now

Lanterns, like Carcassonne, is another tile laying gateway game that finds itself slipping. Unlike Carcassonne, though, I actually think the slippage here isn’t due to me liking the game less, but rather it getting pushed back thanks to so many new games entering the top 100 (or returning games moving up the list). I played Lanterns about a month ago, in fact, and had a blast with it. I’d say I enjoy it just as much now as I did in 2019.

That being said, stagnation can spell doom for Lanterns’ presence on my next top 100. If more new games come onto the list, the sheer lack of space could cause Lanterns to float away without a trace.

91. Hive Mind

Last year’s ranking: 75 (-16)

What I said last year

Designed by industry legend Richard Garfield (the guy who designed Magic: The Gathering, perhaps you’ve heard of it), Hive Mind is a ridiculously simple party game that can be explained by simply saying this: it’s reverse Scattergories. On your turn, you pick a card from a box and pick one of the six prompts it has (or even create your own if you’re feeling adventurous). These prompts are things like “Name 5 rides you’d find at an amusement park” or “Name 3 things that are red” or “Name 10 reasons why Boar & Arrow is your favorite board game blogger”. After the prompt is given, players write their answers and then, one by one, share what they’ve written. So, using the “Name 3 things that are red” prompt, I might write ‘firetruck’, ‘Elmo’, and ‘bricks’. As I say these answers, anyone who matches with me announces (read: shout excitedly and obnoxiously) that they have the same answer and people get points based on how many others they matched with. Whoever has the least matches gets knocked down a level in a big beehive (there’s a bee theme to this game, by the way, so I’ll try and fit my ‘beeconomy’ joke in here somewhere), and a new round is played until someone is kicked out of the hive.

The fun in this comes from the loud, raucous conversations that these prompts and answers ignite. Going back to the example prompt I gave, I say firetruck and the entire table cheers that they match except for one person, who puts their head in their hands and groans, moaning, “How did I not think of firetrucks.” But then I get to ‘bricks’ and nobody matches on that so I complain for two straight minutes about how on earth can you not say bricks, things are literally described as ‘brick red’, come on! All of this with slightly more cursing, of course, this blog is trying to stay in the PG to PG-13 range. Then it goes onto the next person, which starts a brand-new batch of groans and high fives. It’s an incredibly social game, one where you want to agree with people which is a delightful change of pace from many social board games.

Hive Mind has easily been one of the most successful games with non-gamers for me. It’s sooo easy to teach and the fact that most people already have played Scattergories means they have a touchstone to help them understand it even easier. It’s a favorite at holiday family functions for me, with my mom constantly asking me if I’ve “brought the bee game”. My 90+ year old grandfather, who was in the last months of his life and entering the nasty stages of dementia, was able to play this game with us and everyone had an absolute blast with it. Not to get sappy, but aren’t moments like that what board games are all about?

If you have a game group that enjoys these casual kinds of party games, it’s tough to find a better recommendation than Hive Mind.

What I say now

Similar to Lanterns, my opinion on Hive Mind hasn’t really changed. I still think it’s one of the best mass market style party games in the hobby and is an essential part of anybody’s collection, gamer or non-gamer. But my love also hasn’t really increased, either. And that’s not a bad thing!

I will admit, I’m a little surprised this fell as much as it did. This is one of the few games I have been able to play remotely with friends during the pandemic. I thought those recent plays, partnered with the rare instances of solace and companionship I’ve felt over 2020 that those plays brought, would have either kept it where it was or even nudged it upwards. The fact that it didn’t makes me wonder…am I…am I a bad person?? I mean, I’m awful, just the worst, but seeing proof is always a little disarming.

Anyway, Hive Mind is still great.

*

That’ll do it for part one! I think this format I’ve come up with for this year is working pretty well, so I’ll stick with it for now. Come back next week for 90-81!

Yep, That Time Again, Let’s Do Another Top 100!

Oh! Hello there! Didn’t see you come in.  Please, take a seat! I bet you’re wondering what all the confetti and balloons and buckets of champagne are doing here?

Actually, no, I accidentally clicked on this trying to get to Shut Up & Sit Down so I’ll just-

IT’S BECAUSE IT’S TIME FOR MY TOP 100 GAMES OF ALL TIME! *airhorn noise*

Oh. Oh God. I know 2020 has completely made the concept of time meaningless but didn’t you, uh, just do that?

Astute observation! My 2019 Top 100 took a lot, and I mean a LOT, longer to write than I realized. This caused it to bleed into 2020, making the title seem goofily anachronistic. Couple that with general 2020 malaise, which I’m trying to get recognized as an actual medical condition, and you have a recipe for a top 100 that way overstayed its welcome!

I’d say. Anyway, so I’ll be leaving-

So you’re probably wondering how exactly I’m going to do this. I’ll gladly explain. Just like last year, I’m going to reveal my rankings from 100 to 1 in chunks of 10. This will start with the 100-91 installment which I will post on October 12th. New installments will be posted weekly on each Monday. That should give me enough time to get the entire thing done before 2020 ends. If 2020 ends, I should say.

After it’s all over, I plan on doing another “Gone but Not Forgotten” post, wherein I spotlight some notable games that were in my top 100 last year but aren’t present in 2020’s. There are around 20-25 new games on the top 100, so I’ll have plenty of material to pick from.

Hmm, so that means 75-80 games will be returning. What’s your plan with those? Are you going to write entirely new entries for them?

Good question! That was actually one of my biggest fears with attempting a new top 100. How do I handle games that are returning to the list when I already spent lots of time writing what were essentially mini reviews for them last year? It’s one thing if you do a top 100 in audio form, where you can ramble about a game you had on your list the year before, hitting any familiar notes and updating your opinion on it in a pithy two minutes.

So, here’s my plan: for a game that was on my list last year, I’m going to take the entry I wrote for it, condense it down in a way that the core of it remains while getting rid of any fluff that will make rereading it a chore. I will label these soft retreads as “What I said last year”.

Boring? Maybe. But here’s the fun part. I’m going to follow these up with a section called “What I say now”, wherein I can update my thoughts on the game. Did the game move down in my ranking? I’ll explain why I may have cooled on it. Did it move up? I’ll talk about why I like the game more.

With this format, I’m hoping it’ll allow me to build upon what I said last year without having to spend the time rewriting everything entirely. And games that are completely new to the list? Guess what? You get to see 100% COMPLETELY new material!

Ohh, greeeeat. Can’t wait. That’s sarcasm, by the way.

Me neither! There’s not much more for me to say except keep your eyes on this blog every Monday from here on out. A new post will (hopefully) be here.

Perfect, another reason to loathe Mondays. Can I go now?

I guess. Unless…do you wanna, like, play a game?

Hahahahaha nope. See ya!

Well, okay. Come back to this blog this Monday (October 12th) to see the first entry in the 2020 edition of my top 100 games of all time!

Similo Review

Similo Review

QUICK.

Who is more similar to Abraham Lincoln: Julius Caesar or Mary Shelley?

Probably Caesar, right? Makes sense…they’re two historic leaders infamously assassinated.

Okay, what if it was Sitting Bull and Catherine the Great I was asking you to compare to Lincoln? Is it Sitting Bull, because he lived in the same general time period and was a part of American history? Or is it Catherine the Great, another leader known for being a central figure in a civil war?

STILL think you got it figured out?? All right, hot shot. What if I asked you this…who is more similar to Abraham Lincoln: Pinocchio or Captain Hook?

Such are the questions and conundrums that tickle the brain in Similo, a new-ish cooperative game from design team Hjalmar Hach, Pierluca Zizzi and Martino Chiacchiera and publisher Horrible Guild. I often describe it as a mix between Mysterium and Guess Who and, while I know that the mention of a mass market game like Guess Who would cause many ‘gamers’ to shriek like a vampire seeing a fresh order of garlic knots, trust me. This game is good.

In this game a clue giver will be given a secret character card that they must get their teammates to pick out from a grid of 11 others. They’ll try to achieve this over the course of five rounds by giving very simple clues. Each round, they’ll play one character card from a hand they’ve been dealt.

similo grid
I guess all these figures are from the point in history before smiles were invented.

When they play this character, they’ll put them either vertical or horizontal; if the character is vertical, it means that character is SIMILAR to their secret character and if it’s horizontal, it means they are DIFFERENT. So, going back to the Abraham Lincoln example I kicked off with, I might play King Tut vertically because I’m trying to link the fact that they were both leaders or they were both dudes or both. Conversely, I may play Pinocchio horizontally because Lincoln is not a wooden puppet.

lincoln and beethoven
In this case, I played Beethoven vertically because both he and Lincoln look like they just got done watching the final season of Game of Thrones.

After the clue is given, the other players must eliminate a set number of characters who they don’t think is the secret character from the grid. In the first round, it’s easy. You only need to remove one character. BUT in round two, it’s two and then three in round three, four in round four, until in round five the guessers need to choose between the two remaining. If at any point the guessers eliminate the clue giver’s secret character, it’s game over and everyone loses.

This system of escalating elimination creates a brilliant game arc. Each round is more suspenseful than the last, the tension rising and swelling like a bag of microwave popcorn. It also creates an interesting sense of balance, where your information increases as your choices and margin of error shrink. With each successive round, the debate between the guessers gets fiercer and more personal, as each player seems to latch onto a character that they are POSITIVE is the secret character. It’s both hilarious and mortifying as the clue giver to see your teammates second guessing each other like they’re the cast of John Carpenter’s The Thing.

The characters being used depends on the themed deck of cards you are using. You can’t go out and buy a game simply called “Similo”; Similo is more of a game system, supported by different themed packs of cards. The examples I’ve mostly used are from the Similo History pack which is, funnily enough, historical figures (though it does have a notable absence of Black figures which is unfortunate and glaring). In addition to Similo History, there is also Similo Fables wherein in the characters are all from fairy tales (which is where I got the Pinocchio and Captain Hook examples from).

Those are the two I own, but a Similo Myths has just been released and of course I’ve already ordered it, don’t be silly, I’m a board gamer and buying things without question is what we do. According to some forum posts on BGG, there’s also a Similo Animals on the horizon which will be…animals? Is that right? Hold on, lemme check.

Yep, it’s animals! Just literal animals. Cool, I’ll take three copies please.

Awesomely, you can combine these different versions of Similo. When I heard this, I assumed you just shuffled all the cards together to form a gigantic deck but, as ANOTHER painful example of why I’m not a clever game designer, that isn’t how it works. How it DOES work is you make the grid and assign the secret character from one of the decks and then you use the other deck to form your hand of clue cards, which, again, is where I got the Lincoln and Pinocchio comparisons from. So, you’ll have hysterical situations where you need to get your team to guess Napoleon with a hand of cards that’s half made up of the cast of Alice in Wonderland. It makes the game immensely replayable since you can continually jump from using packs just by themselves to mixing and matching the different packs as you see fit.

Because of this, the future is bright for this Similo system. Imagine a world in which they can wrangle in some IPs. I would LOVE a Similo Marvel or Similo Harry Potter or Similo Lord of the Rings. Seeing all these beloved and popular characters in the charming art style that adorns Similio’s character cards would be a treat, in addition to making sure the game is constantly fresh. It would be like how there are a dozen different editions of Codenames, except in this case people would actually want to buy them.

In the board game industry, cooperative board games with limited communication are becoming a dime a dozen. Games like The Crew, The Mind and Just One have implanted themselves in the minds of gamers like stubborn radio jingles and are some of the hobby’s most popular games in the past few years. I myself LOVE these types of games and I find it hard to go back to the old-fashioned Pandemic style co-ops where it’s perfect information and discussion can be hijacked by ‘alpha gamers’.

BUT despite the creeping saturation of this subgenre, Similio still manages to stand out as fresh and fun. Sure, it uses things we’ve seen before, but it does so in such a distilled, pure and simple form that it can’t help but excite me every time it hits the table. It scales well (though I probably wouldn’t want to play this with a group bigger than, say, 5 or so) and it’s so quick that you can pass the deck between players so that everyone gets a chance to be clue giver.

It’s been my latest cooperative obsession and considering the competition it faces in the hobby, that is high praise indeed. I give it five frowning Saladins out of five.

Kyle Hanley’s Top 10 Solo Games

You know what used to be great? Seeing other human beings and fulfilling basic social needs. You know what else used to be great? Going to the grocery store and not being stuck in a Mad Max rally to the toilet paper section only to realize you’re already too late and it’s all sold out and oh god did that person next to you just cough without a mask on OH GOD OH GOD.

If you’re reading this and you’re confused, allow me to elaborate. I am currently writing this in the late Spring of 2020, where the world is smack dab in the middle of the COVID-19 pandemic and life SUCKS. If we’ve moved past the pandemic and life has somewhat returned to normal as you’re reading this, awesome! I can’t wait for that future! But as of now, life is constant anxiety and dread and calling your parents to make sure they’re not dead yet.

But at least we have board games….right? RIGHT??

RIGHT!?

Well, if you were lucky enough to enter the age of quarantine and social isolation with the people you game with, then yes! You have board games! But the vast majority of us probably don’t have that luxury.  In my case, I’m quarantined with my girlfriend and while she does enjoy playing games with me, she’s not absurdly obsessed with the hobby like I am and our selection is limited to games that support 2 players. So while I’m grateful that I get some gaming done and we’ve created a wonderful Saturday night game night tradition, there are certainly times where I want to scratch a gaming itch and she’s either busy or not in the mood. What to do then?

That’s where solo games come in, my friend. Solo gaming was once a huge punchline in the industry, as it is a niche corner of a hobby that is already niche. But things have changed, even before a pandemic forced us to ward people out of our personal space with six foot long pool noodles. Now instead of being a huge punchline in the industry, it’s merely a small punchline.

Yes, people still make fun of the idea of solo gaming but it’s slowly becoming more and more mainstream. Just take a look at any Euro released in the past two years. It’s weirder to see one that doesn’t support solitaire play than to see one that does. Solitaire only games are also becoming more and more popular, often finding life on Kickstarter where dedicated solo gamers scour around likely lonely, socially anxious sharks.

With this surge of solo gaming popularity AND the fact that none of us can leave our houses, what better time to talk about my favorite solo games than now? I’ll even ignore the fact that most content creators have already been doing this in response to the pandemic and pretend that I came up with his idea ALL BY MYSELF.

So, in this post I will be ranking and discussing my favorite solo games that I’ve played over the past few years. Since about 2018, I’ve gotten more and more into solo gaming, to the point that I actively seek out well regarded solitaire experiences. On this list you will find games that are both multiplayer games with splendid solo variants AND games designed solely with one player in mind. I’ll obviously point out which games are which as I talk about them. Also, homebrewed solo variants posted on BGG are not eligible. Since they’re often not official, I won’t consider them as such for the list.

All right, that’s enough talking. Can you tell I’m starved for social interaction lately??? ONTO THE LIST.

10. Orchard

Orchard cover

Orchard is from Side Room Games, a publisher that ALMOST made it onto this list twice. I say almost, because the other game, Maquis, barely missed making my top 10. Maquis did just get its own individual review from me though, so click on that link if you wanna read up on that game.

Let’s talk about Orchard, though. It is an adorable, little microgame about planting trees and harvesting fruit and it’s a mere 18 cards. Is 18 cards ‘microgame’ enough for ya? Well how about this: a single game only uses half the deck, so in reality this game only needs a miniscule 9 cards to create a lovely solo experience.

Orchard is a tile/card laying game, where you’re placing cards down and trying to overlap as many of the same trees/colors as possible. There are three types of trees in Orchard: apple (red), pear (yellow) and plum (purple). When you overlap like colors, you get to place a die of that color on the spot set to the 1 pip. If there’s already a die present, you get to increase its pip level instead. A 1 becomes a 3, a 3 becomes a 6 and it maxes out at 10 from there. You play until the deck runs out and then you tally up the number of pips you have showing to figure out your score.

In terms of simplicity and swiftness of play, nothing on this list compares to Orchard. You can play a game of this in 10 minutes, tops, and then you can immediately replay it with the other half of the deck that wasn’t used. And if you don’t think that’s what I do every time I play Orchard, you are SORELY mistaken. Orchard is such an addictive little package, providing interesting decisions on how to plant your trees and providing a deceptively tough, stubborn difficulty that will have you determined to improve upon your measly point totals.

To further flesh (haha, flesh, like fruit) out the already tricky puzzle is the rotten fruit mechanic. Twice per game you can choose to overlap two trees that are not of the same type at the cost of having to put a rotten fruit token on that spot. This seems like a great way to get out of a tight jam (haha, jam, also like fruit) BUT it not exactly a “Get out of jail for free” card. At the end of the game, any rotten fruit tokens are counted as negative 3 points, meaning if you’re going to use one, then you better damn well be getting a solid chunk of points out of it. It’s always an interesting choice to size up your potential point gains vs. what you’ll lose with the rotten fruit and trying to determine if it’s worth it. It’s certainly a very small mechanism but in a very small game, that’s all you really need.

Ultimately, the main complaint I have with Orchard is that there is no win/loss condition. The game has a point chart detailing your ranking based on the amount of points you scored. Though I am less annoyed by this than I was when I first started solo gaming, I am still not a fan when solo games present a scoring tier system rather than a binary win/loss state. Plus, the scoring tiers are all fruit puns and who would debase themselves low enough to make fruit puns???

Despite that little quibble, Orchard is a surprisingly satisfying game for its size and has provided me with lots of plays during this quarantine. Just writing about it has got me itching to play it again. Which I think I just might do. Hold on, I’ll be back in 10-20 minutes.

9. Crystallo

Crystallo cover

Like Orchard, Crystallo is another solo only tile/card laying game that I Kickstarted. Whereas Orchard is a tight, cute little game of planting a, well, orchard, Crystallo is a sprawling, starkly beautiful game of rescuing fantastical creatures from an evil black dragon.

Crystallo has you exploring the lair of a black dragon, hoping to free creatures under its imprisonment by surrounding orbs with sets of crystals. You lay cards down one at a time, drawing them from the deck and placing them onto the board in an attempt to surround the orbs that are peppered throughout the cave. When you surround an orb with a specific set of crystals, you get to place a gemstone of that creature onto its orb, showing it’s one step closer to leaving the cave. If you place three of a creature’s gemstone out on the board, you’ve liberated it from the dragon’s clutches. Free all the creatures and you win! Well, uh, the first part!

You see, Crystallo is actually a two-part game. After you free the creatures, the dragon awakes in a fury, probably yells something in Benedict Cumberbatch’s voice, and now you need to trap it. Trapping the dragon requires you to place a gemstone of each color onto it, meaning you have to once again go about surrounding orbs with crystals. The nice thing about this part is that you don’t need to rely on random deck draws. When fighting the dragon, you get to put all the cards in your arsenal (made up of leftover cards from part one and a deck of 9 cards made during set up) face up and you can actually plot out how best to trap the foul creature. While this can certainly lead to some AP, as you size up your possibilities and options, it does prevent any sort of frustrating bad luck from torpedoing your hard fought efforts here in the endgame.

The first thing you’ll notice about Crystallo is its magnificent table presence. For a game that is simply a deck of cards and a handful of gemstones, this thing is strikingly gorgeous. As you make your labyrinthine network of orbs and crystals, dotted with the chunky gemstones throughout its criss cross pattern, you’ll stop more than once to sit back and admire what you’ve been crafting without even realizing it. Partnered with its lovely art, Crystallo is perhaps the most Instagram worthy game on this list. I think that’s a compliment? I mean it as one, anyway.

But as my mom repeatedly tries to tell/console me, looks aren’t everything. How does Crystallo play? Amazingly. I love tile layers and the more puzzle-y they are, the better. Crystallo is about as puzzle-y a tile layer as you can get. Trying to efficiently line up your cards to cordon off the orbs with as few crystals as possible is an addictive nut to crack. If you want to face off against the dragon, you should strive to trap multiple orbs with parts of the same sets of crystals, which is easier said than done. You’ll be doing lots of rotating and flipping of a card before deciding where to place it, truly giving the feel of completing a jigsaw puzzle. Except, you know, not boring.

Further complicating things are items you can find and collect. These are things like treasures, which add to your end score (if you decide to log that sort of thing), weapons, which aid in the boss battle against the dragon, and magical artifacts, which allow you to get a gemstone for free. In order to activate the abilities with these items, you need to collect a full set of 3, but doing so means placing the gemstones on their associated card. Any time one of these items comes into play, you have to make a decision: are you going to aim to collect that item, even if it means jamming it in somewhere that is a suboptimal play? Or do you place it in a more efficient spot, possibly sacrificing your chance to place gemstones on it and earn its ability?

In Crystallo’s crisp 20-30 minute run time, you will be faced with tough decision after tough decision, trying to keep an eye on which creatures need the most help while using the cards in their best way possible. Every time I play this game it seems to come down to the last card draw and if I do lose, I know that it’s because I made a poor choice rather than the game screwing me over.

The one concern with Crystallo is that it can feel a little same-y from play to play. The puzzle you’ll be presented with is going to be different, but the game doesn’t offer much in variance otherwise. I have a suspicion that is the reason it includes a robust scoring system; so that whether you win or lose, you have tangible proof of whether you’ve done better or worse from past plays.

Despite this slight criticism, Crystallo is still a fantastic design and is an easy recommendation for anyone looking to get into solo gaming.

8. Mr. Cabbagehead’s Garden

cabbagehead's cover

It is here that we have a crossover with my top 100; Mr. Cabbagehead’s Garden is a game I’ve already discussed in the 80-71 post of my top 100 Games of all Time (2019 Edition) feature that dominated this blog since last November. You can check out the post I just linked for deeper dive into the game, but I’ll give a brief recap here if your prefer that (I just heard the loudest collective sigh of relief in my head from everyone reading this).

In Mr. Cabbagehead’s Garden, you are Mr. Cabbagehead. You are trying to earn the blue ribbon in the neighborhood garden contest and you do that by how else? Laying cards down to form contiguous patches of vegetables, satisfying bonus point objectives in the process, while also trying to mitigate the drawing of neighbor tokens from a bag that give harsh penalties when activated! Duh.

As I mention in my top 100, Mr. Cabbaghead’s Garden is a lovely mix of card drafting and push your luck wrapped around a devious card laying puzzle that feels like it’s always on the brink of going sideways. The neighbors are absolute nightmares to deal with and it seems like they always activate at the worst time, on the worst possible card.

This potent combination of tactical puzzling and hilarious frustration is made all the more enjoyable by the game’s wonderfully charming art and aesthetic. The game features an old Victorian art style, with worryingly detailed anthropomorphic vegetable people populating the game’s cast of characters. To some, they are disturbing looking but to me? Yeah, still kind of disturbing, but in a very humorous, self-aware way that gives the game a delightfully distinct personality.

