Tag: art

Kyle Hanley’s Top 100 Games of All Time (2019 Edition): 80-71

We are at the third installment of my Top 100 Games of all Time (2019 Edition), which means we’re about to wrap up the original trilogy. And immediately after this I’m going to run it into the ground with needless sequels like it’s a Disney franchise. If you haven’t caught up (SHAME ON YOU) here is my 100-91 and here is my 90-81.

And now, onto 80-71!

80. Lanterns

lanterns cover

Tile laying is in my top 3 game mechanisms of all time (why yes, I did rank my top 10 favorite game mechanisms while I was bored at work one day, why do you ask?), so it shouldn’t be a surprise to see some pop up on the list. My last entry had the wonderful tile laying microgame Circle the Wagons and we’re continuing the trend with my number 80: Lanterns.

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.

79. Hand of the King

hand of the king cover

Hey! I’ve already reviewed this one! You can read it right here! That means I can take this entry off, right? I’ll see you in ten minutes.

FINE, I guess I’ll still actually write about it. Hand of the King is an abstract strategy game set in the Game of Thrones universe, designed by my favorite game designer, Bruno Cathala (spoiler alert: he’s gonna show up on this list a LOT). In this game, you’ll be maneuvering a bald man around a grid, grabbing cards representing members of the various Houses from the books. As you gain majorities in these Houses, you’ll gain that House’s banner BUT other players can swipe the banner away from you if they either match or beat your current majority. The result is a constant tug of war over the various houses, with banners flying between players faster than crossbow bolts at a wedding hosted by Walder Frey.

There are also some nice decisions that come from the presence of ‘Companion’ cards representing other GoT characters that activate a special ability. Players can grab and use one of these cards if they take the last character of a House from the board. This creates a constant sense of tension throughout the game: do you take that last character from House Stark, even though it won’t give you a majority and the banner is already lost? Or do you shore up your majority in House Lannister, guaranteeing yourself the banner till game’s end? For just a quick 10-15 minute game, Hand of the King packs more punch than a House Clegane family reunion.

Another lovely bit about this game is that it scales incredibly well. One would think this would be best at 2 players, given its back and forth, extremely tactical nature. But it actually plays really well at 3 and also features an amazing 4 player team variant, where two teams of two are trying to share between them more banners than the other team. The best part about this variant is you can not discuss strategy with your teammate unless you spend a raven token, of which each player only has one of. Then you can find a corner of the room to discuss strategy like you’re Littlefinger scheming in the back of a brothel.

I feel bad for this game and think it went really under the radar. I think I may have mentioned this in my review (what, you expect me to go back and read it? Pssh), but I can’t help but feel that the game’s license is what held this back. Which is ironic, because Game of Thrones is gigantic, even with the show’s less than stellar (Read: shitty) final season.

If you are one of the people that dodged this game due to its license, please give it a shot. Though the game’s Companion cards are surprisingly thematic, this game is an abstract and the theme is mostly window dressing. If you DO like the license, then what the hell are you waiting for!? Buy this game, it’s super cheap and you’ll have more fun with it than two Lannister twins with a free, secluded bedroom.

78. Thunder and Lightning

thunder and lightning cover

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.

Besides that one sticking point, Thunder and Lightning is a fantastic addition to anyone’s 2 player only game collection.

77. Mr. Cabbagehead’s Garden

cabbagehead's cover

A common complaint we board gamers have is that we have so many games and we constantly want to play those games, but there’s only so many opportunities to play them. Sure, you can emotionally blackmail your friends into feeling sorry for you so that they’ll come over and play but take it from me, they catch to my, I mean YOUR, tricks pretty fast. So, what’s a board gamer to do when they have that old craving for board games but no one around to help satiate it?

What’s that? Do something productive and meaningful, like volunteer or clean your house? Hahahaha, goodness no! Just play a solo board game instead!

I’ve already mentioned solo variants to games on this Top 100 and how I’m on the lookout for great solo modes, but I haven’t mentioned any solitaire only games. Allow me to rectify that with my number 77, Mr. Cabbagehead’s Garden.

Mr. Cabbagehead’s Garden throws you into the role of the titular Mr. Cabbagehead, who finds himself trying to win the blue ribbon for his community’s garden contest. How you make that garden is by playing cards representing specific vegetables in a grid, trying to situate them in a way that gets you a lot of points from getting like vegetables together in a big patch as well as trying to complete certain formations. Which means, yep, another tile laying game. Told you I liked them!

Mr. Cabbagehead’s Garden has a couple of cool mechanisms in it that help make it unique in this very crowded genre. The first is how you draft the cards that go in your garden. Every turn, you draw three cards and put them in a row and then you have to manage these little bee tokens based on which of those cards you want. If you want the middle card, you can just take it for free and you don’t have to involve any of those pesky bees in your affairs. But if you want the card on the left you need to pay a bee token from your supply to the beehive next to the deck. Meanwhile, if you want the card on the right you have to take a bee token from the beehive. If you can’t do either of these, because either your supply or the beehive is empty, you cannot take that card. This cute little drafting system introduces a small element of push your luck to the game, causing you to carefully consider how much of a bind you’re willing to put yourself into for future turns. I guess you could say it’s all about managing your beeconomy.