I will admit, though, that I have played this game a handful of times since ranking it in my top 100, and I have cooled on it juuuust a bit. The more I play the more I realize just how luck driven this game is and how many things need to go right in order to reach the highest score level (a.k.a., that coveted blue ribbon). Perhaps I’m terrible at the game, but I’ve played this countless times and have only barely gotten within 25 points of the blue ribbon score tier. And that is WITH shifting to different strategies, trying different patches of vegetables, making Faustian deals with the devil, etc. As someone who admitted in my Maquis review that I like to play solo games to relax and, yanno, win, I’m ashamed to say my desire to play this game has waned with the increasing possibility that this game is nigh unwinnable without insanely good luck.

Regardless of my recent concerns with the game, it’s still on this list for a reason. When I’m devoting an afternoon or evening to solo play, Mr. Cabbagehead’s Garden is always a game I consider playing and it’s given me plenty of hours of great gaming memories.

7. Raiders of the North Sea

Raiders of the North Sea cover

Raiders of the North Sea is one of the more recent additions to this list. I only just discovered its solo mode about a month or two ago, mainly because it was unavailable until about a month or two ago. The solo mode, which is a deck of cards known as the Scheme Deck, was out of print for a while until it was just recently turned into an app that you can download on your phone. I got it on Android for less than $2 and it immediately became one of my favorite games to play solo.

Raiders of the North Sea is one of the most popular worker placement games of the past decade, featuring a unique “put down a worker, pick up a worker” system that breathed fresh life into a slightly stale genre. In the game you’ll be hiring a crew, gathering supplies and sailing out to raid nearby settlements who…probably deserve it? I dunno, the game doesn’t explicitly say, so let’s just assume we’re raiding and pillaging a bunch of Neo Nazis or anti-vaxxers or something.

In my opinion, any worker placement games these days should come with a solo mode. It shouldn’t be too hard to implement solo rules in a worker placement game since the main source of interaction is the blocking of spots. RotNS’s Scheme Deck replicates this very simply: every card has a location you can’t go to for that turn. Easy!

Beyond that, the Scheme Deck will also wipe clear certain raiding locations throughout the game, forcing you to raid aggressively and giving the feel of an opponent who you need to keep an eye on. Any solo game that can imitate the feeling of turn angst that comes from worrying over whether your opponent can mess with your plans is worth celebrating. RotNS has this in spades.

Honestly, RotNS’s stock can only go up from here. It sits here at number 6 but could very easily find itself in the top 5 a few months from now. I simply haven’t had the time with RotNS as I have the other games you’re about to see and I’m excited to give it some more plays. If you own the game and didn’t realize the solo deck was available digitally, go buy it!

6. Paper Tales

Paper Tales cover

Card drafting is one of the most popular mechanisms in the hobby and Paper Tales is a more recent addition to the genre. It’s of the ‘pick and pass’ variety, wherein you pick a card from a hand and then pass that hand to the person next to you. Sounds like the perfect type of game to play in a pandemic, eh?

Luckily, Paper Tales has a dedicated solo mode courtesy of its expansion Beyond the Gates, allowing me to enjoy the game without worrying about contagion. Even more luckily, this solo mode is excellent.

In Paper Tales, you are building a medieval fantasy kingdom, attempting to gain points through various avenues. It has more than a few similarities to card drafting heavyweight 7 Wonders: the drafting of cards that grant passive resources, building a military to win wars against adjacent opponents and constructing buildings that act similarly to 7 Wonders’ titular wonders.

You could certainly do worse than mimicking the most popular card drafting game in the hobby, but you also better bring some fresh new ingredients to the stew if you expect people to not just stick to 7 Wonders. Don’t worry, Paper Tales smartly does just that.

For one, Paper Tales provides spatial constraints to building your kingdom. Whereas in 7 Wonders, where you build your empire across a laughably sprawling tableau that stretches from one end of the table to the other, Paper Tales requires you to build your tableau in a tight  2×2 grid, with the chance to add a mere 5th card at some point in the game. Certain cards are more efficient in either the front or back row (military power is judged through the front row cards, for example) so there is an extra puzzle-y element to building your tableau, something I’ve not seen in other drafting games.

Another cool twist is the ageing system. At the end of every round, you must put an ageing token on every card in your kingdom. If there’s already a token on the card? It dies and leaves your kingdom. This means most cards you draft and put in your kingdom will only be around for two rounds, forcing you to constantly adapt and change strategies based on what new cards enter the system. Most games have you constructing a big, long term engine that supplies a steady stream of points over the course of an entire game, while Paper Tales forces you to build multiple mini engines that grant bursts of points here and there before crumbling into dust. Each engine you build in Paper Tales is like a shotgun made of spun sugar.

So, this is great and all, but what about the solo mode? You know, the whole reason we’re here? Paper Tales takes a fairly interactive mechanism (card drafting) and somehow replicates it in a solitaire format that makes me completely forget I’m all by myself (and that’s something that NEVER happens). When playing solo, you’re pitted against the Lich King, an AI opponent who will gain points based on cards you feed him throughout the game. When it’s time to draft, you’ll draw a full hand of five cards from the deck, pick one and then pass the rest to the Lich King. Then you draw a new hand of four cards, pick one, and again, pass the rest to ol’ Mr. Lich. Then it’s three cards, pick one, pass the rest to the Lichy Lich. For the final two cards, you’re actually going to pick up and shuffle the Lich King’s pile of cards (the ones you’ve been recklessly passing to him), draw two, pick one to keep, until finally getting your last card by simply drawing the top card off the Lich King’s deck.

This clever system manages to imitate so much of what makes card drafting great. Since you know what cards the Lich King will get big points off of, you can hate draft to keep those away from him, just like you’d hate draft an opponent when you see them focusing on a specific strategy. The fact that you get your last two cards from the pile you passed to the Lich King creates that feeling of angst when you pass up on a card in the hopes that you’ll see it later in the draft. And all of this is done swiftly and with almost zero maintenance. It’s such a magically smart way to implement drafting in solitaire circumstances and I hope that all future drafting games keep this in mind. A mechanism I once thought would be impossible to implement solo is now something that I think should ALWAYS come packaged with a solitaire mode.

There’s only one unfortunate reality that keeps Paper Tales from cracking the top 5 on this list: I haven’t actually played the multiplayer yet! I procured my copy of Paper Tales after the pandemic lockdown started and therefore have only experienced this game solitaire. When judging solo versions of multiplayer games, I like to compare how the solo experience translates the feel of a multiplayer game. While I’ve played enough card drafting games to know this game does a great job of translating the mechanism, I still can’t say for sure how well it translates the specific Paper Tales experience. For this reason, Paper Tales is slightly held back.

I have no clue when I’ll have the chance to play Paper Tales multiplayer with other human beings, but I’m sure that when I do and I can TRULY see how the solo mode compares, Paper Tales’ stock will only move up.

5. Viva Java: The Coffee Game: The Dice Game

Viva Java Dice cover

This next game is not just underrated for its surprisingly good solo mode, but for its base multiplayer mode as well. The dice version of Viva Java: The Coffee Game (was the title not explicit enough), this is a roll and write before it was considered holy law for every game publisher to put out at least two roll and writes a month.

In the game, you have dice with different colored coffee beans which you then roll and use in one of two ways. One option is to make a blend with the beans, crafting quasi poker hands that are placed on a central disc and will hopefully not be beaten and replaced by your next turn. This feels a bit like the ‘entering Tokyo’ mechanism in King of Tokyo. Just like in that game, if nobody kicks you out, you get points, creating a sense of push you luck whenever you decide to blend.

Or your second option is to pick one color that you rolled and funnel those into research points. The amount of research points you get is the number of dice rolled of that color (so if you have 3 green and decide to use green for research, you get 3 points on the green track). These research tracks all have various special powers associated with their color and if you get them high enough, you can strengthen that power even further. Another cool aspect of this mechanism is that when you max out a track, you get a point payout BUT you can no longer use that color’s power, like the game shutting off a special ability spigot just as you were filling up the pitcher. The trade off of losing your ability for the sake of gaining a handful of points is one of the game’s most arduous decisions.

The solo mode operates mainly the same as the base game, with the exception that you operate an enemy A.I. Operating this A.I. is easy; you roll dice on its turn and if it makes a blend, it does so like a normal player and scores points for it until it’s eventually removed.

The neat thing is that the game comes with two A.I.s, each with their own special power that aids them in making blends as often as possible. One of the A.I.s rerolls dice, trying to improve their potential blends, while another simply takes extra dice and rolls them all in an attempt to get a blend through sheer blunt force. Admittedly, these powers offer superficial differences. Both A.I.s’ powers are equally as effective at getting the job done, and it’s not like your strategy changes based on which one you’re facing. Still, it’s awesome that they offer the choice and it helps keep things fresh from game to game.

I have recently rediscovered Viva Java and I can’t believe it’s taken me this long to play it again. It’s such a refreshing, fun solo game to play. It’s the perfect difficulty: challenging, but fair. Whether I win or lose it often feels like it came down to the last possible turn. While it’s tight enough to warrant having to think choices through, I never feel stressed or anxious when playing this game. It’s, dare I say, relaxing?

Another subtle facet of this solo mode that I adore is that running the A.I. means rolling dice, and who doesn’t love that? Rolling dice for your solo opponent feels so much more tactile and satisfying than merely turning over a card and I can’t help but feel that adds to this game’s addictive nature. It’s like pulling the lever down on a slot machine and I can’t help but keep feeding coins into it.

I don’t have too much to disparage VJ: TCG: TDG (ugh, except for maybe the name) as a solo mode with, except that maybe, like Crystallo earlier, it feels a little same-y from game to game. The different A.I.s, as well as a difficulty scaler, do help adjusting things to keep it somewhat fresh but even with that there’s not much that’s going to change from one experience to the other. That’s certainly not a deal breaker. I’ve gotten a ton of fun out of this and I still look forward to pulling it out again (I hope that quote isn’t taken out of context if I run for office). But it is worth mentioning.

It’s still a damn good solo game and one that I wish more people would be talking about.

4. Arkham Horror: The Card Game

arkham horror the card game cover

Here we have yet another game that previously appeared on my top 100. I had a LOT to say about Arkham Horror: The Card Game in my 40-31 post, so if you wanna see me ramble for like two pages worth of a Microsoft Word document, be my guest and click here!

It takes the formula found in the Arkham Horror board game and Eldritch Horror (explore locations and perform skill checks as awful things happen) but tightens it down with a vice like grip into an episodic campaign-based card game. This turns those longer, often bloated affairs into smaller, bite sized offerings. Playing the game through episodes allows the designers and developers to tell a much more coherent story than those found in, say Eldritch Horror, because it’s a contained environment that allows them to tailor everything specifically to that.

And as such, no game is as immersive as Arkham Horror: The Card Game. Set in a Lovecraftian world of grotesque beasts and unimaginable horrors, this game drips with atmosphere. Each episode contains its own twists, tricks, unique monsters and surprises, making every new chapter a joy to play and discover. It’s a truly artisanal Arkham experience, a craft beer version of Lovecraft versus the watered down macrobrew of Eldritch Horror.

In one episode, for example, I’m exploring a dingy night club run by the Mob, and I can practically hear the 1920s jazz and smell the stale whiskey in the air as goons glare at me from across the room. In another, I’m scouring an abandoned museum where a constant sense of dread is provided by a boss monster that stalks you throughout, appearing randomly and more powerful with each encounter. No game transports me to its locales like AH: TCG and there are times where I get legitimate goosebumps from this palpable sense of immersion.

So why is this only number 4? For one thing, and I mention this in my top 100, this game is tedious as hell to set up. The downside of having specially created and curated episodes with their own locations and enemies and mysteries is that you have set them up. This requires pulling decks of cards from past episodes and combining them with the episode specific cards, along with making adjustments based on decisions you’ve made throughout the campaign. The end result is worth it, considering the stuff I’ve already raved about, but it does make me less likely to pull it out than the other three games ahead on this list.

Another reason why this barely misses the top 3 is because of some balance issues when playing solo. While the game mostly works great solo and even moves at a smoother pace than when teaming up with another player, it also means that if your character doesn’t have the skills to handle a certain enemy or situation, you’re out of luck. In a game that demands so much from you, difficulty wise, it can feel almost suffocating when you realize your combat based character can’t pass this plot important Evade skill check because you have the agility of a pregnant walrus. When it creates dire consequences that ripple throughout the rest of the campaign it can, again, make me less likely to play. As I said, I often solo game to relax and I don’t think ‘relax’ and ‘Arkham Horror: The Card Game’ have been combined in any sentence, ever.

Despite those hangs ups, it says a lot for what AH: TCG does right that it manages to still be held in such high regard in my mind. If I’m looking for an atmospheric, cinematic experience, there’s no better solo option than this one.

3. Aerion

Aerion cover

Aerion is the most recent entry in the Oniverse series, a collection of games designed with solo play in mind. My only contact with this series has been with the digital implementation of Onirim, the progenitor of the universe. While that game is amazing, it’s ineligible to make the list because I’ve only played it digitally and I’m weird so I don’t think it should count in that case. (Raiders of the North Sea still counts because it’s just a digital version of a deck of cards, I still need the physical game to play it, in case you were ready to pounce on that in the comment section)

But it was that experience with the digital app that has made me interested in the Oniverse series, especially as I’ve gone deeper and deeper down the solo game rabbit hole. When I needed to get my Miniature Market order past the shipping threshold (a problem I’m sure many gamers are all too familiar with), I picked up Aerion on a whim because it was on sale and because, again, I’ve always been keen on trying more of these Oniverse games.

I am so, so grateful for that lark of a decision.

Aerion is the Oniverse’s foray into the Yahtzee style dice rolling genre, where players will be attempting to build airships according to specific blueprints. The blueprints have resources that must be gathered to complete them and you gain these resources by rolling dice.

Each resource has a poker hand style requirement to gain it, such as ‘three of a kind’, ‘full house’, ‘two pair,’ ‘straight’, etc. If the dice you rolled match the requirement, you can gain that resource and put it into one of your two hangars. This two hangar limit already imposes restrictions on what you can do; since you can only build two ships at a time, some of the resources are presently useless to you, forcing you to make tough decisions on which airships keep your probabilities high and your possibilities open.

Even if you make a wise choice on which airships to work on, there’s going to be plenty of points you don’t roll the dice you need. So, what then? Like any Yahtzee style game, Aerion allows you to reroll dice…at a price.

Any time you want to reroll and get a better combination, you must discard a resource from the available display. Since there’s a limited supply of, well, everything in this game, you’re narrowing your options for Future You. Choosing what to keep and what to sacrifice is at the heart of almost every turn in Aerion, and it’s an excruciating tight wire act.

Aerion ranks so highly on this list for a lot of reasons. First and perhaps, most importantly, it’s just damn fun. Rolling dice is such a tactile delight and there’s something just deeply satisfying about making gambles that pay off over the course of a couple rolls. Aerion moves extremely quickly, so you’re always rolling, always calculating the odds, always cheering or groaning.

Another is because, like Viva Java earlier on this list, it has the exact difficulty I look for in a solo experience. While I win more often than not, it never feels like it’s spoon feeding me victories. I still have to work for it and I still have to make smart choices to pull out the win.

Lastly, I just love the aesthetics of this game. Art is subjective and I know that the art in the Oniverse is particularly polarizing, but I love it. There’s something about its scribbled, hand scrawled look that is so endearing to me. The fact that the dice are a cotton candy blue with purple pips further enhances this game’s cheerfully charming demeanor.

What makes me even more excited about Aerion is that I’ve barely scratched the surface of the game’s content. I’ve played the game a handful of times, but only with its base ruleset. Included in the game are about 6 mini expansions, all of which add a little extra twist. Knowing that I still have all of those to explore is such a treat and makes me wonder if Aerion will someday find itself at the number 2 or number 1 spot of this list.

Until then, it takes home the well-deserved bronze medal.

2. Sherlock Holmes Consulting Detective 

SHCD cover

My number 2 solo game is Sherlock Holmes Consulting Detective and is perhaps the most unique one on this list. It’s less a board game and more an interactive novel, but that doesn’t prevent it from being one of my all-time favorite solo gaming experiences.

In SHCD, you are an underling to Sherlock Holmes, one of the so co called Baker Street Irregulars. You need to solve a mystery before Sherlock does and to do this you’re given a map of 1800s London, a directory of addresses in the city, and ten separate case books, each one providing a new mystery to solve.

When you want to tackle a case, you simply take its book and read its introduction. It’s usually a scene that provides you the basic details to the crime or mystery you’ll be tasked with unraveling and when you’re done reading it, the game just kind of lets you figure the rest out on your own.

And I absolutely LOVE this. The game doesn’t provide any sort of “Maybe you should check here, first!” or “Go to this location to begin the case” style prompts. It’s literally a couple of paragraphs and the rest is on you. The murder took place in Hyde Park? Then maybe you should check there. Is there a suspect that’s already been detained? Go to the jail to see if you can interview them. A firearm was used? Maybe start visiting all the gunsmiths in town to see if any shady customers came in recently. This lack of hand holding makes it so satisfying when you decide to track down a lead that actually ends up being fruitful.

Whatever you decide, you find the address you want to go to in the London directory or on the map and then you look up that address in the case book. So, if you want to go to Hyde Park and its address is “95 NW” you flip to the “95 NW” entry in the case book. If a location isn’t part of that case, it simply won’t have an entry. If it does have an entry, you read another section of text (some short, some long) depicting a scene that occurs while you’re there and hopefully you can find new hints or leads that will lead you to other locations.

There’s also a newspaper that is paired with every case book, showing the headlines and news for that particular day. If you thought the hints in the case book were vague, they’re somehow even vaguer here. To figure out which bits from the newspaper are helpful requires a little more outside the box thinking. For example, you might find out the murder victim was an actor. You then might browse the newspaper and see a very brief blurb about a new show at a certain theatre, a show you know the victim was a part of. This now opens up a new place to investigate if you want to perhaps give the theatre a visit.

You keep doing this, going from location to location, hoping to find leads or clues that will help you crack the case, until you think you have enough information to solve the mystery. At that point, you go to the end of the case book and answer a handful of questions. If you know the answers, awesome! You get points. If you have no clue what the question is even referring to, you don’t receive anything except a creeping sense of embarrassment. After you tally up your points, you read an epilogue where Sherlock smugly tells you how you how he solved the case and how many leads he used to figure it out. You subtract a certain amount of points based on the difference in leads between you both and if you end up with over 100 points, you have won!

You will not win.

Sherlock’s maddening, supernatural senses of deduction means he will use like 3 leads and insane leaps of logic to ascertain the solution to the puzzle. It’s one of the biggest complaints about this game and is often a source of frustration to many players. For me? I don’t mind it too much. I just have sort of come to terms that I’ll likely never break the 100 point barrier and instead try to make sure I can answer all the possible questions correctly. If I manage that, I consider the game a success.

I adore the elegance of this system. It manages to create a sense of discovery and immersion while simply being a couple of books and a map. I am one of those Luddites who can’t stand app integration in games and I think SHCD is a prime example of how to create a richly engrossing, cinematic experience with a minimalist, technology-free approach. Plus, it doesn’t create any sort of disconnect that would occur from being like, “Let me just grab my 1800s era iPhone to trigger the next lead.”

Speaking of immersion, that’s the next thing I’ll discuss. I talked about how good Arkham Horror: The Card Game was at drawing me into its world and SHCD is no different. When I’m playing SHCD, I’m transported to Victorian London. I can feel the cobblestones beneath my feet, the choking smog in the air and the taste of a jet-black stout at the local tavern. Okay, maybe that last one is just the beer I’m drinking in the real world, but you get my point. The act of taking down notes throughout the investigation further immerses me into my role as a Victorian era detective, as I jot down leads and attempt to draw connections between them. As someone who really likes the whole Victorian London era and aesthetic, this is endlessly entertaining to me.

This is a game that can technically be played with others. It’s often touted as a great couples game, where you and your partner can spitball ideas and possible leads, passing the case book between each other like it’s the beer list at a brewery. But for me, this is exclusively solo. I like the idea of trying to come up with connections myself rather than debating them with someone else and the thought of bringing others into the game makes me fearful of breaking that beloved immersion I was just gushing about. I’m sure I’d like it just fine with one or two others, but I can’t see a situation where I’d even want to try it. I adore this is as a solo experience, so why bother?

Out of all the games on this list, this is likely the most divisive and it is definitely not everyone’s cup of tea. For one, it is, as I said at the beginning, not exactly a typical board game, straying closer to the realm of a Choose Your Own Adventure or interactive novel. There is lots of reading in this game and if you aren’t prepared to take pages of notes, you will not get anywhere close to solving the mystery. Lastly, the open-ended nature of this game has also been loudly complained about by its detractors. As someone who grew up on old school point and click adventure games, I have no problem with this game’s nebulous nature and lack of guidance. I love that the case ends when you feel like you have enough information and that the game offers no hints as to when that might be. Again, personal preference, so if that sounds like something that would cause you to pull your hair out, SHCD may not be for you.

But if any of what I’ve described does sound interesting to you or if you think it’d be a cool experience, I implore you to track down one of the game’s installments (there are 3 available, I believe, each with their own ten cases) and give it a shot. Honestly, this game was close to being my number one, but barely missed it due the game’s one-off nature; once you solve the game’s cases, there’s literally zero replay value, a huge downside for me. Well, that and because of my how much I love my actual number one.

Speaking of which….

1. Viticulture: Essential Edition

viticulture cover

Readers of the top 10 of my top 100 are likely experiencing some déjà vu. Viticulture is my number one favorite game of all time AND it’s my favorite solo game??? Yep. And one of the reasons why Viticulture IS my favorite game of all time is, in fact, due to its solo mode.

I mentioned earlier with my Raiders of the North Sea entry that worker placement games should all come with solo modes and Viticulture is the prime example of how to successfully pull it off. The dummy player you’re playing against is so simple to maintain and there are barely any extra rules beyond that to muddy the already elegant design of Viticulture’s base game. All you do is flip over the top card of a dummy player’s (called the Automa) deck and place their workers on the specified spots.

And that’s it! I’ve literally taught you the bulk of the solo rules.

Ease of play is a huge plus for me when it comes to solo games. I’ve played some solo games where running the dummy player is more work than your turn, requiring things like flow charts to parse what their move is supposed to be. So, the fact that Viticulture has barely any overhead in terms of running its Automa is one big reason why it sits at number one.

It’s also an incredibly tight experience. The goal of the solo mode is to surpass 20 points in 7 rounds. I have played this solo mode so many times and it seems to always come down to that last round, requiring some sort of clever combination of cards and actions to put me over the hump. Even though I’ve won the vast majority of my solo plays, it never feels easy and I always need to bring my A-game.

If you want to see why I love Viticulture so much, I suggest you read the top 10 portion of my top 100 that I linked earlier. Everything I say there pretty much applies here because Viticulture solo is essentially Viticulture multiplayer. Yes, there are times where the randomness of the Automa deck results in them taking a spot that makes no sense for that point in the game (“Drawing vine cards in the last round? You do you, I guess.”) but it feels so remarkably close to the multiplayer base game that I barely miss having others around the table with me as I play. At least with the Automa I can curse them out and not feel like I have to apologize later.

Listen, it’s pretty simple. Viticulture is my favorite game of all time and the fact that its solo mode allows me to play my favorite game of all time with little difference from playing it multiplayer is a HUGE reason why it sits at number one. It’s probably my most played solo game and despite the frankly stupid number of plays I have under my belt, I still love to go back to it.

If you want to see how solo gaming is done right, especially when it’s not even designed solely for solitaire play, look no further than Viticulture.

Maquis Review

Maquis Review

In case you haven’t heard this verbalized in the past couple months, allow me to say what everyone’s thinking: we live in straaange times.

As of writing and publishing this, the world is in the grips of a pandemic and it’s forced us to stay home, away from family and friends for an indefinite amount of time. It really sucks but when the alternative is literally dying it makes the sacrifice a little more worth it.

In the process of these stay at home orders across the globe, people in board gaming are starting to realize the wonders of solo gaming. Yes, games that can be played by yourself. Once the punchline of many a joke, solo games are now becoming salvation in these trying times.

I have been a self-proclaimed solo gamer for the past year or so. While I obviously much prefer playing games with actual people, I do enjoy pulling out solo games a couple times a week to help satisfy my cardboard cravings.

To celebrate the wonders of solo gaming, especially in this dark period in history, I am in the process of writing a Top 10 Solo Games for this site. Sadly, it’s taking me waaay longer than anticipated, mainly because I have so much trouble choosing between just 10. As I’ve written it, games have entered and left the list like Defense Against the Dark Arts professors and it’s resulted in a patchwork writing style in which half the entries are written and the other half are still in flux as I play and replay various games to decide if they earn top billing.

Maquis is a game that was on the list, and I even wrote a decent sized chunk about it, BUT it unfortunately got booted off by another game at the buzzer. I didn’t feel right doing Maquis dirty like that, so I decided to flesh out what I wrote and turn it into its own full-fledged review because that’s what this game deserves, dammit.

Maquis is designed by Jake Staines and published by Side Room Games. Side Room Games is interesting because they’re a small indie publisher that seems to primarily focus on solo games. They’ve had a handful of successful Kickstarters, perhaps their most famous and popular being the solo hidden movement game (yes, you read that right) Black Sonata. Unfortunately, I missed the boat on Black Sonata but I made sure to not make the same mistake with Maquis.

Maquis is interesting in that it’s a solitaire only worker placement game. Despite the fact that worker placement games lend themselves well to solo modes, it’s tough to think of any worker placement games that are SOLELY designed for one player. Well, besides Maquis, of course.

In Maquis, you are a member of the French Resistance in World War II, pushing back against your Nazi oppressors in occupied France. I really love this game’s theme not because its World War II but because of it’s take on World War II. So many WWII games are about combat and battling it out with a boots on the ground approach. Which makes sense; it’s a war after all. But it’s refreshing to see a game focus on the more human element of it, about average people completing clandestine tasks to win back their homeland from horrific oppressors.

As an American, I have no shortage of “Americans punching Nazis” pop cultural materials to enjoy, so I love when another country or culture is spotlighted. Being able to immerse myself in the French Resistance chapter of WWII’s vast textbook of events is interesting and enlightening. The game’s stark art style also helps add to the theme, as well as just making the game fantastic to look at.

Okay, so the theme and art are great. How does the game actually play?

Every game you’re given two random objectives and in order to win you need to complete them both before time runs out. These objectives vary wildly, involving tasks like blowing up a train or assassinating some officers or being a mischievous backstreet hooligan by placing graffiti tags around the city.

Seeing as Maquis is a worker placement game, it’s no surprise that the way in which you complete these objectives is by placing workers. On your turn, you’ll place a worker in one of the many spots around the city, gathering resources that will allow you to satisfy the different objectives. As you place workers, however, the enemy A.I. deck is placing patrols at certain locations as well.

These guys are assholes for a couple reasons, besides the obvious ‘they work for the Nazis’ ones. One: they block a spot that you might have needed. Two: they can potentially remove your workers from the game if all their targeted destinations are already occupied. Three (and this is the big one): they block the route back to your safehouse, endangering your workers from ever getting back into your possession.

That last one is a doozie and is what forms the crux of Maquis’ puzzle. Unlike most worker placement games, solo or otherwise, Maquis doesn’t allow you to immediately take the action or resource from a spot till the end of the round. The only way that occurs is if you’re able to find a route back to the safehouse from where your worker currently is. If all possible routes back home are blocked by enemy patrols, that worker doesn’t make it back and is removed from the game. To add insult to capture, many of the spots on the board don’t allow you to take its associated action/resource if this happens. While frustrating to deal with, this makes thematic sense. How could that gun make it back to the safehouse if the worker is captured?

(Unless, maybe, they launched it into the air towards the safehouse like a Doug Flutie Hail Mary, which certainly gives me ideas for the expansion.)

This important rule not only adds heaps of tension but also a spicy pinch of route building and push your luck to Maquis’ otherwise standard worker placement recipe. The first game of Maquis I ever played, I was treating it like any other run of the mill worker placement game. I put my workers on spots that had the resources I needed, assuming I’d be safe in getting them back to the safehouse. It’s only World War II, it can’t be THAT hard, right?

I lost by round 3.

All of my workers were arrested and I quickly realized that I was going to have reprogram some of my old habits with worker placement games. Dotting your workers across the board like you’re sprinkling sugar on a Christmas cookie leaves them vulnerable. What Maquis trains you to do is to create chains of workers, like a line of ants snaking towards a picnic blanket. This makes it MUCH more likely that your workers will have a safe route home, safeguarding the resources you hope to acquire.

Maquis board
Nothing says “Vive la France!” like a conga line.

The problem, of course, is that linking your workers together is not always efficient. There are a couple of spots that don’t offer any action or maybe give a resource you have no need for. Placing workers there for the sake of building your chain can often seem like a waste, even if it is for the greater good. Time is short in Maquis, though, and there will be points where you must break a worker off on their own to get something you desperately need. Deciding when to take that calculated risk is when Maquis is at its most intense.

And intense is the word I’d choose to describe Maquis. From round 1 you can feel the threats of capture and running out of time breathing down your neck. I saw someone on Twitter mention that when they play Maquis, they find themselves flipping the cards faster, as if doing so buys their Resistance members more time to escape safely. I wholeheartedly agree with this and I have noticed myself doing the same thing.

This intensity is a double-edged sword, however, and one of the big reasons why Maquis ended up just missing out on a spot in my forthcoming top 10 solo games list. As I’ve played more and more solo games, I’ve realized that I gravitate towards games that are a little more relaxing and offer a difficulty that challenges me but is winnable more than half the time. I think it’s because if I’m solo gaming, I’m using it as a chance to settle down and relieve stress. Maquis does quite the opposite. A game of Maquis is 20 minutes of fist clenching, teeth gnashing intensity and it’s something I have to be in the mood for.

Of course, there’s nothing wrong with that and it’s purely a personal preference. And honestly, it’s good that this game is so tough and harrowing. If a game about trying to overthrow Nazis with nothing but grit and determination was easy and laid-back, that would be a huge thematic disconnect. This SHOULD be tough and it SHOULD tie my stomach into a Gordian Knot. It kind of reminds me of what I said in my last blog post when I briefly discussed the game Freedom: The Underground Railroad. That is also a game that handles a sensitive theme with grace and respect and involves a brutal difficulty that makes you appreciate just how difficult it was for good to eventually triumph over evil.

In the end, even if Maquis it is a little more nerve-wracking than my usual solo fare, I really do love this game. Its unique take on worker placement, by adding elements of route building and push your luck to the genre, combined with its cool theme and art, results in a game than any solo gamer should have in their collection.

Gone, But Not Forgotten: Games That Left My Top 100 (2019 Edition)

Last month, I finished a long (some would say TOO long) project on my blog: my top 100 board games of all time. I started it around towards the end of 2019 and didn’t finish it until March of this year. Perhaps a little embarrassing, especially since I had the year 2019 emblazoned in the title of every post for it. Despite how long it took, I still had a blast doing it and I’m already looking forward to getting a new top 100 together for later this year. It is in the contract of all board game content creators, after all.

However, like anybody with deep seeded abandonment issues, I’m not ready to say bye. I figured I’d do one more bit of content related to my top 100 before I had to actually get creative and think of something else to do. Welcome to Gone but Not Forgotten!

(Which in hindsight, is maybe a pretty depressing title to choose considering the literal pandemic strangling the world at press time.)

In this post, I’m going to highlight games that were on my Top 100 Games of All Time from 2018 but fell out of it by the time I did my 2019 top 100 (which was the one I just featured on my blog). I’m going to describe why it was jettisoned and see if there’s any hope that it may return.

I’m not going to do every single game that left my top 100 because there’s actually a decent number of them and I don’t want this to go on for too long (something I struggled with during my top 100 posts). So, I’m cherry picking the ones that either surprised me the most with their absence and/or had the biggest falls from grace. Let’s get started!

Insider

Insider cover

Previous Ranking: 95

Insider is a social deduction game from beloved Japanese publisher Oink Games. I featured one game from Oink on my 2019 top 100 and that was the fantastic Fake Artist Goes to New York. While Fake Artist is a hidden traitor game meets Pictionary, Insider is a hidden traitor game meets Twenty Questions.

Insider fell from my top 100 for a couple reasons. The biggest one is that it’s in a very crowded social deduction genre. This works against it in a couple ways. One, it’s a genre that feels incredibly same-y from game to game, so once you latch onto a couple of favorites (for me it’s Spyfall, Deception: Murder in Hong Kong and aforementioned Fake Artist) it’s tough to convince yourself to deviate from those. Case in point: I played Insider a few months before making my top 100 and the entire time I was playing it I was thinking, “This is fun, but I’d rather be playing Spyfall/Deception/Fake Artist.”

This is further exacerbated by the fact that social deduction games don’t hit the table that often for me. It is by far the most polarizing genre of games within my game groups. I have multiple friends who flat out refuse to play social deduction games which means if they’re present at game night, none of those games are an option. So, when I finally DO get a chance to pull out a social deduction game, I’m going to make sure it’s one of my favorites and not one that is a tier or two below. Such is the cruel fate beset onto Insider.

Will Insider ever find its way back onto my top 100? I highly doubt it. The reasons I just mentioned for its exclusion are not going anywhere and it’s made even worse by my recent acquisition of Detective Club. Detective Club is a newer social deduction game that focuses on Dixit style cards and clues and it has rocketed up to the top of the list of my favorite social deduction games, along with the other heavyweights I mentioned earlier. An already restrictive field got just that much tighter for Insider, which means its days on my top 100, and possibly in my collection, are over.

Hanabi

hanabi cover

Previous Ranking: 94

Immediately following Insider on my 2018 list was Hanabi. Hanabi is a pretty popular cooperative game in the hobby and it was one of the first games to ever enter my collection. Loyal readers of my 2019 Top 100 may already have a good idea of why Hanabi was booted out: Beyond Baker Street.

Beyond Baker Street is a game that made it into the 60s of my 2019 top 100 and is basically Hanabi, but better. For one, it has a theme I appreciate much more (Sherlock Holmes vs. near sighted mole-people putting together a fireworks display). Two, it has an actual win state whereas Hanabi has what is essentially a high score variant. Listen, I’m not plugging quarters into a Frogger machine at the local arcade; keep your high score chart out of my board games. This fact alone makes Beyond Baker Street the better option for me.

I go into more detail about why I think Beyond Baker Street kills Hanabi in this part of my top 100, so I won’t bother repeating myself. Ultimately though, I can’t remember the last time I’ve played Hanabi since I added Beyond Baker Street to my collection. Because of that, I’d be shocked if Hanabi ever found its way back into my top 100. I respect the brilliance and elegance of its design, which is one of the reasons it’s still in my collection, but it just can’t compete with Beyond Baker Street for actual table time.

Muse

Muse cover

Previous Ranking: 91

Muse is a party game that flew under a lot of radars, despite being part of the immensely popular “Games that have surreal, Dixit style art” category. In this game, two teams are trying to give clues to their teammates in an attempt to get them to guess a specific picture.

The catch: the opposite team not only chooses the picture but also the type of clue the player can give. Clue prompts range from broad (“Name a movie”) to hilariously specific (“Name an appliance/furnishing”). Your opponents are not just trying to pick an awkward, cumbersome clue prompt for you to deal with but also try to pick a picture that collides with the other pictures that will be in the display, making it that much tougher for your teammates to pluck out the one you’re nudging them towards.

I actually really like Muse. I love the concept and I’ve had a good time with it in the few plays I’ve had. The problem: I appear to be the only one in my game group that feels this way.

A common complaint is downtime, which I will admit is enough of a problem that we instituted timers. Since so much of the game is one team quietly whispering to each other as they look at cards and deliberate while the other waits, it can feel like you’re rarely even playing the game. I felt the timer we established did a good job of mitigating this flaw, but even with that the other players seemed to find it to be a ‘meh’ experience.

Considering this is a party game that requires at least four people, that makes it very tough to get to the table. I’ve given up on it and I have this on my ‘sell’ pile. Therefore, unless there are some abrupt, radical changes in opinions on this game among my friends, Muse will likely never return to my top 100.

Concept

Concept cover

Previous Ranking: 89

It’s funny that Concept follows Muse on this list. Whereas Muse is a game I love but my friends didn’t, Concept is the opposite. My friends are crazy about it and it’s one of the most requested party games in my collection. Buuuut, I’m not so jazzed about it anymore.

Now obviously, I like Concept. It was on my top 100 at some point, after all. The problem with Concept is one of burn out.

Concept is a simple game that’s basically Charades, but with pictures. A large board of icons representing certain concepts is used, with clue givers placing out different colored cubes and tokens on the icons to try and get their team to guess what the prompt is. Now, when I first bought Concept, it got played constantly. It was brought out at almost every single game night for a couple months in a row, to the point that I was starting to memorize the prompts. As it traveled from game group to game group, I found myself biting my tongue when somebody started a prompt and I knew what it was by the second cube simply from overplaying the game.

This obviously resulted in me just having less and less desire to play the game. I would sometimes even ‘forget’ to bring the game because I simply wasn’t in the mood to play it. Even casting burnout aside, I also feel the game has some major balance issues. Prompts are either way too easy (‘bubblegum’) or way too hard (‘the way to hell is paved with good intentions’) and the points doled out for them often make no sense for their difficulty.

Funnily enough, I recently got Concept back to the table a couple times over the past few months, ending a long hiatus from the game. The arc was similar to my initial experiences. I went from loving it, not believing I had waited that long to play the game again, to frustration and fatigue. For this reason, I’d be surprised if Concept came back to the top 100. Though I suppose it’s a matter of at what point in my love/hate cycle for this game you find me in.

Oh My Goods!

oh my goods cover

Previous Ranking: 75

Oh My Goods! is an Alexander Pfister design that takes a mere deck of cards and turns it into a satisfying engine builder of crafting supply lines and chaining them together for big points. It’s interesting that Oh My Goods! fell off my list, because at the time I ranked this game in 2018 I hadn’t even played it multiplayer yet. The game managed to get onto my top 100 off the good graces of its solo campaign alone. Fast forward a year and I’ve had the chance to play OMG with actual other humans a handful of times. So is OMG that bad a multiplayer game, that it managed to sink it off the list despite strong impressions from my solo plays??

The answer is sort of yes and sort of no. On the one hand, a big reason OMG is off my list is because I had played soooo many more games between my 2018 and my 2019 top 100 that a lot of games got kicked off just because I had the chance to have so many new experiences. What was ‘great’ in 2018 might seem merely ‘good’ in 2019 after being compared to so many fantastic new games. This is one thing that kept OMG off my top 100. Even though I do like it, it just couldn’t compare with the deluge of excellent games I had the chance to try in between rankings.

BUT on the other hand there is one other niggling issue that kept OMG off my top 100 that it is indeed a flaw with the game that became apparent in multiplayer sessions. This game has a slooooow start. It says 30 minutes on the box, but that’s a lie. Every game I’ve played of this has been at least an hour. And I would say for the first 30 minutes, a.k.a. the time it takes the play the game according to its deceitful packaging, you’re simply building the engine that you’ll run in the second half of the game.

That second half is great. When you’re able to pull the lever on your machine a couple times and watch as cards conveyor down the line of your tableau, getting more and more valuable the farther they go? It’s incredibly gratifying and I’d even argue this is the most satisfying engine builder I’ve ever played from that standpoint. But getting there can be a slog. Constructing the buildings you need to make your engine feels like it can take forever in the early stages, especially if card draws are not kind to you. This isn’t as much an issue in the solo game but in the multiplayer game, it definitely drags.

For those reasons, Oh My Goods! fell off my top 100 and is certainly my least favorite Pfister design. It’s still a good game, but not one that I hold in nearly as high esteem as his other classics.

Captain Sonar

Captain Sonar cover

Previous Ranking: 70

In terms of uniquely visceral, cinematic experiences, I don’t think I’ve played a game quite like Captain Sonar. It’s a real time, team vs. team game of rival submarines trying to sink the other. It’s meant to be an 8-player game, with the two teams boasting four players each and each person having their own specialized, individual job on the sub.

There’s the Captain, who moves the sub around on a grid; the Engineer who is playing a mini puzzle of efficiently crossing out symbols in a spiderweb like network; the Radio Operator who is listening to the other team’s Captain in an attempt to suss out where the enemy sub is; and the First Mate who is…filling up meters? Hey, not all of them can be badass.

It’s a fast paced, frenetic duel of wits, with teammates yelling down the line to each other, torpedoes and bombs exploding, and a hilarious mini game of every player having to initial a part of the sub when it’s time for repairs, making it feel like you’re accepting a FedEx package on a plane that’s careening to the ground. No game will get your pulse pounding like this and by the end of the intense 30-45 minute skirmish, everyone slumps down and pants like they’re in need of a post coital cigarette.

So why on earth did this game fall off the top 100? Well, let’s see. I bought this game at the end of 2017 and the last time I’ve played it was…roughly the end of 2017. This game is borderline impossible to get to the table. As I mentioned, this game plays up to 8 and it honestly is best at 8. You can play with less but you’re not getting the full experience and even then, you’ll need at least 6 to render the game truly playable. This basically locks it down to only playable at parties and guess what: this is NOT a party game. The same people you primarily play Codenames and Just One with are absolutely not going to be ready for Captain Sonar. This is a game with four different jobs which means four different rule sets which is on top of the overall rules that form the framework of the game. The last time I tried to teach this game I had people gaping at me with slack-jawed, open mouths like I had just sacrificed a live goat in front of them. I mean, I had done that, but that was HOURS before the game.

You need experienced, serious gamers to play this game and I can’t remember the last time I had a game day with four ‘gamers’, let alone six to eight. For this reason, Captain Sonar is on my tentative list of games to sell which is likely also a one-way ticket off my top 100 for good.

Coup

Coup cover

Previous Ranking: 68

I love me a good microgame and Coup, a hidden role bluffing game set in a dystopic future, was one of my favorites for a while. I first tried Coup and Love Letter both around the same time, which is fitting since those are probably the two most popular microgames in the hobby. Dedicated readers of my 2019 top 100 will notice, however, that Love Letter is still on my top 100 and Coup is nowhere to be found. What gives?

Quite simply, the more I have played Coup, the more I grew weary of it. It feels very same-y from game to game and bluffing doesn’t feel nearly as rewarding as it does in, say, Skull or Cockroach Poker. In fact, it seems like bluffing is the surest way to get eliminated early, with honest players winning more often than not. I’ll make a bold claim and say that is a pretty big flaw for a BLUFFING game.

There are also many situations, especially in the late game, where players seem like they’re going through the motions, inching along to amass enough coins to eliminate another player. When it’s down to two players, it’s often mathematically clear who is going to win which robs all the suspense and tension out of the game.

Listen, I still like Coup. While I would never suggest playing it anymore, I won’t turn it down if someone else wants to play it. It’s also created some real great gaming memories of daring bluffs resulting in the table erupting in surprise and excitement. But I just don’t think it’s top 100 material anymore, especially with so many excellent new microgames that have outshined and supplanted Coup.

Viral

Viral cover

Previous Ranking: 65

This is perhaps the saddest one for me. I LOVE Viral. It’s an area control game set in the human body, with players controlling armies of viruses that are attempting to control the various organs. Definitely not the best theme for a game in the current times we live in BUT when the world isn’t battling a historic pandemic, it’s such a unique, great theme. It’s also got incredible art from The Miko, one of my favorite artists in the industry, giving it a highly stylized, cartoonish look that instills heaps of charm and personality.

I also love the gameplay itself. It’s got a cool card driven system where players simultaneously play action cards and region cards, meaning you’re trying to figure where best to use your actions while trying to predict what the other players will do so that they can’t interfere with the plans. It has got a vague whiff of programming, which feels fresh in an area control setting.

So, between its theme, art and great gameplay, how the hell did this miss my top 100? Well let’s be fair and say that Viral just baaarely missed it. If I did a top 125, Viral would definitely be somewhere on that list. Like many games that either fell in my rankings or off my top 100, Viral is simply a casualty of not getting played enough. I haven’t played it since, like, the Spring of 2018 and it’s tough to keep a game so highly ranked if you can’t get it to the table. This is something that’s compounded by the sheer number of new games I played between lists.

It’s not from a lack of desire to play, at least on my part. It’s just a tough game to get to the table because you need at least 3 players (there’s a 2 player variant but it sounds awful) and mean, area control games such as Viral are, like social deduction games, incredibly polarizing among my game groups. Anything that involves negative player interaction eliminates a handful of potential players, making it that much tougher to get Viral played.

I think out of all the games on this list, Viral has the best chance of making a triumphant return to my top 100. I really do love the game, I just need to play the damn thing.