Ah yes, there’s the reason I’m forced to play solitaire only games like this, glad I can skip the therapist bill for that one.

Moving on, let’s talk about neighbors. Like, not in general, but in the game. Mr. Cabbagehead has an awful cast of characters in his neighborhood, and they’re constantly stalking outside the garden gate, waiting for Mr. Cabbaghead to go on holiday so they can slink through and steal some vegetables. How this is represented in game terms is that at the end of every turn, your draw a certain number of neighbor tokens (decided by the vegetable cards you didn’t draft) and place them on the neighbor they represent. When it’s time for Mr. Cabbaghead to go get lit at some music festival for the weekend, the neighbor with the most tokens steals a specific type of vegetable. Unless there is a tie which means no neighbors visit. So, on top of managing your beeconomy (no, I’m not letting it die) you also have to be thoughtful of how many neighbor tokens you’ll have to pull based on which vegetable card your draft. Having vegetables stolen is back breaking in this game. I’ve had one measly stolen vegetable cost me well over 30 points once because of where it was placed and how central it was to my strategy. Managing your neighbors to avoid this from happening is as essential as the actual gardening itself.

The last thing I’ll rave about is this game’s theme and art. The game sports a very Victorian era aesthetic and feel that makes it incredibly charming. The illustrations are even inspired by old vegetable drawings you would find in Victorian literature and the anthropomorphized vegetable people that inhabit the game world are also ripped straight from the era. Sure, it can be a little creepy looking, to the point that the characters look like something the Umbrella Corporation would engineer in their company garden. But the somewhat grotesque nature perfectly falls in line with the tongue in cheek humor that oozes from the game’s flavor text and its rulebook (the rulebook for this game might be my favorite rulebook ever, it’s hilarious). The end result is a super unique and charming look and feel to this game that really elevates it from the more generic looking tile layers out there.

My one complaint about this game is that it can feel very swingy if you run into bad luck. I mentioned earlier that a single vegetable being stolen from your garden can result in you losing 30-40 points, and there’s many times you lack the control to prevent that sort of thing from ever happening. Yes, there are ways to mitigate the random draw of neighbor tokens and you can plan ahead and situate your garden in a way that losing a certain vegetable won’t be devastating, but there are a ton of times where you’ll play the odds in your favor and still come out with a negative outcome strictly because of bad luck. I’m convinced the only way to get the blue ribbon in this game (which is the ‘top’ score) is to not only play perfectly mistake free but to also not have ANY sort of bad luck plague your garden. Any Cabbaghead experts out there willing to prove me wrong, I’d be more than happy to hear it!

All that being said, this game is a quick 15-20 minutes, so it’s not like you should really care that much about swingy randomness. Because despite it, this is such an enjoyable, charming little game that any aspiring solo gamer should have in their collection.

76. Carcassonne

carcassonne cover

All this talk about tile laying games, and we haven’t even mentioned the grand poohbah of them all: Carcassonne. Arguably the game that really brought tile laying into the mainstream of the board game hobby, Carcassonne continues to be one of the most popular gateway games into the hobby; if there was a Mount Rushmore for gateway games, Carcassonne would 100% be on it. I credit Forbidden Island and Pandemic for getting me into the hobby, but Carcassonne is the first competitive game I truly fell in love with. Here we are, over four years later and Carcassonne is still on my top 100.

Carcassonne tasks players with building the titular city as well as its surrounding countryside, placing tiles out in a communal landscape (wait, didn’t I just say that a few games ago), 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.

75. Hive Mind

hive mind cover

This is perhaps the most mass market-y game on my list. In fact, if it didn’t have the name of an established publisher and of literally one of the most influential designers to ever work in the industry on the box, it’d be easy to think this was mass market. But to cast it aside simply because of that would be a grave mistake, because Hive Mind is one of the most purely fun party games you can buy.

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.

74. Lost Cities

Lost Cities cover

My next game marks a triumphant return of Reiner Knizia, who hasn’t been seen since doing double duty in my 100-91 blog post. On that list, one of his two games that appeared was Schotten Totten, a two-player card game that involved playing cards on your side of the table in a tug of war match over different areas. My number 74 is often compared to Schotten Totten and it’s another one of Knizia’s classics. I am, of course, talking about Lost Cities.

In Lost Cities, players are partaking in expeditions to various regions, such as the Amazon, the Arctic and to what is either the center of a volcano or literally Hell. Like Schotten Totten, players play a card and draw a card. When playing a card, you either play it to a specific expedition on your side of the board (making sure the card values are in ascending order) OR to a communal discard pile for that specific expedition. When you draw a card, you either take blindly from the top of the deck or take the top card of any one of those communal discard piles.

What could be a fairly standard game of drawing and playing cards efficiently is transformed into a panic inducing game of chicken and press your luck thanks to one little rule in the scoring. Knizia is known for little twists and wrinkles that take simple designs and rulesets and turns them into beautifully tense experiences that make your brain scream for mercy. Lost Cities involves one of his best ‘Knizia twists’

(No, ’Knizia twists’ is not an actual term in the industry and yes, it sounds like a brand of German pretzels, but I’m coining it anyway).