Freedom: The Underground Railroad

Freedom cover

Previous Ranking: 58

This is one that really shocked me. As I was compiling my top 100, I kept wondering when Freedom would show up. And yet, every time I thought Freedom might appear, I just couldn’t talk myself into putting it anywhere on the list.

This is surprising because in terms of sheer design, Freedom is one of the tightest, most well-crafted cooperative games I’ve ever played. And I’ve played a LOT of cooperative games. It’s also a beautifully made package, featuring immersive art and use of real-life photos and portraits to further steep the game in its volatile time period.

The problem with Freedom, and it’s an issue I’ve become more and more aware of the more I play the game, is that it’s not…very…fun? As I’m sure you’ve gathered from the title, this is a game set in the period of slavery in the United States, covering a span of years up through the Civil War. It’s an incredibly dark and harrowing period of history, one that the game deftly handles with respect and care. But as such, it’s tough to get excited playing this game. It’s a melancholy experience that feels almost overwhelmingly stressful from beginning to end. I can’t think of a co-op that puts a knot in my stomach on turn one that doesn’t uncoil till the game is back in the box.

On the one hand, the fact that a game is able to provide this kind of physical and emotional response is a huge credit to its designer and publisher and provides a great piece of evidence supporting the ‘Yes!’ side of the “Are board games art?” debate. On the other, it doesn’t make for an experience I want to go back to again and again and, as such, I rarely have the desire to play this game anymore.

I doubt this game will ever leave my collection because there will be a moment in the future when I want to revisit it. As I said, from a pure game design standpoint it is top shelf quality. But I am skeptical if it will return to the top 100 due to its emotionally heavy, demanding nature.

The Resistance

The Resistance cover

Previous Ranking: 55

The Resistance is perhaps THE quintessential social deduction game in the hobby. Its clean, elegant design makes it an easy starting point for anyone new to the genre and I’ll be the first to admit that this game is genius. It’s an incredibly tense 30-45 minutes of angry accusations, traitorous backstabbing and, wow, just a whole lot of yelling.

But like Insider, The Resistance finds itself in a very crowded space and as much as I respect this game’s razor-sharp design, it also feels a lot more hollow than other games of its type. Unlike other social deduction games which give a solid framework for the arguments that drive their experiences, allowing players to point out concrete evidence to convince others of their pleas, The Resistance often comes down to who is loudest and/or most charismatic.

Sure, there is a logic puzzle underneath the surface of the game, with player decisions providing the jigsaws needed to put it together BUT so much of the information is obfuscated that it rarely feels like you can use actual, yanno, LOGIC to figure it out. It’s like if you were trying to complete a Sudoku with friends but it was torn into different pieces with everyone getting their own and you just have to rely on their word on how to complete it. This brings me back to what I was saying: rarely is a person who cracked the puzzle the winner in The Resistance. It’s whoever was loudest and most obnoxious.

Compare this to Deception: Murder in Honk Kong, which allows players to deduce information based on the cards in front of others. You can actually see evidence that can then be used to zero in on who is lying and who is likely trustworthy. Or my new favorite social deduction game Detective Club, where the players are able to once again use cards to flesh out their defenses as others question them. In The Resistance, it’s all nebulous and so often comes down to players screaming “NUH UH, I’M NOT THE BAD GUY” and “UH HUH, YES, YOU ARE THE BAD GUY” back and forth until either the end of the game or someone collapses, whichever happens first.

I’ve had some great memories playing The Resistance, but it’s ultimately a game that feels more stressful than fun and has been usurped by a handful of other games that I’d rather play. I don’t own The Resistance either, so it’s chances of ever coming back to the top 100 are pretty low.

Paperback

Paperback cover

Previous Ranking: 23

I went into detail in the 40-31 section of my most recent top 100 as to why Paperback is missing. That’s because Paperback has been replaced by its younger sibling, Hardback, a game that was not only on my top 100 but will likely remain there for the foreseeable future.

Both Paperback and Hardback are word based deckbuilders, where players are crafting a deck of cards to create words that will hopefully net them things like money, to buy better cards, and points, which win the game. I played Paperback first and absolutely loved it…but then I played Hardback and I loved it even more.

Again, I do a deep dive into why I prefer Hardback over Paperback in that section of my top 100 so I don’t want to repeat too much of it here. But if you forgot your snorkel, let’s wade through the shallow end and briefly go over a few my points.

For one, I prefer Hardback’s theme (Paperback has a modern-day, pulpy vibe while Hardback sends you to a more Dickensian era of literature). Granted, the theme is just window dressing for both BUT it drives the aesthetics of both games, so it does matter enough to warrant mentioning.

Two, Hardback institutes a system of wild cards that feels much more strategically satisfying and less restrictive. In Paperback, wild cards are specific cards that enter your deck. You just have to hope they come out to use them. In Hardback, ANY card can be a wild. All you have to do is play a letter card facedown and boom. Book that card a plane to Spring Break because that card’s gone wild. However, you lose any abilities or rewards on that card which creates an interesting decision of which cards are worth ditching for creative freedom and which ones should form the groundwork for your word. It not only means you’re not backed into a corner as often as you are in Paperback BUT it adds to the decision space! Win-win.

Three, Hardback has a superior system of drawing new cards into your hand. Paperback simply had cards that let you draw new cards when played, which is pretty standard deckbuilder fare. So, whereas Paperback’s system feels generic, Hardback’s feels unique and exciting. You use leftover crash to grab inkwells which can then be spent to draw new cards…HOWEVER, if you use an inkwell to draw a new card, that card MUST be used in your word or else you forfeit your turn. It adds a suspenseful touch of push your luck, which is my favorite board game mechanism (something I mention no less than, like, 80 times over the course of my top 100).

Finally, both Hardback and Paperback feature surprisingly enjoyable solo and cooperative modes, but Hardback kicks Paperback’s cardboard ass when it comes to this area. Paperback’s cooperative/solo modes feels a bit like an afterthought, something the designer threw in at the last minute that just happened to work pretty well while Hardback’s feel like there was actual design time put into its variant. I still prefer to play this game competitively, but when I’m all by myself (something that happens quite often), it’s great to know that Hardback’s solo mode is an option.

I know some people say Hardback and Paperback are different enough that you can own both. I slightly disagree with that and I honestly can’t see a time when I’d ever choose Paperback over Hardback. Because of that, I just decided to toss Paperback off the list for good and leave Hardback in its place, representing them both in some strange way. Paperback is a great game, no question about that, but there’s only room for one word based deckbuilder from Fowers Games around here, pardner.

Ghost Stories

Ghost Stories cover

Previous Ranking:  16

The last game on this list is also the one that floored me the most with its absence: Antoine Bauza’s classic co-op Ghost Stories.

Ghost Stories is a cooperative game of monks defending a village from ghouls and ghosts and unspeakable horrors, getting rid of them as you do with any supernatural threat: by rolling dice and yelling lots of curse words.

Part of what caused in Ghost Stories’ massive fall from grace is just a general change in gaming taste. When I first got into gaming, I rarely played competitive games. It was cooperative games as often as possible and they formed the keystones of my collection. As time has passed though, I have cooled on cooperative games, to the point where I vastly prefer competitive experiences. I still like co-op games, especially if they’re of a certain type (which I’ll get into) but they rarely excite me as much as they once did.

This is especially true for the type of co-op that Ghost Stories is. Ghost Stories is an open information cooperative game, where the game gives you a puzzle that you and your other players need to solve as bad things happen (usually from a deck of cards controlled by the game). I refer to these as ‘Pandemic style’ co-ops. In this case, the puzzle is trying to efficiently ward off ghosts by using special abilities and picking battles that will give you the best odds of success.

These types of co-ops just don’t do anything for me anymore. Maybe it’s because I’m burned out from playing SO many of them when I first got into the hobby, but I just find them a lot more boring than I used to. Since everyone is engaged with the same puzzle with the same information, I tend to disconnect and my mind wanders. Compare this to a limited communication co-op, a subgenre of cooperative game that I am still very much in love with. Think of games in the style of The Mind or The Grizzled, where you HAVE to be engaged because you have information other players don’t. These games kill the Pandemic style co-op for me, and this especially rings true when you consider how many fantastic limited communication co-ops have come out over the past few years.

So, Ghost Stories is already at a disadvantage based on the type of game it is. But I still had Pandemic style co-ops on my top 100 (Dead Men Tell No Tales, Spirit Island and Pandemic itself), so it has to run a bit deeper than that, right? Right you are, dear reader.

You see, I played Ghost Stories somewhat recently and I discovered a pretty fatal flaw: this game is repetitive AF (did I use ‘af’ right? Let me know in the comments). It’s basically just bouncing around the grid of tiles, firing off the same abilities over and over and rolling dice over and over. Rinse and repeat for about an hour. The first couple times you play this game, the repetition is masked by how tense and difficult the game is. As you start to learn the game a bit more and the freshness of the cinematic experience wears off, the game begins to feel mechanical and rote. During that most recent play of Ghost Stories, I found myself repeatedly checking my phone to see the time, and I was constantly eyeballing the deck of cards to see how much more we had to go before the game was over. That’s…not a great sign, huh.

I don’t mean to sound too negative about Ghost Stories. I obviously loved it at one point and I still do really like it. It’s just not nearly the exciting experience it once was, and it’s a game I will only play if someone else requests it. Therefore, despite its once esteemed ranking, I unfortunately wouldn’t expect Ghost Stories to come back to the top 100.

 

*

And there we have it, a collection of games that missed my top 100 despite being on it the previous year. This is not an exhaustive list, as I said. There’s quite a few more that fell off but a lot of them are due to the same reasons (haven’t played it in a while, don’t own it so I can’t replay it, etc.), so I felt repeating the same thing over and over would get annoying after a while. You know, moreso than my blog usually is.

Anyway, this will probably close this chapter on my 2019 Top 100. Unless I figure out a way to milk it even more, I’m likely going to pivot back to normal reviews or lists. Since I’m currently writing this under quarantine, I think I’m going to do a list of my favorite solo games since solo games are becoming pretty useful these days. Either way, stay tuned!

Kyle Hanley’s Top 100 Games of All Time (2019 Edition): 10-1

They said I could never do it. “It’s a fool’s errand,” they said, “no way you can do a Top 100 Games on a blog. Who cares about lists on the internet, anyway?” Looks like I proved you wrong, Mom and Dad, because HERE I AM, at the top 10 of my very own Top 100 Games list. It took me quite a few months and we’re well into 2020, which makes the 2019 aspect of this a little pathetic, BUT I’M HERE!

Let’s get on with it, shall we?

RECAP:

100-91

90-81

80-71

70-61

60-51

50-41

40-31

30-21

20-11

10. Codenames: Duet

codenames duet cover

Codenames is one of the most popular games in the hobby and is maybe the game to hit the mainstream audience the most effectively (my parents own their own copy, for Christ’s sake). My number 10 is not Codenames but rather its 2-player cooperative version, Codenames: Duet.

Codenames: Duet takes the same basic concept of trying to get players to guess words set out in a grid from its older sibling but turns the team vs. team competitive structure into a purely cooperative one. The key which shows players which words are good vs. bad is now double sided, meaning both players need to take on the role of clue giver and guesser. It’s an incredibly clever and creative twist on the formula and it works to perfection.

I won’t say whether I prefer Duet or normal Codenames since that would spoil the latter’s potential appearance on this entry, but I will say that this is easily one of my favorite cooperatives that I’ve ever played. Obviously, it’s in my top 10, but it just hits so many of the right spots for me. Co-op with limited communication? Check. Word based game? Check. Easy to pick up and play? Check. The fact that it’s based off a game that I already love is just the icing on the Codenames cake.

The game even comes with a mini campaign mode. Now I usually recoil in horror when I hear the words ‘campaign mode’ in a board game, but this mode is literally just a sheet of paper with a map that you’re trying to forge a path through. The different cities on the map have slightly altered set ups which cause the difficulty to vary from game to game. Some of them are brutal, allowing close to no margin of error, but that just means you have an excuse to play it more and more. Even if you have no interest in playing through a series of games, I’ve had plenty of fun simply playing the game over and over again with its standard set up.

I have so many great memories with this game. I’ve spent countless nights drunkenly staying up past two in the morning to play this and it’s a game that has been a staple of many a brewery date with my girlfriend. Combine this nostalgia with the fact that it’s just an amazingly designed game and you have an easy entry on my top 10.

9. The Grizzled

the grizzled cover

I mentioned that Codenames: Duet was one of my favorite co-ops but it wasn’t quite my favorite. That honor goes to my number 9 game: The Grizzled.

The first time I ever went into a game store was in 2016 and that was the day I saw The Grizzled. It caught my eye because of its art style and theme, both of which reminded me of a video game called Valiant Hearts: The Great War that I had just recently played. I didn’t buy it that exact day but I did eventually get my own copy of The Grizzled and fell in love with it.

The Grizzled is set in World War I, where you and your fellow players are soldiers simply trying to survive the war. This is abstracted into gameplay that is basically a push your luck card game. Players are trying to play as many card from their hands as they can before the end of the round. The cards have different elements on them called ‘threats’. These threats involve symbols like gas masks, artillery shells and whistles as well as weather such as freezing snow, torrential rain and the darkness of night. If three of the same threat are ever played onto the table (in an area aptly called ‘No Man’s Land’), the round ends and the players fail the mission (which is what rounds are referred to as in this game). In true limited communication co-op fashion, you can’t discus what’s in your hand so trying to time what threats to play can make all the difference between getting out of a mission alive or failing miserably.

If you think you can’t add any cards to No Man’s Land without endangering the rest of the table, you can withdraw. Withdrawing means you no longer play cards which means whatever is left in your hand is carried over to the next round, which is often not a good thing. This is because a number of cards equal to the amount of cards leftover in players’ hands will be moved from a deck known as the morale deck onto a deck known as the trial deck. So, more cards left in hand means more of a morale drop.

This is bad because in order to win the game, everyone needs to have no cards their hands and the trials deck needs to be completely empty. If the morale deck ever empties before the trials deck, that represents you and your squad succumbing to the horrors of war and not coming back home. That’s a fancy way of saying, “Game over, man, game over!” Trying to stay one step ahead of the morale deck is the key to winning the game and ending missions with as few cards as possible is the best way to achieve this.

I do feel a little weird discussing this game from a ludological standpoint because so much of what makes this game special is how it handles its heavy theme. This is a game that takes place in a war, but there is no battling or conflict or killing enemy soldiers. It’s simply about surviving, trying to cope with the horrors of war as it scars and irreversibly damages you. This idea of PTSD is explored through Hard Knocks cards, cards that inflict ongoing penalties on the person who plays them. These Hard Knock cards look like pages ripped out of a journal, with their names and descriptions written in curvey handwriting, as if the soldier is reflecting on the person they’ve become. Gameplay is married with theme in the way in which these maladies are represented. A demoralized soldier causes extra cards to be dropped from the morale deck while a fearful one is forced to withdraw from a mission if 2 identical threats are present. But outside of what they do from a gameplay perspective, they also provide a somber, thoughtful look into the type of horrific mental trauma a soldier carries with them far beyond the front lines of battle.

Because of this, it’s awkward calling The Grizzled ‘fun’. This isn’t the type of push your luck game in which players clap and high five when they avoid busting. Instead, everyone breathes a sigh of relief, slumping their shoulders as the tension finally slackens. Because of this, The Grizzled is more about an immersive, evocative experience rather than pure, dumb fun. That certainly isn’t for everyone, and even I have my limits with that sort of thing. Freedom: The Underground Railroad is a great example of a game that is amazing from a design standpoint and at educating players on the terrible nature of its subject matter but is so mentally and emotionally draining that I rarely attempt to play it anymore. The Grizzled avoids tipping too far in that direction, perhaps thanks to its lean 15-20 minute play time (as opposed to the 90+ minute playtime for Freedom).

I will end this entry on The Grizzled by touching on this game’s beautiful artwork. The art in this game is my favorite art in any board game. It has a hand drawn aesthetic, like it’s been plucked from a sketchbook. I compared it to the video game Valiant Hearts earlier so if you’re familiar with that, think along those lines. It’s simplistic but I’m always blown away by the art in this game whenever I’m playing it. Tragically, the artist of this game, Tignous, died in the Charlie Hedbo shootings. It makes an already solemn game that much more affecting.

So, yeah, in summary: The Grizzled is a masterpiece.

8. Mr. Jack

mr. jack cover

Let’s go onto more light-hearted fare after that entry. The next game’s about Jack the Ripper!

Okay, so yeah, this is a bit of a dark, depressing stretch of my top 100. And go figure, it’s the top 10 portion. Luckily, Mr. Jack, my number 8, doesn’t go into the grisly details of history’s most notorious serial killer. The Jack the Ripper and Victorian London theme is just to provide a setting for a cat and mouse style 2-player abstract game. Maybe they could have gone with something different, but I suppose Jeffery Dahmer was already taken.

True OG fans of this blog will recognize Mr. Jack as a very special game. It was the FIRST review I ever wrote for this site. It’s right here if you want to read it and see how this blog has grown over the past year (hahaha, it hasn’t at all).

Mr. Jack was a deliberate choice as my first review. It was the first game I ever bought in a hobby board game shop, the first one I ever taught myself without videos (a mistake I’d never make again), it was the first Bruno Cathala game I’ve ever played and it was the first game I fell in love with that wasn’t called Pandemic. Because of these things, I have a huge nostalgic fondness for it and I’ll be the first to admit that may be why it’s so high on my top 100. Even if I disregard that nostalgia and bias, however, Mr. Jack is still a masterclass in 2-player game design.

In Mr. Jack, one player is the titular Mr. Jack, a depraved criminal stalking the streets of Whitechapel disguised as someone else, while the other is the investigator, trying to figure out which character on the board is the true identity of Mr. Jack. In my review, I describe this game as a mixture between Clue and Chess and I stand by it. Players are manipulating pieces on a board and activating special powers trying to achieve their goal, which often has to do with adjusting how much information will be revealed about Mr. Jack’s identity at the end of the round. Mr. Jack wants to make sure that as little information is revealed while the investigator wants to eliminate as many possibilities as they can, hoping to whittle them down to one by the end of the game.

How this is all achieved is through a character draft. Every round, a snake draft occurs where the first player picks a character to move and activate and then the next player chooses two characters to move and activate. The first player chooses the remaining character and then an important question is asked by the investigator: is Mr. Jack visible or invisible? If Mr. Jack is visible, it means the character who is secretly Mr. Jack (which is assigned at the start of the game) is either next to another character token or next to a streetlamp. If the character is not next to a character or streetlamp, then that means Mr. Jack is invisible. Whatever the answer, this allows the investigator to flip over all characters in the opposite state to their grayed-out side, which means they are no longer a suspect. It’s kind of like flipping down characters in Guess Who when you eliminate a certain physical feature.

Obviously, the deduction is pretty basic. It’s just fifty-fifty and you’re simply eliminating possibilities rather than doing actual hardcore, Holmesian deduction. But where the magic in this game lies is in that character draft. I mention it in my full review, but it’s such a unique take on drafting. Most games that drafting based involve drafting things to a tableau or drafting actions to accomplish, but I’ve never seen a game where you’re drafting characters to then move around on a board and activate abilities with. This system is crafted to perfection in Mr. Jack, creating torturous decisions on who to take and who to leave for your opponent based on board position, their special powers and who has been eliminated as suspects. It’s like picking players for your team in Victorian gym class and it’s bursting with tactical play.

Mr. Jack is perhaps Cathala’s most underrated game. When people discuss their favorite games he designed or co-designed, it’s rarely, if ever, brought up. Even general discussions of favorite 2-player games often leave Mr. Jack out in the cold like Fred Flintstone at the end of The Flintstones’ title sequence (thank you, reader, for participating in the most stupid metaphor I’ve ever used). This is an absolute crime and if you enjoy tactical games or 2-player only games, then you need to rectify this.

7. Inis

inis

Last entry I discussed Kemet, an area control, troops on a map game set in Egyptian mythology, which is part of a trilogy that also involves Cyclades, an area control, troops on a map game set in Greek mythology, a game I talked about even earlier in my top 100, and now we’re here at number 7 with the 3rd game in the trilogy called Inis, which is (*pants and catches breath*), an area control, troops on a map game set in Celtic mythology.

Now that we got that run on sentence out of the way, what is Inis and why is it my favorite in the trilogy? Well grab your blended whiskey, your shillelagh and some other probably offensively stereotypical Irish item and listen up.

Inis has players placing and moving clans on tiles representing various areas of Ireland, getting into clashes, building temples and fortresses, and getting super drunk at festivals (that’s not me being stereotypical again, there are legitimately festivals in the game). As they do so, they’re trying to strengthen their position in one or more of the game’s three win conditions, hoping to achieve them before the other players. How players manipulate these pieces on the board and complete actions is through card play.

You get these cards in a variety of way. The main nuts and bolts that stitch your hand together are green colored cards called Action cards. Action cards are drafted at the start of every round and the same deck is used throughout the game. This means that as you play the game, you get to know the cards better and better, allowing you to see which ones combine well together and which ones are less potent for a given situation. It creates a great meta game that evolves over the course of the game and even bleeds into future plays.

Other cards include the red Epic Tale cards, which are gained through various other cards in the game. They add a dash of chaos and unpredictability to the proceedings, allowing players to activate special powers that can drastically alter the board state. The strengths of these cards are often circumstantial, which is a gripe I’ve seen people level at this game, but I honestly don’t mind it. They’re a fun way to inject some variance and tomfoolery into the game state and turn any meta on its head.

The last kind of card you’ll see are the yellow Advantage cards, which are rewarded to players for being chieftans of location tiles. Being a chieftan simply means you have more pieces of your color at a location than any other player. Each location has an Advantage card tied to it, allowing a specific ability for that player to play and use. Some Advantage cards are definitely better than others, which lead to some locations being more hotly contested, like people are rushing to choose between vacation real estate in Hawaii instead of Montana. (Listen, no offense Montana, but the thing you’re best known for is dinosaur bones. If your most popular attraction is already dead, that’s a bit of a problem).

By the midway point of the game, players are fanning out hands that are a patchwork of green, red and yellow like proud peacocks in mating season. Since cards are the lifeblood of this game, your hand is the heart of it, meaning you need to maintain its health in order to succeed. The more cards you have, the more control you have. In order to deal with hand size disparity, Inis includes a wonderfully smart passing system. If you don’t want to take your turn, you simply say “Pass” and it’s the next players turn. As long as the rest of the players don’t consecutively pass before your next turn, the round still continues and you’re able to still participate. This allows you to stall and buy some time for the right moment to trigger a certain card or make a huge move, while hopefully thinning out the hands of your opponents to prevent them from getting the upper hand. I can’t think of a game where sitting back and doing nothing can be such an important decision. If only real life worked like that.

It’s tough to narrow down and focus on what makes Inis so great because Inis is a bit of a weird game. Its three different win conditions lead to strategy and direction and feeling a little opaque, especially for a first play. It has a mechanism where you must declare you have one or more of the win conditions like it’s god damned Uno, spending a whole turn to take a ‘Pretender’ token that you can’t win the game without. Its game length can be as short as 45 minutes or as long as 3 hours depending on how things play out.

And yet, here it is at number 7. So let me just talk about things I do love!

Thing the First: It has my favorite combat system in an area control game, ever. You literally just attack someone and they lose a soldier or a card. Then they do the same to you, causing both players’ armies to slowly erode away like you’re watching a time lapse video of ice melting. It does a great job of making war feel senseless and pointless, something you don’t expect from a troops on a map game. Even more brilliantly, before every action in the combat, players can unanimously agree to peace and end the conflict. This means that technically a game of Inis could end without a single battle and that it’s the players themselves who are choosing to not coexist.

Thing the Second: I’ve mentioned my love of tactical games so many times on this top 100 that you’d be forgiven for thinking ‘tactical games’ is the name of some publisher that’s sponsoring the blog. But what can I say, I like what I like and I love tactics over strategy. Inis is one of the most tactical games on my top 100, forcing you to change your plans every round based on the cards you draft and what your opponents have done. This game is a tactical player’s dream.

Thing the Third: I adore the theme and art in this game. I literally named this blog after the coat of arms from my family’s Celtic ancestry, so it’s safe to say that I’m all in when it comes to anything Celtic. The game does a great job of immersing you into its Celtic setting and mythology, with Epic Tale cards that are based on actual Celtic myths and evocative art on the location tiles that transports you to the setting. The psychedelic card art is maybe a little more 1970s than mid hundreds, but it’s still incredibly striking and attractive. Playing this with the Braveheart soundtrack in the background creates such a wonderfully engrossing experience that it almost makes you forget Mel Gibson was involved with that movie.

Thing the Fourth: This game has got a ton of replayability and variety. There is no static nature to this game. Everything comes out in a different order every time you play it: from the location tiles to the Epic Tale cards to the cards you draft at the beginning of every round. This breathtaking amount of variance allows for Inis to feel different and fresh every time you play it. That’s something I really put a lot of stock into, so the fact that Inis excels in this area is a huge notch in its pro column.

Honestly, I love Inis enough that I could see it being a top 5 or even top 3 game for me some day. The main thing keeping it from that hallowed company is that I have had one or two rough plays of this game, where it dragged on for almost three hours and it devolved into a ‘bash the leader’ slog. The good thing is that that has only happened at the four-player count. At three players, games last for little over an hour. Now, I’ve heard the expansion helps fix this problem at higher player counts which plops it immediately on my radar). If I play this a couple more times and find the game is at a more consistently trim run time, Inis is without a doubt in the running for my favorite game of all time. Until then, it’s here at the almost as impressive 7 spot.

6. Grand Austria Hotel

grand austria hotel cover

From a Euro style troops on a map game to a straight up Euro, my number 6 is Grand Austria Hotel. Grand Austria Hotel shares some designer lineage with Lorenzo Il Magnifico, my number 50 game of all time. While Lorenzo is great, Grand Austria Hotel is flat out amazing.

GAH casts players as hoteliers in pre-war Vienna, working hard to attract and feed guests so that they can be sent up to their rooms, all the while trying to make sure a very fickle (read: asshole) Emperor approves of their hotel. It’s a tight game of resource management, where you must keep track of things like time, money and coffee (which makes it sound like a Millennial Simulator, but it’s obviously a bit more than that).

GAH is a dice drafting game that has an immensely clever system for picking said dice. Every round, a bunch of dice are rolled and are separated into columns by number. The numbers denote what action those dice can be used for. For example, if you take a one, that allows you to take cake and pastry resource cubes, a four lets you take money or Emperor favor points, a five lets you hire a staff member, etc.

The cool twist is that the strength of that action is determined by the amount of dice in the column when you draft it. So, if the ‘four’ column has three dice, I get the four action at a strength of three. In this case, it allows me to take any combination of three dollars or Emperor points.

Obviously, this creates tense tactical decisions. If you take a die from a column that has a lot of dice in it, you’re getting a potent version of that action. But the more dice means the better you chance of that action sticking around till your next turn, so do you take something that’s less strong but scarcer? On the flip side, taking an action that only has one or two dice seems woefully inefficient. BUT its rarity means that maybe that action won’t be around by your next turn, which can put you in a huge bind if it’s an action you really need.

This mortifying tight walk defines Grand Austria Hotel and its all the more petrifying by the sheer amount of stuff you need to get done in this game. To get points, you need to fill rooms which means you have to get guests (which costs money) and then you need to feed them which means getting resources like cake and wine and coffee and then when they’re fed you need to make sure you have a room prepared that matches their color and also there is an Emperor who visits three times a game who will give an absolutely brutal penalty to anyone who hasn’t gotten far enough along on his Emperor track and by the way did I mention you only have fourteen turns to get this all done???

It’s like the board game version of the children’s book When You Give A Mouse A Cookie. Normally, I’m not a huge fan of these types of Euros in which you need to take countless baby steps just to achieve one thing BUT Grand Austria Hotel gets away with it because of one thing.

Do you know what that thing is? Come on, you can guess it. I’m sure you know what I’m about to say.

Yes, Grand Austria Hotel manages to be so good, for me, because it’s more tactical than strategic. Told you that you could have guessed it!

Don’t get me wrong, like many games, Grand Austria Hotel involves some degree of long-term planning. You’ll need to look ahead at the public objectives and Emperor track and figure out things you might want to work towards during the game. But every decision made to get to those points is purely tactical. The board state changes so much from round to round and even from turn to turn that you are constantly making reactionary decisions, picking things based on what the dice are offering as well as what kind of guests are available. So many Euros are about picking a long-term strategy at the start and then mechanically following that path like you’re a just activated Manchurian candidate. So, when a Euro like GAH provides fluidity and a need to constantly shift your plans, I’m drawn to it like a hipster to an IPA.

Within this whirlwind of tactical decisions, you’ll find satisfying moments where you trigger a guest’s special power that triggers another’s and maybe even another’s, which results in a cascade of rewards and future opportunities for your hotel. GAH can be tough, but it’s never not gratifying. Few Euros I’ve played provide the rush that Grand Austria Hotel does.

Kind of like Inis, Grand Austria Hotel could make a legitimate run as my favorite game of all time if it wasn’t for one unfortunate flaw. In this case, it’s a question of scalability. Grand Austria Hotel’s round structure is a snake draft, meaning the first player to draft a die is then the last person to draft their second die. At two players, this snake draft works beautifully. At three, the time spent waiting for your next die starts to grow and downtime begins to infect the game like a virus. At four players, the downtime makes this borderline unplayable. As someone who has constantly shifting numbers of players in my game groups, scalability is a huge factor for me. The fact that Grand Austria Hotel is ostensibly a two player only game is a bit of a bummer.

But outside of that, which really isn’t even a flaw with its mechanisms, Grand Austria Hotel is a masterpiece in Euro gaming. I can’t recommend it enough.

5. Port Royal

port royal cover

Alexander Pfister makes one last stop on my top 100 with what is, in my opinion, his best game. It’s another one of his lighter games: the push your luck card game Port Royal.

Port Royal checks a surprising amount of boxes for me. A lighter weight Pfister game? Check. Push your luck? Check. Pirate/nautical theme? Check. Klemens Franz artwork? Check. The fact that all these elements come together in a brilliant design doesn’t hurt its cause either.

I love Port Royal so much that I’ve already reviewed it on the blog. You can read that here, but here’s the recap. This is a game of pushing your luck against a deck of cards so that you can draft cards into your tableau. The cards going into your tableau not only give points (importantly, since it’s a race to 12) but also some special abilities, giving this game just the faintest whiff of that new engine builder smell.

When it’s your turn, you draw cards from a deck one a time and place them into a face up display (I’ll refer to it as the harbor from here on out). You can stop whenever you want, allowing you to enter a drafting phase in which you take some of those cards allowing you to either discard them for coins or purchase them to go into your tableau. The number of cards you can take is determined by the number of unique ship cards you’ve drawn into the harbor. If zero to three country’s flags are represented by ships in the harbor, you can only take one card. However, if there are four flags represented, you get to take two cards. If all five flags of the countries present in the game are represented by ships, you get to take a whopping three cards, which is pretty huge in this game.

The rub is that if two cards of the same flag ever show up in your harbor, you bust. Your turn ends immediately and as Willy Wonka once said, “You get nothing!” Not being able to do anything on your turn is devastating, so knowing when to stop drawing and be content with what you have versus going all in to get exactly what you want is a big part of this game.

There’s a lot of stuff I love about Port Royal outside of the general stuff I mentioned earlier. One cool mechanism is that after you draft your card(s), your opponents also get an opportunity to draft one card from the display you made with the caveat that they have to pay you one coin for doing business on your turn. This sort of positive interaction is always welcome in games and it helps inform how much you want to push your luck. Sometimes you’re not going to want to give your opponents a chance to get something juicy outside of their turn, even if you get a gold in return, causing you to stop drawing a little earlier than usual. Other times you may feel it’s in your best interest to be generous, pressing your luck a bit further so that your display is a smorgasbord of options for the other players. It’s a real cool touch and one that I wish other games would take a nod from.

If you want even more detail about why Port Royal is so fantastic, check out my review I linked earlier. But suffice to say, this is a game that I never get tired of playing and a game that I’m always sad when it ends. It leaves me wanting more and considering it’s one of the most played games in my collection, that is saying something. It’s extremely underrated when it’s discussed in the pantheon of Pfister’s games and I think more people need to try this one out.

4. Raptor

raptor cover

 

No designer has made more appearances on this top 100 than one Bruno Cathala and his reign of designer domination ends here at number 4. My favorite Cathala game and my number 4 favorite game of all time is Raptor.

Codesigned with the industry’s other Bruno, Bruno Faidutti (who also codesigned Mission: Red Planet with Cathala, a game that appeared in the 50s of this list), Raptor is a 2-player only masterpiece.  At its core, it’s a card driven abstract strategy game, where you and your opponent are activating actions to move your pieces around the board to achieve your objective. The amazing thing is that Raptor breaks from the chains of its abstract design to become one of the most intense and cinematic experiences in gaming.

In Raptor, one player is a band of scientists who are suspiciously armed to the teeth and the other is a mother raptor and her babies. The scientists can win in one of two ways. They can either capture all the babies (I’m sure their intentions are harmless) OR shoot the mama raptor with five bullets, putting her into a deep slumber (again, I’m sure it’s fine). The raptor can either win by getting all her babies to safety, off the game board OR by eating all the scientists.

How the actual game plays is through a card based action selection mechanism that is so brilliant that I have no clue why another game hasn’t copied it. Each player has a deck of cards valued 1 through 9 with a special action listed on them. The special actions differ between the players, allowing the raptor to do things like teleport her babies to her tile or to scare scientist figures into a state of such catatonic terror that they spend the game on their back until the scientist player wakes them up. The scientist is able to do things like launching sleeping grenades to put babies to sleep from far away or using frickin’ flamethrowers to block movement on the board.

Players draw a hand of three cards from their deck and then simultaneously choose one to play facedown before dramatically revealing at the same time. The cards are then compared; whoever played the smaller number gets to immediately take their special action while the person who played the larger number gets a number of basic action points equal to the difference between the two numbers.

It’s an absurdly clever system that creates more moments of unbearable tension than any other game I’ve played. Every turn you’re trying to get into the head of your opponent, attempting to zero in on what special action they need in order to deny them it while also making sure you get a solid chunk of action points. Of course, there will be points where you desperately need to trigger a special action and your opponent is thinking the same thing. Once that meta is established, the endless spiral of double think swallows your mind hole. You know your opponent wants to get reinforcement scientists so you’ll want to cancel that out BUT they know that too so they likely won’t play that card but what if they’re banking on you thinking that and WILL play that card so do you just counter it anyway and then you reveal and GOD DAMMIT, THEY DIDN’T PLAY THE REINFORCEMENT CARD, THEY’RE GETTING SO MANY ACTIONS NOW.

The mind games above the table are a nerve-wracking battle of wits and it’s matched by the intensity of the game on the table. Deciding how to move your pieces and spend your actions to better your board position is just as excruciating as figuring out what card to play. As the scientists, you want to be as close to as many babies as possible, but that might mean splitting your figures across the map. That could spell danger for you when the raptor takes down a couple scientists and you’re left with a couple of useless figures who are now too far away to do anything. On the other hand, clumping them together makes it more efficient to take down and capture baby raptors one at a time but means that if the mama raptor gets near you, you might as well just hand her an after-dinner mint. As the raptor, you have to decide which babies are worth focusing on and which are, horrifyingly, worth sacrificing for the good of the family. You also want to make sure you’re in positions where you can reach much of the board but that often means being out in the open and that opens you up to being shot at by the scientists.

If you’re playing a drinking game where you take a drink every time I say the word ‘tactical’ then crack open a new beer and start chugging because that’s exactly what this game is: tactical. This game is perhaps the most tactical game on my top 100 and one of the most tactical games I’ve ever played, period. It’s impossible to plan more than one move ahead because you have no clue what cards you’ll have at your disposal and you have no clue if you’ll even be able to use them for what you intended.

You wanted to play that value 7 to get a handful of action points because you thought your opponent was playing low? Oopsies, they played an 8 and now you activate that action. Guess you gotta reevaluate your next turn! This sort of stuff happens constantly throughout Raptor, meaning that if you aren’t ready to adapt at a moment’s notice then you will have what we in the hobby call ‘a bad time’. As someone who salivates at the prospect of playing games that requires this much tactical thinking and adaptation, Raptor is so firmly in my wheelhouse that I should start calling it Captain Raptor.

(that was really stupid, I’m sorry, I’m running out of stuff to say)

I’ll end this fanboyish rambling by mentioning this game’s tightwire balance. When I first played the game, I thought the scientists had a huge advantage over the raptor. I didn’t mind it too much though, because games were still close and the raptor was still a lot of fun to play as. But as I’ve played it more and more I’ve realized that the scientists, while easier to use as a new player, are not overpowered and that the raptor is incredibly powerful after you get the hang of managing her arsenal. I now consider it a toss up between the two sides and this balance creates absurdly tight games. Every game seems to come down to the wire, with each side desperately trying to get just the ONE action they need that will give them the advantage. This also means that there are rarely quick, blowout victories, with even a slow start able to be overcome by one or two clever card plays.

I recently played six straight games of this with a friend one night over the course of two hours. That seems like a lot, but we honestly could have played six more. Every single game was fun, intense, and filled with nail-biting tension. My friend commented that no game gets his pulse racing like Raptor and I think I have to agree with him (something I don’t often do with friends).

Raptor is easily my favorite two-player only game, which is a massive endorsement considering how many of those are on my top 100 alone. If you haven’t played it, you absolutely must give this one a try.

3. Codenames 

codenames cover

Sharp eyed readers with working short term memory will remember a mere seven entries ago I talked about Codenames: Duet, a two-player cooperative version of party game behemoth Codenames. I was cagey about whether the original game would show up but come on. We all knew it would.

If there’s one game I likely don’t have to explain it’s Codenames. It’s one of the most popular, famous games in the hobby and is the game to most effectively penetrate the mainstream market since Ticket to Ride. I mentioned it in my Codenames: Duet discussion that even my parents own a copy of Codenames and I just want to mention that again. My 60+ year old parents went out and bought a copy of this on their own accord after I introduced it to them. That’s amazing.

That being said, I’ll still briefly explain it just so that there’s context to what I talk about later. Codenames is a game of word association and deduction where two teams are trying to guess their words from a grid. A spymaster for each team has a key that shows which words pertain to them and they must give clues linking those words. Neutral cards are also seeded throughout the grid, gumming up the works, but worse than that is the assassin. One word on the grid is the assassin, a card that means your team instantly loses if they pick it. So, if the assassin word is ‘river’ you better damn well not give any clues that accidentally point your teammates to ‘river’.

Codenames is ingenious in so many ways. Let’s take, for example, it’s exquisite simplicity. Codenames can be taught to anyone in under five minutes. People super new to board games may need half a game to understand all the concepts but the gist of it can be understood quite quickly. What makes this simplicity such a feat is when you realize the surprising depth and thinky-ness of this game. Trying to link words together without accidentally leading your team to your opponents’ words or the assassin is going to fire off the synapses in your brain like a Tommy gun, especially for new players.

With repeated plays, you’ll find yourself acquiring a certain deftness with giving good clues. The subtle ways you can lead your team to a word while eliminating other, more unsavory possibilities is a skill that grows with each play, proving once again the subtle brilliance of Codenames’ system.  Codenames is perhaps the most played game in my collection (it’s between this and Skull) and I still find myself astounded at the clever associations either I or other players can make. It’s a linguistic playground that I never get tired of visiting.

Lastly, let’s talk about the assassin. The assassin is perhaps my favorite rule in the game. From a mechanism standpoint, it’s there to prevent players from just guessing willy nilly. If the specter of an instant loss looms over the table, players tend to be a lot more timid when guessing potential words. BUT if one team starts to get a sizable lead, teams are forced to start making wild guesses and to stretch out possible associations to incredulity. As the board shrinks, the chance of hitting that assassin grows and, beautifully, it’s at these points in the game when those aforementioned shots in the dark need to occur. It creates such incredible, edge of your seat moments that you wouldn’t expect from a 15-minute party game.

When I first bought Codenames and experienced it, I made it my mission to bring it to EVERY party I could. These parties were often with different groups of people and every time I would meet back up with one of these groups, I would discover someone from that party had immediately gone out and bought their own copy of the game. It spread like a contagion all over my home state of Pennsylvania, and I can’t think something that better exemplifies how good Codenames is. It deserves every copy sold and every bit of recognition it gets.

2. Scythe

scythe cover

Like with Blood Rage from my last post, Scythe was a game that I was reluctant to try. This isn’t necessarily Scythe’s fault. It’s because if something gets insane amounts of hype, my cynical brain puts up a force field and tries to ignore it. Not one of my best qualities, but it unfortunately is part of my personality, nonetheless.

However, I spent enough time in the hobby to be beaten over the head with Scythe talk enough times to cause CTE, so I eventually caved in and picked it up on a Black Friday sale from a local game store. I figured I liked the art and the theme and with all the praise I had seen heaped on it, I’d at least give it a try.

And now here it is, at my number 2 favorite game of all time. Quite the Cinderella story! I’ve already been contacted by Disney for the movie rights.

Yes, the hype is real. Coming from Jamey Stegmaier, a titan of the industry, and his company Stonemaier Games, one of the most celebrated and beloved publishers around, Scythe is indeed one of the best games in the hobby. It justly deserves the silver medal for my top 100. In fact, it was actually my number one game last year (in 2018) when I unofficially did my top 100 for the first time ever. And it’s not even because I like less Scythe any less since then, it’s more that I’ve grown to love my number one that much more. In fact, I actually like Scythe more than I did at that time! So yeah, I love this game, I guess you could say.

Like a couple other games that are in my top 25 (Blood Rage, Kemet, and Inis), Scythe is an area control game with deep Euro roots. In fact, some would argue Scythe is purely a Euro. I heartily disagree with that sentiment, but the fact that it exists shows you how much it tips the scale to that side.

Scythe is set in the beautifully realized world of Eastern Europa, drawing from a universe called 1920+ created by the game’s artist Jakub Rozalski. This universe takes place in a dieselpunk style, alternate 1920s where a World War I style event has left the continent decimated but up for grabs. You and your opponents take control of factions vying to pick over the remains of Eastern Europa, doing things like building a workforce, hoarding resources and building mechs to protect what’s rightfully (or not so rightfully) yours.

Despite the game’s daunting size and ruleset, it’s pretty simple when you boil it down. Each turn, you simply pick one of four actions on your action board and perform the top action, the bottom action or both. A rule preventing you from using the same action twice (save for the red faction, whose ability breaks that restriction) means you essentially only have three choices per turn. BUT a small number of choices certainly doesn’t mean the decision space isn’t large.

Every choice in Scythe is magnified by the fact that the actions you do on this turn GREATLY affect the actions you do on later turns. At its heart, Scythe is an action efficiency puzzle and it’s a puzzle that I delight in trying to crack. I will admit, it’s a little more strategic than I tend to like. In order to succeed in Scythe, you really need to visualize at least three turns ahead. Normally that makes me dry heave, but in Scythe it feels more palatable. Perhaps because the game’s theme immerses you so deeply into its world or maybe it’s the tactical nature of moving and managing your pieces on the board that help wash down the astringent taste of long-term planning. Whatever it is, during the one to two hours that I’m playing Scythe, I’m fully engrossed and completely oblivious to anything outside the game. As I try to efficiently map out what actions to take and in what order to take them, while simultaneously dealing with the increasingly crowding board state, I’m utterly hypnotized.

Lots of people poo-poo this game, claiming that it looks like a war game but barely has any conflict. To that I say: so? Who cares? This game isn’t a war game so we shouldn’t compare it to one. I’ve heard ti called a cold war game and THAT I agree with. Conflict isn’t the driving force of this game, despite the mechs that permeate the game’s illustrations. It’s the threat of conflict that makes this game so tense and interactive.

The moment a mech gets plopped onto the board like an egg from a hen, everybody stiffens. This player now has power that the others don’t, which immediately initiates an arm race to defend yourself. By the halfway point in the game, everybody’s got a line of mechs defending their territory, like grade schoolers forming a game of Red Rover. The message is clear: I don’t want to use these mechs, but I will if I need to. The fact that combat is such a drain of resources from both parties further intensifies this feeling of mutually assured destruction, reinforcing this feeling of a cold war that no one wants to ignite.

This mix of puzzle-y gameplay, cold war tension and out of this world production values makes Scythe an easy pick for my 2nd favorite game. Excitingly, I still have so much to explore with this game. Since heavy games don’t hit the table too often for my game groups, I still have factions to try out and new strategies to explore. I can’t wait to play Scythe again and I wonder if one day it will reclaim the throne at number one. That will be very tough, however, because my number one favorite game of all time is…

………..wait for it……….

 

 

……….it’s coming………

 

 

………..almost there!………

 

 

…………here it is……………

 

 

……….ARE YOU READY……………..

 

 

………….MY NUMBER ONE FAVORITE GAME OF ALL TIME IS:

1. Viticulture: Essential Edition

viticulture cover

Jamey Stegmaier and Stonemaier Games failed to make it on my list throughout my top 100 and yet here they are, at number 2 and number 1. My favorite game of all time is Viticulture, perhaps the game’s that put Stegmaier and his company on the map, and it is an absolute masterpiece.

Viticulture is a worker placement game in which you are running a vineyard in Tuscany, trying to wine things up better than your opponents. This means you’ll be planting vines, harvesting grapes, turning those grapes into wine and ultimately fulfilling wine orders. In the meantime, you’ll also be trying to build a workforce and infrastructure which makes these things easier and more profitable.

There are some things that make me wonder why Viticulture is my favorite game. For one, worker placement is a mechanism I’m not even THAT crazy about. Sure, I like it, and if I made a top 10 list I’m sure it’d sneak on there but I don’t think it’d even hit my top 5. On top of that, it is a pretty vanilla worker placement game in terms of how it uses the mechanism. There’s no crazy hook here or twist to the genre that makes you go, “Ohh, I haven’t seen this before!” It’s pretty standard ‘place a worker and do the action’.

And yet…here we are. Number one out of 100 and number one out of the 300+ games I’ve played over the past four years. Why?

Let’s start with the theme. I’ve been withholding my use of the ‘f’ word this entire top 100 but now that I’m on number one, I’m cashing it in: I fucking love this theme. I am much more of a craft beer guy than a wine guy, but I still love the whole idea of vineyards and the wine making process. I live in Pennsylvania where there are lots of vineyards on rural stretches between towns and I just love the calm, pastoral look of them. Viticulture manages to capture this theme perfectly despite being, like many board games, an abstract representation of it.

One big reason is the art. Here’s my second ‘f’ word: I fucking love this art. Beth Sobel, an artist I’ve praised throughout this top 100, has her best work to date in this game. Her serene arts style flawlessly encapsulates the relaxing feel of running a vineyard and wine culture. Every time I see this game’s art, whether from opening the board or sifting through its cards or by simply seeing it on my shelf, I instantly get a warm feeling that rushes through my whole body. It’s rare for art to give me a physical reaction but when you combine it with this setting and this gameplay, I can’t help but feel legitimately comforted by it.

The game’s gameplay and flow also help to add to the game’s tranquil atmosphere. I already mentioned that Viticulture has a somewhat basic approach to worker placement, but I actually think that’s to its benefit when you consider the theme.  The act of simply placing a worker and getting its action and then moving onto the next person is wisely elegant and keeps things immersive. There’s no fiddly rules to distract you, no edge cases to stumble upon. It’s simply you, your worker and the goal you have in mind. As you harvest grapes and place them on your crush pad and prepare your cellars to transform them into wine, it’s impossible to not feel like you’ve just pulled on a cozy sweater.

Don’t mistake this for an ‘easy’ game, though. Despite the game’s elegance, warmth and welcoming demeanor, Viticulture still requires precise planning and execution. You need to complete actions in a proper, efficient order and mistiming something or allowing yourself to be blocked out can set you back an entire round. Because of this, there’s still plenty of tension. Yes, the game does have the famous (or infamous, depending on who you ask) grande worker, a plus sized worker pawn which allows you to muscle in and activate an action even if all the spaces are blocked. Some people complain this takes the bite out of Viticulture’s tight systems and is too forgiving when compared to the classics of the genre like Agricola or Caylus. I disagree. The only thing it removes is frustration. Besides, there’s still the agonizing decision of when to use your grande. Do you use them earlier for an action you sort of need, risking not having it later when you’re stonewalled from getting an action you ABSOLUTELY need? Players are always nervously fidgeting with their grande worker, rubbing it like a rabbit’s foot as they flip flop over when to use it.

Another thing I love about Viticulture that it doesn’t get enough credit for is its hand management. I truly believe this game is as much about hand management as it is about worker placement. The game has a hand limit of seven which seems loose…until about halfway through the game. By that point, smart players will have stuffed their hands full of cards like ambitious taxidermists, meaning they’re constantly juggling which ones to discard at round’s end. The game’s visitor cards, which are special powers that can be used when they’re discarded, provide so many useful abilities that it’s impossible to narrow down which ones to keep and which ones to turn away like some sort of vineyard bouncer. Figuring this out is one of the many joys of Viticulture.

What makes this even better is that this hand management puzzle feels fresh and different every time. I have played this game a handful of times multiplayer and countless times solo (more on that later) and during every play I see a brand-new combination of cards used to pull off impressive moves and strings of actions.  Another common complaint leveled at this game is that it’s ‘too random’ and the cards are ‘too swingy’ which I again disagree with. While there are sometimes an opponent plays a card where you go, “Damn, that would have fit perfectly with what I have going on here”, chances are you can answer right back with something really good too. In my opinion, there are no bad cards in this game. You just have to plan and use them right.

The last thing I’ll talk about is this game’s solo mode. All Stonemaier games now institute solo modes known as Automa modes, solitaire variants designed by Morten Monrad Pederson and his Automa Factory development team. But this was the first game to include it when the base game’s first expansion came packaged with it. I have become an active solo gamer over the past two years and one of the big reasons is this Automa mode.

Viticulture’s solo mode manages to take feel of the multiplayer game and condense it down to one player without losing any of the feel of the normal version. Sure, you lose the competition against actual human beings, but no solo mode can replicate that (yet). The game retains its feel and flow and there’s barely any extra rules. You have a deck of cards that tells you where to put enemy workers to simulate another opponent and there’s one extra rule about how to activate bonus actions and that’s all. Set up, play and tear down can be done in under an hour and you are able to get the same Viticulture experience without having to call a single friend. This solo mode blows my mind every time I play it. And oh boy, I have played it. A ton. Too many times, some might say. But I keep coming back to it because it’s so addictive and such an easy, hassle free way to continue experiencing my favorite game of all time no matter the time or place.

That’ll wrap it up on Viticulture, I think. It’s my favorite game of all time for so many reasons. Its theme, its atmosphere, its easy going but still suspenseful gameplay, its pristine solo mode…I could go on and on but this top 100 has already lasted over three months (we’re now in 2020 for a 2019 list…oops) so I’ll shut my mouth.

I wouldn’t be shocked if the next time I do my top 100 that Viticulture retains its place at the top. It’s hard to imagine any game coming close any time soon.

 

*

We did it, folks! My top 100 games (2019 edition) is complete! Phew! Just in time for my 2020 edition! *studio audience laughs*

In all seriousness, I actually had a blast doing this. It’s surprisingly hard work writing about games and if you combined all these lists into a Word document it would probably be close to 130 pages worth, but I’m already looking forward to redoing my top 100 at the end of this year. This time I’ll be sure to start it a little earlier so I’m not so deep into the following year.

Anyway, hope you had fun too. If you like what you’ve read and you’re new around here, stay tuned to this blog for future posts. I mostly do reviews, but I sometimes do editorials or random articles about gaming experiences I have. Be sure to stop by!

 

Kyle Hanley’s Top 100 Games of All Time (2019 Edition): 20-11

We cracked my Top 25 like the shell of a giant board game egg in my last post and now the yolk of it is running all over the place, oh god, it’s so messy. Let’s carry on with it before it gets all over our pants.

RECAP:

100-91

90-81

80-71

70-61

60-51

50-41

40-31

30-21

 

20. Blood Rage

Blood Rage cover

When I first got into the hobby, Blood Rage was a game I was resistant against trying. The cover art didn’t appeal to me, the title sounded like the name of a high school death metal band that was trying too hard, and the fact that it was so miniature heavy led me to believe that it would have shallow, mindless gameplay. Of course, as anyone reading this top 100 can attest, I am quite often wrong, to the point that “Wow, Kyle sure was wrong a lot” will be the thesis scholars take away from this blog when they study it hundreds of years from now. Blood Rage is another such occasion of my eternal ineptitude.

It took me just one play of Blood Rage for me to realize how good it was. What I thought was going to be a brain-dead slugfest with shoehorned Norse gods and miniatures turned out to be a thoughtful Euro driven game of building card combos and action efficiency. The game centers on drafting cards and then using those cards with allotted action points in a way to maximize your points. Figuring out what cards you want to take and what possible combos you want to exploit is fun in itself, but then the actual game of moving figures around the map, getting into combat and trying to figure out when to time the cards you’ve drafted is a wonderfully tense but action packed puzzle.

The variety of strategies you can take is a huge draw for me. Do you focus on combat, recruiting high powered monsters and investing in the payout of victory points from winning battles? Do you strategize around ‘quests’ which are essentially objectives you can work to achieve from round to round? Or do you employ the now infamous Loki strategy, which involves purposefully killing off your own warriors and losing battles to reap victory points from your own failures? All of these and more are viable and they’re all entertaining in their own ways to employ. It can be a little frustrating when a card you desperately need to complete your engine is randomly not in the game (a certain amount of cards are burned every round), but the stuff happening on the board is so entertaining that it’s not a deal breaker.

Honestly, the first time I played Blood Rage I was convinced it would be in my top 10 for my entire gaming life. It sits here at 20 for two big reasons. One, I’ve simply played more games since Blood Rage that have bumped it up the line. Two, and more tragically, I simply haven’t played Blood Rage in quite some time. It’s going to be close to two years since my last Blood Rage play and I don’t own a copy or have anyone local who does. Like Concordia on my last post, it’s tough to keep ranking a game super high if I haven’t even played it recently and, unfortunately, Blood Rage is the latest victim of that reality.

I do hope to get my own copy some day because Blood Rage truly is a fantastic game. Underneath its Iron Maiden exterior is one of the sharpest and most tactically bountiful designs in the hobby.

19. Hanamikoji

Hanamikoji cover

I love myself a good small card game, especially when they’re designed for just two players. Hanamikoji has the honored distinction of being my favorite two player card game, sitting right here at spot 19. In this game, players are rival businesses in the Japanese district of Hanamikoji, trying to win over geisha to come perform at their venue. What ensues is one of the most bloodthirsty, agonizing 15-20 minutes of your life.

Hanamikoji is a microgame, so it’s basically just a deck of cards and some tokens. Every round you and your opponent will play four actions. Both players have access to the same actions, but they can be played in any order. One action involves the player stashing away a card for scoring at the end of the round while another has the player secretly burning two cards to be removed from the round. The other two actions are of the ‘I Split, You Choose’ variety. One has you displaying three cards to your opponent and they get to pick one, with the other two going to you. The last action forces you to make two pairs of cards and, once again, show them to your opponent to get first dibs on which one they want.

As you accumulate cards through these actions, they are placed on the geisha that they represent. Whoever has majority of the cards for that column wins that geisha. You’re either trying to win four of the seven geisha or earn 11 ‘charm points’ (each geisha is worth a certain amount) worth of geisha.

It’s so simple but so terrifying to play this game. Every action feels like it’s going to help your opponent and hurt you and somehow your opponent feels the EXACT same way. It brings shades of games like Lost Cities and Arboretum, which both showed up in my 80-71 section. Every action feels like it’s working against you, you never want to commit to one and it feels like no matter what order you choose to play them in will be suboptimal. Playing the ‘I Cut, You Choose’ actions early feels like a gamble because you have so much less information about what your opponent might have in their hand. You could be gift wrapping them the exact cards they need and be completely ignorant. But playing these actions late means you may be divvying cards that are a lost cause by then. On the flip side, completing the actions that involve storing and burning cards seems silly to do early because you don’t know what geisha you will be aiming to win, making it feel like you’re just firing from the hip with a blindfold. Wait too long, however, and you may end up storing a card you have no interest in or burning cards that have suddenly become important to you.

All of this angst and horror is distilled into a suffocating 15-20 minutes, giving Hanamikoji a more potent punch than many games three or four times its length. I love when small card games put you through torture, as I made clear when discussing Lost Cities and Arboretum way back when, and there’s no other card game that demands a blood sacrifice quite like Hanamikoji. It’s such a superb design and will likely be in my top 25 for quite a while.

18. Biblios

biblios cover

From one nerve-wracking small card game to another, my number 18 is Biblios. Biblios was one of the first full reviews I’ve done on this blog, which you can check out right here. It’s one of the first card games I fell in love with and it continues to be one that I want to get to the table again and again.

In Biblios, you are living through everyone’s biggest power fantasy by donning the cowl of a medieval monk and trying to create the best damn library around. If that doesn’t get your pulse racing, then you’re probably a pretty normal person. But don’t worry about the theme (even though I secretly like it because I’m a weirdo). The real magic in Biblios comes from its gameplay.

Biblios is simply a set collection game at its heart but where it blossoms into a beautiful monk shaped flower is in its unique structure. The game is divided into two phases. There is a card drafting round known as the Gifting Phase where you’ll be gaining and divvying up cards, and then an auction round where you’ll be buying even more cards in an auction format.

First, the Gifting Phase. During this phase, players draw cards from the deck and must do the following: keep a card, give a card to the other players and put a card into the auction deck to be auctioned off in the following phase. The cards are either gold cards to use for the auction, cards that control the dice that mark the point values for the different colors in the game and then the cards of said colors.  The key here, however, is that players draw these cards one at a time and must decide immediately what to do with it. If you draw a high value blue card, do you keep it? What if you’re not working to collect blue? Do you willingly give it to another player, knowing it’ll greatly help them out? Or do you just stow It away in the auction deck, waiting for Future You to deal with it? Every card draw in this phase feels like a mini game of push your luck, trying to decide what to do with each card so that you don’t end up getting stuck with something crappy or giving your opponent something amazing.

The next phase is just a straightforward auction but it’s no less intense. The gold you accumulated in the Gifting Phase is used to buy the cards from the player crafted auction deck, with everyone raising their bid or bowing out to save up for the next card. Even if you made an effort to get a nice, fat stack of gold, it feels like you’re always on the precipice of being completely broke. It’s a tightrope walk of getting good value for cards you want while making sure your opponents don’t get things they need for cheap. This often results in you feeling like you’re overspending or letting your opponents get cards too easily and, like Hanamikoji, the brilliance is that your opponents are thinking the same thing.

Every turn and decision is loaded with anxiety and panic, which culminates in a climactic reveal. At the end, players reveal their hands to see how much of each color they have, which then shows which colors they’ve essentially ‘won’. Points are awarded based on what the die of that color says and whoever has the most points, wins. It’s always a surprising and thrilling revelation, a dramatic release of tension like a slingshot snapping a rock through a window after being held for twenty straight minutes.

I’ll end this by saying that even if you find the theme of monks and libraries to be empty and boring, you’d be doing a disservice to Biblios to not play it. It’s such a superbly designed game with two unique halves that somehow flow together seamlessly. Try it out, Biblios is amazing.

17. Arctic Scavengers

Arctic Scavengers cover

Like a handful of other games on this list, Arctic Scavengers is a game that I would have likely ignored had it not been for an amazing Shut Up & Sit Down review of it. Its cover is horrifically bland, its name is so generic it causes me physical pain and, at the time, I had no idea what a deckbuilder was. But their review was so intriguing and did such a good job of introducing the concept of a deckbuilder that I had to try it. At that point, Arctic Scavengers was my first ever deckbuilder and, to this day, it remains my favorite.

Arctic Scavengers plunges players into a future where climate change has resulted in a second ice age which I guess means it takes place ten years from now. Players will be crafting a deck that represents their tribe trying to survive in this harsh world, with cards representing various tribe members, tools and weapons. The end goal is to have the most tribe members in your deck by the end of the game, which is an interesting twist on deckbuilding. Most deckbuilders reward you for creating razor thin, streamlined decks that you can churn through in one turn, recreating powerful combos like the world’s nerdiest version of déjà vu. But in Arctic Scavengers, you’re looking to stuff your deck to the brim with tribe members, sometimes sacrificing the ability to fall back on reliably drawing synergies in order to just load up on victory points. It’s an interesting balance and creates a fresher, more tactical experience compared to the more mechanical Dominion clones out there where it feels like you’re simply trying to program a scoring algorithm.

The cool twists don’t end there. Another neat wrinkle is how Arctic Scavengers treats trashing cards from your deck. Most deckbuilders offer avenues for you to discard less useful cards to make it more likely for you to get your more powerful ones in a draw. The thing is, you usually need a card that allows you to trigger that ability to trash stuff, meaning you have to wait to get that card and a card you’re willing to trash in the same hand. Arctic Scavengers wants none of that ‘waiting’ nonsense and, hilariously, allows you to trash cards whenever you want. You simply take any cards from your hand that you don’t want and then send them to a communal deck of cards known as the junkyard, which players can sift through to find potentially useful stuff (including the cards you just sent there!).

I love this for a couple reasons. One, it obviously gives a lot more freedom. Is there a card gumming up your deck? Just get it right out of there whenever the hell you want. Two, this card isn’t permanently out of the game. As I said, it simply goes to the junkyard where other players may happen upon it. Every deck starts out with semi-useless refugee cards, who count as tribe members but can’t do anything without the help of a tool. This makes them very inefficient for the start of the game, meaning players channel their inner Republicans and banish them out of their deck for not earning their keep. Hysterically, as the game starts to wind down, players often go back to the junkyard looking for the very refugees they banished earlier, trying to nab them for their points.

(That has to be a very awkward walk home from the junkyard with the refugee shuffling along with trash stuck to them as you cheerfully say, “Hey, sorry about that whole exile thing.”)

Yet another neat mechanism that Arctic Scavengers employs is its multi-use cards. Deckbuilders tend to have cards with very specific functions, while the cards in Arctic Scavengers can be used for a variety of things. The trick is, however, some cards are better at certain actions than others. For example, the Scout is good for drawing extra cards but less useful in other areas while the Brawler is great for fighting (more on that in a bit), but not so helpful otherwise. It feels like you’ll never have a useless hand, something that can’t be said for a lot of other deckbuilders. Even if you aren’t able to use a card for its more effective action, you can pair it with others to help strengthen some other action. Granted, there are still cards that can’t do certain actions so there may be moments of ineffective draws BUT even then you can find uses for those cards.

This comes in the form of the final mechanism that I think REALLY separates Arctic Scavengers from other deckbuilders: the skirmish. Every round, someone peeks at a card from a deck known as the Contested Resources. Contested Resources are powerful cards that aren’t available to buy in the public display. Winning one is often a huge boon to your deck. After players play cards from their hand on their turn, they then take any leftover cards they want to save for the skirmish and put them facedown in front of them. Hell, you can put your entire hand face down if you want to. When the skirmish occurs, everyone flips their cards over and calculates their ‘fight’ rating, which is essentially an action just like everything else on the card. Whoever has the highest fight rating wins the Contested Resource and secretly adds it to their discard pile to become a part of their deck.

I love the skirmish because it adds interaction and an element of bluffing. As much as I love deckbuilders, they can often be multiplayer solitaire affairs, with an occasional ‘take that’ card to add some forced ‘interaction’. Arctic Scavengers is very interactive thanks to the skirmish, with everyone keeping an eye on how many cards their opponents have devoted to the end of the round brawl. This also adds some slight bluffing, as I intimated earlier. Have a bad hand? Devote it all to the skirmish and watch with glee as you win a Contested Resource with nothing but two shovels, two pickaxes and a bottle of pills. On the flip side, if it’s your turn to see the Contested Resource and you know it’s something good, putting down just one or two good cards for the skirmish might make others think it’s nothing worth fighting for, letting you pull off a cheap win. It’s such a cool, unique part of this game that I’ve never seen in any other deckbuilder and it’s one of the biggest reasons why I love this game so damn much.

If you don’t trust me, it’s worth noting Arctic Scavengers is one of the most requested games in my collection. If I’m having a gaming weekend with friends I don’t see that often, Arctic Scavengers is almost always brought up. This makes its lack of popularity in the hobby all the more baffling. If you skipped out on Arctic Scavengers, it’s never too late to try what I believe to be the best deckbuilder around.

16. 7 Wonders: Duel

7 Wonder duel cover

In my 60-51 section I discussed 7 Wonders, one of the most popular and influential card drafting games in the industry. As much as I love 7 Wonders, it doesn’t quite measure up to its 2-player only version, 7 Wonders: Duel. Antoine Bauza, the designer of 7 Wonders, is joined by none other than Bruno Cathala for this game, which makes a lot of sense since Cathala is perhaps the best designer of 2-player only games in the hobby.

In this version of 7 Wonders, the pick and pass card drafting system that has been mimicked by so many other games is now replaced with a public draft from a card display. Cards are put into a specific shape (which changes round to round) with some cards being dealt face up and some being dealt face down. The cards are displayed in such a way that cards overlap each other, which plays into which cards are available for you to take on your turn. On your turn, you simply take one card and either put it in your civilization, discard it for gold, or burn it to build a wonder. Very much like the original 7 Wonders, but what makes this one superior to the original is its tactical back and forth nature.

Like some sort of empire building based ping pong, you and your opponent are constantly trading volleys, taking quick turns to draft the card that best suits your current and potential future needs. The drafting system is brilliant because it adds an exceptional puzzle element. You can look ahead up the shape to see what will be available based on what cards your or your opponent take. When a card is no longer overlapped, it becomes available to draft and if it’s a face down card then it also gets revealed. The tension that comes from trying to figure out what you want to make available for your opponent haunts every decision like Casper the Min-Max Ghost. Flipping over a facedown card is always a gamble because if it’s something that could greatly help your opponent, they’ll just snatch it right up on their turn.

This is further amplified by the three different win conditions in the game. If the game ends after three rounds, it’s just simply about counting victory points in your civilization to see who scored more. BUT there are ways the game can end abruptly before that point with either a Military Victory or a Science Victory.

The Military Victory is a constant tug of war between the opponents. There is a military track with a shield pawn that moves towards the players and if the shield ever ends up in your city, then you’ve immediately lost. The shield is moved by simply taking cards with the shield icon, allowing you to move the shield as many spots as there are icons towards the opponent.

Meanwhile, the Science Victory is about collecting symbols. On certain cards in the game there are scientific symbols and if a player ever collects six unique symbols they automatically win the game through a Science Victory. To further tantalize players to grab these symbols, players get a reward token if they collect two of the same symbol, which often grant some sort of special power or action.

The addition of these two automatic win conditions is such an ingenious touch. It expands the decision space to include more things that just “grab resources and points” and forces your opponent to have to play defense. If you take a couple of military cards in a row and start bearing down towards your opponent’s side of the military track, they suddenly have to shift their own strategies to deny you shields. This opens up your opportunity to start grabbing cards they have to ignore in their quest to deny you the Military Victory. Same goes for the Science Victory which seems very tough to get at first, but surprisingly snowballs when opponents don’t properly defend it. It seems like every game I’ve played of this comes down to one of the players needing just one card to complete the victory, making the last round an absolute nail biter. Facedown cards could be just the card your opponent needs to trigger the win condition, putting even more emphasis on the order in which cards are drafted.

Every time I play 7 Wonders: Duel I am reminded of just how brilliant and great it is. It truly is one of the best two player only games in the hobby and one that should be in everybody’s collection, whether you have the original or not.

15. Five Tribes

five tribes cover

I just got done discussing one of Bruno Cathala’s co-designs, so let’s move onto one that he did all by himself: Five Tribes. Considered by many to be Cathala’s magnum opus, Five Tribes takes the ancient game mechanism of mancala and puts it into a midweight strategy game that will turn your brain into slush (in the best possible way, of course).

Set in an Arabian Nights style setting, players will be guiding meeples around a grid using the aforementioned mancala mechanism, activating the special actions granted by the Five Tribes (hey, that’s the name of the game) of Naquala (hey, that kinda sounds like mancala). Meeples will be randomly strewn about the grid of tiles, looking like someone set off a bomb underneath eight boxes of Carcassonne. On your turn, you take a group of meeples and walk it on a path, dropping meeples off along the way. The last meeple you drop off allows you to grab all meeples of that color from the tile and activate the tribe ability associated with that color.

I won’t go too deep into all the tribes, but they let you do things like grab cards from a marketplace, buy Djinns which grant victory points and special powers, and kill other meeples. In addition to the tribe actions, the tiles themselves have actions which are also activated, meaning you have to think not only about what tribe is the most profitable but what location tile would be great to pair it with. Considering the sheer amount of possibilities every turn gives you, with every potential group of meeples you can grab and airdrop around like Santa tossing presents from his sleigh having strong ramifications for the next turn, you can see why this game is described as puzzle-y. In fact, some could argue it’s a bit too puzzle-y. While I have yet to experience the pleasure of playing this with a person prone to analysis paralysis, I can certainly see this being a nightmarish slog if someone had to min/max every single permutation.

Since I don’t have to deal with that, I become hopelessly engrossed in Five Tribe’s Rubik’s Cube of a game state every time I play it. Mapping out which paths I should take and which ones would give me a good return on points is never not satisfying and being able to pull off a huge turn that gives you a boatload of points is an absolute rush. I can’t think of a game where I get more excited for my turn to come up because I know that it’s going to be a blast to try and figure out.

It’s no surprise I love this game. Five Tribes is like a Greatest Hits album of Bruno Cathala’s design traits: it’s incredibly puzzle-y, as I mentioned; It is one of the most tactical games I’ve ever played, with players being forced to adapt and react based on what the person on the turn before them did; It’s got lots of fun powers in the form of its Djinn cards; It’s just the right length, never outstaying its welcome yet giving you a good sense of getting lots of things done. I have mentioned countless times that Cathala is my favorite designer and while this isn’t my favorite Cathala game, I can’t think of a game that better reflects why he’s my favorite designer.

If you love a good puzzle in your board games, there’s no easier recommendation than Five Tribes. It’s a game I expect to be in the top 20 portion of this list the next few years.

14. Decrypto

Decrypto cover

Word association party games are, as the kids say, my jam. Plenty of them have already popped up in my top 100 and my number 14 is one of the best in the industry: Decrypto.

I have been filled with both excitement and dread to talk about this game. I’m excited because this game is such an amazing and clever design. I’m dreading it because, despite it being a simple game to play, it is a disaster to try and explain. I will do my best but please…have a little pity.

I already briefly mentioned Decrypto earlier in this top 100, when I discussed the game Cross Talk in my 70-61 section. Cross Talk is a word game where you’re trying to give hints to get your team to guess a word, but you don’t want your hints to be too on the nose because the other team gets first crack at it. Decrypto shares this ‘give vague but good hints’ DNA, but in a slightly more involved fashion.

This is a team vs. team game, as many of these games tend to be. Each team has a board propped up in front of them that only they can see. The board has four slots, each filled with a different word card. So, let’s say the words are ‘bear’, ‘ogre’, ‘beach’ and ‘kitchen’. The slots have a number so each of those words correspond to a number 1-4.

The active clue giver draws a card with a 3-number code that their team must guess. Let’s say they draw ‘3.2.1’. That means they need to give clues for beach, ogre, and bear, IN THAT ORDER, so that their team can guess the numbered code. Players guessing never say the words out loud, they say the numbers associated with the words that they believe their clue giver is trying to get across and in the order of the clues given. So, the clue giver can say ‘sand’, ‘Shrek’, and ‘grizzly’ to get their team to say “3, 2, 1.”

HOWEVER.

The clue givers do NOT want to give clues that obviously point towards something because, much like Cross Talk, the other team gets first dibs on intercepting the code. The first turn there is no intercepting codes, it’s just saying clues to provide a baseline. But after that, any clues that sound like they might be related to previous clues allows opponents to cross examine and nail down what the mystery word may be. For example, if the clue givers (which alternates every round) give the clues, ‘grizzly’, ‘polar’ and ‘cave’ for the word ‘bear’, there is a very good chance the opponents will zero in on that being something bear related. From that point on, anything else they think may be bear related, they will be sure to guess the number ‘1’ when they try to intercept the code. If the opposing team intercepts two of your codes, they win the game.

You’re probably thinking, then just be as vague as possible to confuse the other team….which is half right. You DO want to be vague so that the team can’t intercept BUT if your own team can’t figure out what you’re trying to say, then you get a failure token. And guess what? If you get two failure tokens, the other team wins the game. This creates a brutally tight balance between being obvious enough for your team to correctly guess the codes but being vague enough to prevent opposing team from catching the scent.

There are few games as nerve-wracking as Decrypto. The margins of error are ruthlessly thin and the slightest slip up can blow your whole game wide open. It feels like the other team is a flock of vultures circling overhead, just waiting for your team to collapse under the pressure so it can pick on your remains. In this tension, however, comes some of the most satisfying gaming moments I’ve ever experienced. When you do manage to sneak something by your opponents and your team immediately picks up on it, you feel like a genius. When you detect a subtle trend from the other team and intercept a code, you feel like Alan god damned Turing. There is no game that makes you feel as clever as Decrypto and the euphoric rush that gives you is hard to come by elsewhere in the hobby.

Also, Decrypto feels surprisingly thematic. As great as industry darling Codenames is, and while it may or may not show up on later this Top 100, it feels like an abstract exercise in word association. The spy theme is completely pasted on. Not so in Decrypto. Sporting an early Cold War aesthetic, this game makes you feel like you’re all codebreakers as you huddle with your team, desperately trying to get a leg up on the opponents in hushed whispers. It further adds to the endless suspense this game provides and, while it can be exhausting if the game is drawn out, it’s mighty impressive for a word-based party game to pull this off.

Decrypto is a game that I can easily see sneaking into my top 10 at some point. The main reason it’s not this year is simply because I don’t play the game quite as often as I’d like. I just mentioned that this game can be exhausting and that is perhaps one of the reasons it doesn’t see the table as often as other games of this ilk. It’s for a very specific crowd and a very specific mood. But when those two things combine and Decrypto does get pulled out, it is a truly amazing experience.

13. Kemet

Kemet cover

In my 40-31 section I discussed a game called Cyclades, a troops on a map game set in Ancient Greek mythology. I also mentioned that it was part of a trilogy and that there was a chance the other two games may show up on my list. Now we’re here! Kemet is my number 13 and the second installment of the trilogy from publisher Matagot.

Kemet trades Cyclades’ Greek mythology and auction mechanism for Egyptian mythology and an action selection system. Players will be selecting actions on a player board and then using action points to referred to as prayer points (or PP *chortle*) to activate them. These actions including adding soldiers, moving soldiers, upgrading your different pyramids or buying tiles that grant special powers. The player board has a pyramid shape with three rows, with a rule stating that you must end your round with an action token on each row. This prevents you from spamming an entire row and forces you to consider the timing of certain choices, so you don’t back yourself into a corner and take a suboptimal action at the end just to satisfy this rule. It’s rare that anyone does find themselves being screwed up so the puzzle here is pretty minimal but it’s still an interesting layer to add to another wise standard action selection mechanism.

Managing your actions and your PP (tee hee) economy are certainly fun problems to wrestle with, but what makes Kemet truly special is its tech tree system. I mentioned earlier that one of the actions you can do is buy tiles that give you special powers, creatively called ‘power tiles.’ The tiles come in three flavors: strawberry, blueberry and vanilla. Or, red, blue and white. Red focuses on attacking and favors aggressive strategies while blue is all about defense, making you an unfavorable target for others to attack. White is all about your action point economy, giving you discounts and more bang for your prayer buck. The types of tiles available to you are determined by the level of your pyramid for that color. If you only have a level 1 red pyramid, you only have access to level 1 red powers.

Figuring out which strategies you want to focus on and then crafting your war engine to fit that via power tiles is unbelievably fun and exciting. It’s easily my favorite part of this game, giving everyone their own asymmetrical feel. What makes this asymmetry special is that YOU chose those powers and YOU crafted your arsenal of weapons, giving a feeling of ownership that other games don’t offer. Most other games of this type that offer special powers dump it on your lap like unwanted paperwork and says, “Here, you’re good at attacking so only do that, have fun.” Not so in Kemet. If you’re looking to pick fights and be an ancient Egyptian bully, you pick the powers to do so. If you want to create an economy engine of action efficiency and creating a surplus of prayer points, then it’s up to you to figure out how to get there. Did I mention there were also monsters you could recruit? Yep, there’s monsters with their own miniatures that become yours and ONLY yours when you take their corresponding tile, once again instilling a satisfying sense of ownership that I have yet to see another game come close to.

Outside of this addictive retail therapy that you get from shopping for powers and abilities, the actual things happening on the board are also fun and exciting. The whole point of the game is to get to 8 victory points and one of the most effective ways to get there is by consistently winning battles in which you’re the attacker. This makes Kemet an incredibly aggressive, bloodthirsty game and I absolutely love it. There’s barely any build up before people are already in each other’s faces and this game probably beats the record for most curse words said in its opening ten minutes. The combat can be a little fiddly, which is probably my biggest complaint with Kemet, but that doesn’t stop the near constant fighting from being cinematic and thrilling.

Kemet obviously isn’t for everyone. If you don’t like games where you are always threatening to destroy other players things or you’re not a fan of having things taken from you, you should probably stick to more relaxing and peaceful fare. Conflict adverse players need not apply, but if you DO like that sort of gameplay, and enjoy a little bit of Euro fixings in your troops on a map games, Kemet is one of the best in the hobby.

12. Bohnanza

Bohnanza cover

Let’s go from battling it out in Ancient Egypt with giant scorpions and war elephants and mummies and go to…trading beans? The hell?

Yes, my number 12 is Bohnanza, a game all about trading beans with each other. Woe be to the person who decides to neglect this game because they don’t think that sounds exciting. Don’t feel too bad though, I was there once too.

When I first got into gaming and started to learn more about the different games available in the hobby, Bohnanza was a game I saw repeatedly mentioned. Looking into it, I saw some somewhat ugly cover art and that it was about trading beans and thought, “Nah, I’m good.” Fast forward a year or so to me surfing through YouTube looking for something gaming related to watch, because that’s what my life has become, when I saw that the YouTube series ‘Game Night!’ had an episode where they played Bohnanza. Curious as to why this game got so much attention and love, I gave it a watch.

Literally twenty minutes into the video, I paused it and bought a copy of the game on Amazon. It looked that fun.

Turns out, it is that fun! The first few times I played Bohnanza it was an absolute blast and I wondered how long the fun would last before it started to feel same-y. That time has yet to come and every time I play Bohnanza, I love it a little bit more. It’s just so, so good and so, so fun.

Bohnanza is actually the brainchild of Uwe Rosenberg who is more known for his midweight to heavy worker placement games, usually about farming in some way. This game is still about farming (what a surprise), but it is most certainly not a worker placement game. Bohnanza is a fast paced, frenetic card game of wheeling and dealing to get the best possible payouts for various beans you will be collecting.

The cards in the game represent various beans which go into your bean fields, planted there until you eventually decide to sell them. Only one type of bean can go in a field, so deciding when to sell them to make room for a new bean is a crucial sticking point in the game. The beans have increasing payouts for your beans when you sell them, obviously goading you to keep collecting and collecting till you maximize profit. This would all seem quite simple if it wasn’t for Bohnanza’s most important rule.

That rule I so expertly teased right there? In Bohnanza, unlike in pretty much every card game since the dawn of card games, you can NOT move the cards around in your hand. They go in one way and out the other, like they’re being placed on a conveyor belt. At the start of your turn, you must always plant the first bean in your hand. Does that bean help you? No? Too bad! It needs to go in a field and if that means ripping up the precious plot of stink beans you’ve been working so hard to cultivate than that’s tough luck.

Because of this, Bohnanza is all about manipulating your hand so that the beans you want to plant stick around and move down the line while the less favorable ones don’t get anywhere near your fields. This is done through trading. On your turn, you get a chance to trade with the other players and this is how you manage your hand without actually reordering it. Any beans that you give to others are immediately handed over, allowing the rest of the beans in your hand to inch forward like they’re at the bean DMV.

This, of course, causes the table to erupt into a storm of negotiations, with every player trying to get the better end of the deal. The amazing part is that Bohnanza manages to conceal the ‘better end’ of a deal because people are going to value certain beans more than others. Sure, it seems like 3 wax beans and a chili bean for one cocoa bean is lopsided, but if you take into account the rarity of cocoa beans and the bind that the cocoa player might be stuck in if they can’t get an extra one and suddenly it’s a little more opaque. There will definitely be moments when players get downright swindled or when a player is so desperate that they start donating beans to others just to unjam their hand, but the game moves by so quickly that it’s tough to cry foul too often.

There’s not much more to say about Bohnanza besides the fact that it’s just one of the most consistently fun games in my collection. Like Arctic Scavengers earlier in this post, this is also one of the most requested games I own. Friends of mine are always asking for ‘the bean game’ or ‘Beanboozled’ (because that’s apparently what they remember the name as). If I want to play a game as often as I want to play Bohnanza and if my friends want to play it as often as they do, then what else do you need to know? Bohnanza is freaking great.

11. Skull

Skull cover

Here we are, at the end of this section and just at the goal line of my top 10. Which game gets the distinct honor of being my number 11, just barely missing the top 10? That game is the bluffing masterpiece known as Skull.

In terms of rule set and components, Skull is perhaps one of the simplest and most bare bones (HAH) entries on this top 100. It’s just some coasters and playing mats, something that could easily be proxied with playing cards or actual coasters at a bar or brewery. But from this simplicity blossoms one of the most lively and addicting games I’ve ever played.

In Skull, everyone has four coasters: three with a flower on it, one with a skull. To start off the round, everyone simultaneously chooses one of their coasters to put face down on their mat. Then the active player gets things started proper by making a choice. They either place another coaster face down, ending their turn, OR they make a wager. When they make a wager, they say, “I can flip over X amount of coasters without hitting a skull” with X being any number of coasters out on the table. Then, bidding begins. The rulebook says you should go in turn order, raising bids one at a time or passing like many auction games BUT I personally prefer a more freeform, yelling based approach. It seems like that tends to be the popular opinion on the internet as well. Regardless of your favored method, people keep bidding till somebody makes a bid that no one wants to top. When that happens, they need to put their money where their overeager mouth is and start flipping.

One of the twists of Skull starts here. When you begin flipping coasters, you MUST start with your own. This means that if you have a skull and you were simply trying to raise the bid to goad others into making careless, panicked wagers, then you’re going to have a bad time. If you make it past your own coasters safely, you then begin flipping other coasters around the table. You can go in any order and flip over any coasters you want, as long as it’s the topmost on any player’s pile. If you make your wager without hitting a skull, you get a point! If you DO hit a skull, you immediately stop and lose your wager. You lose a random coaster as punishment and a new round begins. First to two points wins!

There’s Skull. That’s it. You could literally play this game right now with stuff lying around you. And yet, it’s tough to find a game that elicits more emotion and shouting and laughter and memorable moments than this game. The meta that develops and evolves over the course of the game (or multiple games) is hysterical. My group has people who are the reckless gunslingers, making wild bets and gambles as they fire from the hip, trying to earn a point with a daring wager. When they do land a shot, it’s always a cheer worthy moment, even though it’s not a point for you. On the other side, we have the stoic sentinels who sit silently, constantly putting down skulls so that players fail their wager when they foolishly flip one of their coasters (“They can’t have possibly put down a skull AGAIN”, we say as we flip over the coaster to promptly reveal a skull). What’s amazing though is that among all the laughter and hilarity is a superbly tense game of playing odds and trying to get into your opponents’ heads. This game has a wicked set of fangs to it, even if they’re revealed through a jovial grin.

This game can be hit or miss depending on the group you play it with, but I’ve had it hit FAR more often than miss. And when it does hit, it is an absolute riot. I have begun and ended many a game night with Skull and it is quite possibly the most played game in my collection.

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Holy crap, we’re almost there! We’re almost at the Top 10! Come back next week to see it!

Kyle Hanley’s Top 100 Games of All Time (2019 Edition): 30-21

We’re driving down the highway of my top 100, the air blowing through the windows as the fresh smell of cardboard and plastic from amazing board games wafts in. What’s that ahead? Is that an exit for the top 30 of my top 100? Let’s take it, shall we?

Here is the beginning of the end, my 30-21.

RECAP:

100-91

90-81

80-71

70-61

60-51

50-41

40-31

30. Isle of Skye

Isle of Skye cover

My 2nd favorite designer, Alexander Pfister, made his first appearance on my last post with his excellent card drafting game Tybor the Builder. Here he is making a swift return with his Scottish themed tile layer, Isle of Skye.

In Isle of Skye, players are Scottish chieftains aspiring to be king/queen, which is done by building out your kingdom in a way that satisfies as many scoring objectives as possible. One of the many cool things about this game is that what scores points changes from game to game. Some games the people REALLY want livestock to be surrounding their homes like they’re zombies in a Romero movie while other games they’re obsessed with ships and in others they want a very long, winding road because they’re presumably huge Beatles fans. As if the randomization of scoring objectives wasn’t enough, the order in which they’re scored varies from game to game too. Different rounds have different scoring objectives, which not only makes for a lot replayability but also creates many interesting choices on how to pace the construction of your kingdom. Do you focus on getting lots of little points for the short term in the early rounds or do you spend time building up towards later game objectives to get a large swath of points then?

But the REALLY cool thing in Isle of Skye is how you procure tiles. At the beginning of every round, players draw three tiles and then secretly price them behind a player a screen. One tile gets the literal ax, being discarded back to the tile bag while the other two get any amount of gold that you can spare. When players reveal their prices it’s time to go shopping, Scottish clan style! Every player has a chance to buy a tile from another player by paying the cost they’ve set. If someone takes one of your tiles, you not only get their money BUT the gold you put out to set the price in the process. You essentially gain double the value that YOU set for it! BUT if somebody doesn’t pay for your tile, you are forced to discard the gold you used to set its price, essentially paying for it for yourself. This creates a fascinating mix of auction and ‘I Cut, You Choose’ mechanisms that never fails to fill your stomach with bubbles of dread. Price a tile too low and somebody will snatch it away from you and it’ll feel like you didn’t even get a good return on it. Price it too high though and you may end up paying more for it then you would have liked. It’s even worse if it’s a tile YOU personally want. How high of a paywall do you put on the tile to prevent others from getting it without bankrupting yourself? It’s mortifying and delightful at the same time.

Between Isle of Skye’s dynamic scoring system and its intriguing and unique auction mechanisms, this was an easy pick to be in the top 30. I always look forward to playing it again and would be shocked if it wasn’t around this same spot next top 100.

29. Tricky Tides

Tricky Tides cover

On my last post I talked about Skull King, an amazing trick taking game that I made special care to call “one of my favorite” and not “my favorite” trick taking game. That’s because my favorite all time trick taking game is right here at number 29: Tricky Tides.

A common thread among the trick taking games on this top 100 are that they usually involve some sort of hook or twist that shakes the trick taking formula like a bottle of Snapple. Such is the case with Tricky Tides, which perhaps has the biggest twist of all. The curveball in Tricky Tides’ arsenal? It’s not only a trick taker, but it’s also a pick up and deliver game. Insert Chris Pratt surprised face gif here.

I’ve already raved about Tricky Tides in a full length review this past summer. I loved it so much, I just had to talk about it, so click here to soak it in like a pirate thrown overboard.

The ‘long story short’ version is that players are moving ship tokens around a chain of islands, picking up goods and delivering them to score contracts. The way in which players move is determined by the tricks played. Cards have a compass on them with certain directions highlighted and when you play that card, those are the directions in which you can move the ship. When you move the ship and arrive at an island, you can either take all the cubes of a certain good type or spend cubes that you’ve already gathered to satisfy a contract. It’s all about efficiently moving around the grid, taking resources at the right time to make the most of your limited ship’s hold. It’s like being a nautical logistics company, except there’s also sea monsters. Oh, I didn’t mention the sea monsters did I?

Players who play the highest value on suit card ‘win’ the trick and therefore get to move their ship first, giving them first dibs on whatever is available at the contract and resource cube buffet. BUT play the lowest value on suit card and you get to trigger a sea monster’s power. Stationed around the board at different spots like security guards at a concert venue are sea monsters, all of which are linked to one of the four suits in the game. Whatever suit has been used for that trick determines what monster the ‘loser’ of the trick is able to activate. The powers all have some sort of form of resource manipulation, such as the Octopus’ ability to grab or throw resources to and from adjacent islands or the Shark’s ability to gobble up a cube which then appears on your ship through some sort of gastrointestinal black magic. Being able to activate these monsters not only makes for a nice balancing mechanism if you end up with a crappy hand of low values but also provides nice tactical choices to make. Sometimes you may want to purposely play the lowest card so you’re able to possess a certain sea monster for your own advantages.

I’ll admit that I may be a bit biased towards Tricky Tides thanks to my love of all things nautical, especially when the theme comes through so beautifully in this game’s wonderfully striking art. The art looks like something out of an old sailor’s sketchbook, giving this game an authentic Age of Sail vibe that never fails to give me a warm feeling.

Even with these biases aside, though, I think Tricky Tides is an amazingly clever and unique mix of trick taking and pick up and deliver that feels fresh and fun. It’s one of 2019’s hidden gems and deserves more attention.

28. Menara

Menara cover

My top 100 has only seen one dexterity game so far, way back in my 60-51 section with the game Drop It. My number 28, Menara, is another dexterity game, but while Drop It is competitive, Menara is cooperative. Already that’s a huge point in this game’s favor. Cooperative dexterity games are surprisingly rare, so being able to play one is always a treat.

In Menara, you and your fellow players are trying to build a temple together, playing the role of archaeological contractors, apparently.  The temple is going to be constructed with wooden pillars which are placed on wonkily shaped platforms. You’re trying to get your temple to be a certain amount of levels high before time runs out while also trying to make sure the temple doesn’t fall over like your drunken uncle at a Christmas party.

I mentioned one of the reasons I love Drop It so much is that it isn’t a completely mindless affair. You aren’t just dropping shapes down a slot, you’re trying to pick shapes and aim based on what makes the most tactical sense. It’s far from deep but having things to consider and ponder is what separated Drop It from other dexterity games I’ve tried. Menara is similarly not just about dumbly placing columns, with shaky hands being the only determiner of whether you win.

For one, there is a slight element of resource management. Players have ‘hands’ of pillars and at the start of their turns can trade some pillars from their hands with pillars in a communal reserve known as the camp. Pillars can only be placed on spots that match their color, so there is a constant need to rotate the colors you have at your disposal. Again, this isn’t MENSA level stuff, but the need to think about what colors should be in your hand and at the camp is quite welcome in a dexterity game.

The real strategy and tactics, though, lies in how players pace themselves in the game. On your turn, you have to flip over an action card that tells you what action you need to complete on your turn. This includes things as simple as placing a pillar or two to more advanced things like finishing off an entire platform of pillars or even moving entire platforms from one level to another. These actions are separated into decks by difficulty and players choose what deck they want to draw from on their turn.

This creates an excellent sense of pushing your luck and hedging your bets on what you think you’re able to accomplish in the short term without screwing yourself over in the long term. Starting off with easy cards and working your way up seems simple, but you’ll be setting yourself up for a murderous second half of the game. Dip into the hard cards too early, however, and you may not have the proper foundations to even accomplish the actions. Not being able to complete an action results in another level being added to your endgame win condition, making your job that much tougher.

It’s such a unique way to handle the pacing of a game, because players literally control it themselves. Being able to pick what difficulty to try at the right time is key to winning and it felt like a really fresh take on the cooperative game. Add in the actual dexterity elements which is a bundle of nerve-wracking fun and it’s easy to see why this game ended up so high on my top 100.

This is, however, one of the unfortunate handful of games I don’t actually own. Its availability is also suspect, making this a game I may not own for quite some time. Funnily enough, unlike the other games I don’t own on this list, this might actually help Menara’s position for next year? A common critique I’ve heard for this game from critics and friends alike is that the game starts to feel more repetitive and mechanical the more you play it. I can’t speak to that so, as of now, Menara is quite comfortable at spot 28.

27. Bruges

Bruges cover

Despite being one of the most popular and influential designers in the industry, Stefan Feld has only one of his games appear on my list so far. That was Notre Dame, which appeared alllll the way back in my first Top 100 post, the 100-91 section. Wow, I was so young and hopeful then. Anyway, Feld makes a return with his second (and final) game on my list, Bruges.

Set in the titular city of Bruges (it’s in Belgium) during Medieval times, players are going to build houses to recruit influential people, help to construct the canal, and gain reputation in the town square all while trying to avoid various crises tearing through the city. All of this is done with multi-use cards, which have so many uses that it’s borderline comical.

Players will be spending cards to (takes deep breath) gain workers, gain gold, build houses, build the canal, get rid of threat markers and to recruit characters with special powers to your tableau (deep exhale). On your turn, you play one card and choose ONE of these six actions to activate. Unless you’re hiring the character on the card, you’re mostly concerned about the card’s color. The color determines what color workers you take, the threat markers you can dispel, the amount of gold you get (based on how many pips are on the die of that color), whether or not you can add a canal section based on what color is up next in the line AND determines what color house you’d be building (which can matter based on certain character abilities).

This means some colors might mean more to you than other players and some colors may be hotly contested depending on the dice rolls. Brilliantly, players draft cards purely based on color. There are two decks that you refill your hand with and you can see what color the card is based on its back. So, if you really need blue and yellow, you can take any that are at the top, but you’ll have no clue what character will be on the other side of the card. It’s simple but a neat little twist to how you ‘draft’ cards in this game.

Like most of Feld’s games, this is very much a point salad. You can get points through a metric butt ton of ways, giving it a very free, open feel. While the absurd amount of uses for a card is hilarious, especially when you see the border with all the icons reminding you of the actions on every single card, it also means that you’ll never have a useless, dead turn. You always feel like you can accomplish something, even if it’s as simple as getting two workers. Sure, there are times where there’s stuff you’d rather do but can’t because of the colors in your hand, but I rarely leave a turn in Bruges thinking, “What a waste.”

Perhaps my favorite thing about Bruges, however, is just how tactical it is. I’ve mentioned in this top 100 that I am a fan of games that favor tactics over strategy and Bruges is as tactical as they come. You can certainly build towards long term goals or go into it with a certain focus in mind, but this game is all about looking at your hand of cards for that turn and trying to come up with the most efficient use for them. Then, when it’s time to draw back up, it’s all about picking the colors that best suit you as they come out and it’s back to puzzling out what you want to do with the new hand. It’s all about adapting and keeping your possibilities open for the next round, and I adore that style of play.

If I have one tiny nitpick that keeps Bruges from being one of the top 3 Euros on this list rather than in the top 5ish, it’s that it can maybe go on a couple rounds too long. The game ends when one of the decks is empty and that can take a decent amount of time. By the end, your tableau is going to be quite sprawling and unwieldly on the table and that could have been saved by shaving off maybe twenty minutes.

Outside of that minute criticism, Bruges is among the best Euros I’ve personally played. It’s very much out of print outside of Europe, which is a real shame because this one deserves to be an evergreen. If you can track down a copy to try, it’s absolutely a must play.

26. Concordia

Concordia cover

God bless Shut Up & Sit Down. If it wasn’t for their glowing review of Concordia, I likely would have never given it a second look. Even after their review, I honestly still wasn’t convinced. How could this game, with its bland cover and bland theme and bland sounding rule set, be anywhere near as good as everyone is saying?? But more and more people continued to keep raving about it and I had to get a copy just to satiate my curiosity.

For like the 87th time on this Top 100, it’s time to admit I was wrong. Concordia IS as good as everyone says.

I’ll try to get through describing the game without falling asleep. (I promise this game is good! It just sounds so dry and boring!) Players are playing cards in order to complete actions that include producing resources, selling and trading those resources, building little outposts to further your production power, and zzzzzzzzz OH, shit, I got so close! Listen, this is game is Euro 101, so let’s get into what makes this game different and great.

First off is the hand management and hand building aspect. In Concordia, everyone starts off with an identical hand of actions cards. How you use those cards is entirely up to you. Once you use a card, it’s in your discard until you play another card that allows you to pull your discard pile back in your hand. That card rewards you for pulling up more cards, so timing it till the last possible moment while not waiting TOO long is a constant dilemma that teases you throughout the game.

Managing your hand is a tense efficiency puzzle, but Concordia also offers you a chance to build your hand. Throughout the game, a display of cards will be oozing along a track at the top, offering players a chance to buy cards to add to your arsenal of potential actions. Many of them provide more efficient versions of the cards everyone starts with, allowing everyone to laser in and focus on an avenue to victory they find fun and/or advantageous to pursue.

This is all made even more intriguing when you internalize how the game scores. It’s a little tricky to explain, but basically all the cards have a certain Roman God or Goddess listed on its bottom and those cards score in specific ways. Whatever points you get from that God or Goddess based on your board state is then multiplied by the number of cards you have of that God or Goddess. So, if you get 8 points from your Mars cards and you have 3 of them in your hand by game’s end, that’s 24 points. I looove this scoring system, even if it’s a bit of a bastard to teach to newcomers. It makes you really think about what cards you want and also makes for the most exciting final scoring round in any game I’ve played. Since you technically don’t score throughout the game, it’s just an explosion of points after points as you and your opponents tally everything in your hand, your score markers sprinting around the board like it’s the Kentucky Derby.

It doesn’t hurt that this is all contained in one of the most superbly elegant rulesets in any game I’ve played. You literally play a card, do what it says, and there’s your turn. There aren’t any edge cases nagging at you like a stubborn hangnail and referencing the rulebook is almost never needed. Scoring can sometimes trip up players but even that requires just an example for them to understand it. The absolutely only thing keeping this from being higher on my list is simply lack of play. I haven’t played this game in over a year and a half and it felt weird putting a game that’s suffered that long a drought much higher than this spot. When I finally do get a chance to play this again, I see it being in my top 15, easily.

25. Dixit

Dixit cover

Kicking off my top 25 is a game that’s been in my collection longer than pretty much every other game on this list: Dixit. One of the go to gateway party games, Dixit is quietly one of the most influential games in the hobby. Its art style has been aped and copied in countless games since and people still refer to it as “Dixit-style art” despite how long it’s been since Dixit’s release. It is also one of the first games to popularize the idea of communicating concepts without being too forthcoming, something that party games today still revolve around.

To tighten the scope of Dixit’s influence, it’s also one of the most important games in my collection. It was one of the first games I ever went out and bought myself and was therefore a keystone in the early days of my collection. It was easily one of the most played games for me and my various groups at that time and was even the first hobby game I ever taught to my parents. You could argue that Dixit gets a big bump in the ranking on this list for nostalgia purposes, but I think that’s unfair to say. Both Pandemic and Carcassonne were games I played quite often around the same time and yet I’ve suffered some degree of burnout on both, resulting in neither game even cracking my top 50. Dixit has no such burnout. I still adore this game as much as the first day I played it and will never turn down a chance to get it to the table.

I suppose I should describe the game at this point? I’m sure most of you know what it is anyway. You have tarot sized cards of surreal, dream like art and one player, called the storyteller, gives a clue for one of their cards. It can be a phrase, a word, even a sound. Then everyone else picks a card from their hand that they think matches the clue, they’re all shuffled up and then put on display for a vote: which one was the original card chosen by the Storyteller?

The brilliance in Dixit lies in its scoring system. If you want people to guess your clue, why not be obvious? Why not just say, “Married couple playing chess underwater as an octopus checks its pocket watch in the background”? Because in Dixit, the Storyteller scores no points if either everyone guesses the card OR if nobody guesses the card. So be too obvious or too vague and you’re just giving your opponents free points. It’s such a clever, sharp system that has, as I mentioned, laid the groundwork for dozens and dozens of party games since.

I love games that require you to stretch your creative muscles over your logical ones and Dixit was one of the first games to scratch that itch for me. Being the Storyteller and having free reign on what clue to give allows for such boundless creative choices, while trying to play a card that matches the Storyteller’s clue allows for equal amounts of devious imagination.

I know many have cooled on the game as time has passed and they’ve moved onto shinier, newer party experiences but for me, Dixit will always have a place in my heart and in my collection. If this is still one you haven’t played, what the hell are you waiting for!?

24. Spyfall

spyfall cover

At number 24 is my favorite pure social deduction game, Spyfall. In this game, players are given a secret location as well as some sort of occupation or person you’d find there. That is except for one person, who is given a card that merely says ‘Spy’. Then, players simply begin asking each other questions. Things like, “Are we outside or inside?” or “What do you do here?” or “ARE YOU THE SPY, TELL ME YOU TRAITEROUS COWARD”. Players need to answer the question in a way that lets people know that they’re aware of the location they’re in.

However, like Sir Mix-a-Lot, I like big BUTs and I cannot lie and Spyfall has a very big BUT. Players want to let others know that they are clued in on the location BUT they don’t want to be too obvious or else the spy might catch on. If at any point the spy can declare what the mystery location is, they automatically win the game. Even if they don’t get to that point, giving the spy possible ammunition to fit in with good answers of their own is enough to torpedo a win for the non-spy players. If the non-spies can’t suss out the spy and accuse them before time runs out, then that’s another way for the spy to win.

I believe Spyfall was the first pure social deduction game I ever played and it has continued to be my favorite. One of the big reasons is just how damn funny this game is. Everybody is trying to be as cagey as possible, which leads to hysterically vague answers. Even funnier, though, is when the spy thinks the location is one thing and gives an outrageously out of left field answer, shining a huge spotlight on their cluelessness. One time I was the spy and I was confident we were at the zoo, so when asked what my favorite time of day was I said, “Feeding hour.” Turns out we were NOT at a zoo but at a casino, which led to everyone staring blankly for five seconds before simultaneously saying, “Kyle’s the spy.” It also created an image of people at slot machines hearing a dinner bell and rushing over to a feeding trough that had the table rolling in laughter.

Another reason I love Spyfall so much is its snappy length. Whereas games like The Resistance has players relentlessly bickering for close to an hour, Spyfall has a timer of eight minutes. This swiftness not only keeps things from getting too heated and barbaric but allows multiple rounds of it to be played in quick succession. This means more people get a chance to be the spy and an ever shifting meta can grow and evolve like an aggressive flu virus. It makes the game hopelessly addicting and one game of Spyfall easily melts into seven or eight over the course of an hour.

Sure, Spyfall has its warts. Like any social deduction game, it is very group dependent and is maybe the most polarizing game in my collection. I have friends who outright hate this game and refuse to play it because they find it too stressful. For me, I don’t find it stressful because the stress is what makes this game fun. Sweating it out as you try to bullshit your way through a question you have NO clue how to answer is a riotous good time to me but others find it a lot less funny. This is also a game that can grind to a halt if people keep giving the same vague responses, not allowing any new information to enter the game state. There’s a running joke in my group that if somebody asks “What do you do around here?”, you respond, “My job.” It gets a lot less funny, though, when it actually interferes with the game.

Regardless of these ‘flaws’, Spyfall has given me so many memories of fun and laughter that it was an easy choice for me to put it this high on the list.

23. Broom Service

Broom Service cover

After failing to appear in most of my list, Alexander Pfister has now been the designer of three of the last ten entries. That’s including this one right here; my number 23, Broom Service.

Broom Service puts players in the cloaks and pointy hats of witches, trying to deliver potions to various castles. They’re like a magical Amazon Prime, with less illegal working conditions. It’s a pick-up and deliver game at its core but its brilliance lies in an incredible role selection mechanism.

Like a couple of other games on my top 100, Broom Service gives players an identical hand of action/role cards to choose from. Every round, players secretly choose four to play and then a starting player leads off with one of them. Whoever also chose that card as one of their four must also play that card BUT, there’s a twist. Starting with the lead player, players who play that action must immediately declare whether they are going to take the ‘cowardly’ version of that action or the ‘brave’ version of that action. The cowardly version of the action is much weaker and less efficient, but players get to do it immediately upon declaring it. The brave version is stronger and much more rewarding BUT only one player can complete it. If you declare brave and somebody else declares brave after you, you lose out on the action and your turn, which is devastating.

Pfister takes this idea of role selection, something that’s been used in plenty of games before, and infuses it with a socially driven element of push your luck to create some of the most tense but raucous 45-60 minutes you can experience in gaming. Trying to figure out when to play it safe and declare an action cowardly versus pushing your luck and calling brave is a sense of constant dread and terror in this game. Calling brave early means you’re on the edge of your seat as the rest of the players say whether or not they’ve played that card, breathing a sigh of relief if nobody does or banging your head against the table in frustration when somebody steals the brave right out from under you.

I have heard some people in the hobby poo-poo this game for being too punishing when you get your turn skipped due to an ill-timed brave declaration. I can certainly see why some might get frustrated with that but, much like with Spyfall, I find it more comedic than demoralizing when people don’t get their brave actions. That’s including myself! Usually there’s lots of taunting as the one player groans. It’s equally funny when somebody calls cowardly early and it’s revealed they’re the ONLY person who even used that action that round. Again, some may grind their teeth when stuff like that occurs but I think this game is just light and short enough that it shouldn’t be taken too seriously. Besides, the moment when you do correctly call an action brave and reap the benefits is exhilarating enough for me to forgive the more downtrodden moments.

I’m not exaggerating when I say this whole cowardly/brave action mechanism is in my likely in my top 3 favorite game mechanisms. It’s so unique and clever and creates such moments of equal parts drama and comedy that it’s baffling to me that this game isn’t more popular. While I may or may not have a Pfister game appear later on this top 100, I don’t think he’s made a mechanism more creative or joyful to experience than this one.

Broom Service deserves way more love and attention than it gets and it’s even forgotten in the conversation of Pfister’s own catalogue. So many people focus on his bigger games like Great Western Trail and Mombasa and, much more recently, Maracaibo, that his light to midweight games get left behind like Kevin McCallister on Christmas. Don’t be Kevin McCallister’s parents. Play Broom Service.

22. Just One

Just One cover

Along with Tricky Tides, Just One is one of the few games from 2019 on this top 100. This is mostly because I simply don’t have the means to play as many recent releases (lack of money, space and friends being the biggest obstacles). But Just One is a game I just HAD to play when it first came out. As a fan of word association party games, Just One sounded like it would fit perfectly with majority of my game groups. Considering it’s here at number 22, I guess you can say I was right. For once!

Just One is stupidly simple to explain. It’s a cooperative party game where one player is a guesser and the rest of the group are clue givers. The guesser has a card with five words in front of them so that they can’t see it and name a number one through five. The clue givers write a word on a little whiteboard that they think will help the guesser guess that word.

Of course, it wouldn’t be a modern party game without a twist, so what is Just One’s? After everyone writes their clues, the guesser closes their eyes and the clue givers reveal to each other their clues. If anybody has written a duplicate, ALL copies of that clue are erased. Afterwards, the guesser opens their eyes and must guess the word based on what’s remaining.

Like many party games, including some on this very portion of the top 100, it’s all about straddling a line between obvious and obscure. Go too obvious and you’ll likely collide into someone with a duplicate. Go too obscure, and the guesser will be left scratching their head when all they’re left with is an obtuse, incoherent string of words. It’s incredible fun to get in the heads of your teammates and try to determine what direction they’re going to take so that you can avoid it yourself.

I’ve already taught you the game, so there’s no excuse to go and play it right at this moment. Go on, I’ll wait, I’m used to it.

Back? See? Wasn’t that just a load of fun? Just One is everything I want from a party game. Easy to teach and instantly accessible for just about anyone while still providing enough meat for your brain to chew on (or tofu, if you’re vegetarian/vegan). The game has the open armed feel of a mass market game while not boring me like those tend to do. It’s fast, fun, addictive and so simple that it’s a wonder it took till 2019 for it to exist.

My only complaint is with the scoring mechanism. You’re simply making a random deck of 13 cards and then scoring yourself based on how many cards you correctly guess. There’s even a whole rule with passing that literally everyone I’ve ever heard talk about this game completely ignores (some don’t even realize it’s a rule in the game). I wish there had been some sort of concrete “You win” or “You lose” condition, but I also recognize that adding extra rules for scoring would probably result in a game that hasn’t been streamlined to perfection.

Regardless of my own personal qualms with a less than stellar ‘win’ condition, Just One has managed to stand out against a lot of competition in both the industry and my very own collection as a word game that demands to played over and over again. In less than a year, I’ve already had to invest in new dry erase markers thanks to the ones in my copy being dried from overuse. If that isn’t worthy of a top 25 spot, I dunno what is.

21. When I Dream

When I Dream cover

Closing out this section of list is yet another word game, this one blended with hidden roles and some traces of social deduction. This is When I Dream, a game about fairies, boogiemen and sandmen battling it out for the attention of someone taking a nap (which isn’t creepy at all). This is yet another game that I’ve already reviewed on the blog, a review you can read right here.

In When I Dream, players take turns being the Dreamer, someone who will don a sleeping mask and be given clues, one at a time, by the rest of the players to guess words. Sounds like a straight up word association game, so where’s the twist? The twist is that the other players, who are giving the clues, are given hidden roles and those roles determine how helpful they want to be to the Dreamer.

There are Fairies, Boogiemen and Sandmen. Fairies want the Dreamer to guess the words as they come up, so they have a very straightforward task. They simply want to link their clues as strongly to the clue as possible. Boogiemen, however, are a little more insidious. They do NOT want the Dreamer to guess the word, so they’ll be giving clues to throw off the Dreamer. The Sandman, meanwhile, is the Thanos of this world and they want the number of correct guesses and incorrect guesses to be as even as possible.

What this means then is that the Dreamer has to be wary of which clues they trust because the person giving the clue may not have their best interests at heart. There is no phase in which the Dreamer accuses someone of being a Boogieman or Sandman; they simply have to internalize the information and make guesses based on clues given by the people they think they can rely on. If someone is consistently appearing out of left field with nonsense words compared to the rest of the group, then it’s safe to say the Dreamer will ignore them like everyone ignores the “let sit for one minute” instructions on the back of a freezer meal.

On the clue giving side of thing, it’s perhaps even more interesting. Fairies admittedly have a pretty unexciting task but having a chance to be a Boogieman or Sandman involves a fun game of misdirection and subtle deceit. In order to be effective as a Boogieman, you have to fool the Dreamer into thinking you’re a trusted voice. This means giving clues that kind of fit the word but are just distanced enough that the Dreamer may go the wrong way. I use this example in my review, but imagine the word is ‘lion’. If one player says, ‘big’ and another says ‘cat’, a cunning Boogieman will throw out a word like ‘stripes’ or ‘Asia’. This suddenly points the Dreamer towards ‘tiger’ and unless the Fairies can redirect towards ‘lion’ with enough clues, there’s a good chance the Dreamer will guess incorrectly. Since the Dreamer has no idea which ones they’ve gotten wrong, clues like that essentially give no information to the Boogieman’s true identity.

It’s like the Dreamer is being led through a dark tunnel where the clue givers are taking turns grabbing them by the shoulders and pushing them in a certain direction. It’s amazing fun to see how the clues develop and how to best use your role given the information. One or two awful clues from the Boogieman will be all it takes for the Dreamer to essentially mute them like a Twitter troll, making their job the most tense but also the most fun. I always love being the Boogieman, trying to figure out clever ways to introduce small amounts of chaos to the proceedings. The Sandman is also very interesting to play as, since you’re hopping from side to side like a dream world Littlefinger, and it requires constantly being aware of when to shift gears when one side starts overtaking the other.

When I Dream is just so great because it takes elements many gamers are familiar with (word association, hidden roles) mixing them together in a way we’ve never seen before while also maintaining an extremely accessible ruleset for non-gamers to join in. It also scales amazingly well, a very odd quality for a social deduction-esque to have. I played this at the lowest player count of four and found it still surprisingly works while the higher player counts flourish even more. It’s a party game that will forever be in my collection and has easily earned its spot here in the top 25.

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Ahhh, we’re almost there! Just two more posts to go! See you in a week for 20-11!