In Lost Cities, players score the cards they played to their expeditions by simply adding the values together. So, if I play a 1, 2, 4, and 6 in the Amazon, that is 13 points for me! There are also hand shake cards which can multiply that by 2, 3 or even 4. That means if I play two handshakes there, I get 39 points! Awwww, yeeeeah, I just kicked the Amazon’s ass. BUT…remember that Knizia Twist ™ I mentioned earlier? The moment you play a card into an expedition you immediately start at negative twenty points for that area. Thematically, that is the capital you’re investing to jumpstart such a grand adventure. In gameplay terms, it means you need to get a value of at least 21 in that expedition if you want to score any sort of positive points. That example I used earlier means that I would have scored 13 minus 20 which equals… (checks calculator)…negative 7 points. And those handshake cards? Those are applied AFTER the twenty point deduction, so let me check my calculator again….ah, yes, that is now negative TWENTY-ONE points. It appears the Amazon kicked MY ass.

This creates such an agonizing dilemma. You don’t want to play into an expedition before you’re pretty sure you can amass the cards needed to get over that 20 point threshold. BUT doing so means you have to tread water with your hand, discarding cards to the communal discards before committing to an expedition. BUT doing this means that you may give the exact cards that your opponent needs to get started on any expeditions they’re working on so you just never wanna play a card to an expedition or to a discard but you have to so what do you do and ahhhh, i want my mommy!

Lost Cities is everything I want in a card game: simple and quick but packed with suspense and tough decisions.

73. Arboretum 

arboretum cover

Going from one card game that will give you a panic attack to another card game that will give you an even bigger panic attack, we’re here at number 73: Arboretum. Arboretum is a game that found life in two different editions: once published by Z-Man Games, and now published by Renegade. The Renegade version has vastly prettier art (in my opinion, of course) done by the always wonderful Beth Sobel. A game that has enough popularity to be published twice by two different publishers is usually a good sign for a game, and such is certainly the case for Arboretum.

Arboretum, besides being a word I’ve already misspelled like five different ways while writing this entry, is a card game about planting trees and making the best, well, arboretum. Planting trees requires placing them out in a grid like fashion in front of you, making Arboretum yet another tile laying style game on my list. But the heart of Arboretum is in its hand management. And it is not a warm, gentle heart at all. It is a dark, gnarled, brambly heart that lies in the tree hollow of this game.

Let me explain. Like Lost Cities, Arboretum has a very simple gameplay loop. On your turn, you draw two cards (either from the deck or from one of the personal discard piles in front of each player) and add them to your hand. You then play one to your arboretum and discard another card to the discard pile in front of you. Playing to your arboretum is where you’re gonna get points; you want to play cards of the same type (suits are tree species in this game, like oak and maple) together and in ascending order, because that’s how you score each species. But like Lost Cities (again), there are some scoring twists that make a relaxing game of walking through an arboretum into a game that will trigger PTSD the next time you look at a tree.

As mentioned, points are given based on how you laid out your species of trees in your arboretum. You score a species based on finding a continuous path of ascending trees that start and end with that species in your arboretum.  The twist here is that only one person will score any given species per game. That honor goes to whoever has the cards of that species left in their hand that adds up to the highest total value.

Welcome to Tree Hell.

Every decision you make in this game will be overflowing with self-loathing and doubt, as you’re constantly second guessing every choice you make. When playing into your arboretum, you never want to commit to a certain suit of card because that will cause others to prevent you from getting it. When playing into your discard, you never want to give your opponent something they can use. But if you’re wishy washy and conservative with every decision, you’ll clog your hand and never gain any ground on anything. It’s brutal, it’s mean, it’s infuriating and I love every single minute of it.

The 30-45 minutes you spend playing Arboretum is a white knuckled adrenaline rush, with every synapse in your brain is begging for mercy. By the time it’s all done, you’ll feel like you’ll need a cigarette. The only reason why Arboretum isn’t higher is because I just haven’t played it as much as I’d like. I wouldn’t be shocked if in 2020, this game creeps its way into my top 50.

72. World’s Fair 1893

world's fair cover

I’ve already mentioned a couple of gateway games this list with Lanterns and Carcassonne and my number 72 is perhaps the most underrated gateway game of them all. This game is World’s Fair 1893, an area control and set collection game set in, surprisingly, the Chicago World’s Fair of 1893.

World’s Fair has a modular board where five areas, each representing a different department of exhibits at the World’s Fair (like agricultural and electrical), are situated around a big Ferris wheel which acts as the round tracker. Cards are randomly dealt out to each area, with more cards being added at the end of every turn. On your turn, you’re going to place one of your cubes in the area of your choice, which does two things: one, it allows you to take all the cards and add them to your player area and two, it allows you to have a cube in that area for area majority purposes at the end of the round (more on that later).

The cards you’re collecting come in three flavors: cards representing exhibits that pertain to each department, cards representing tickets for midway attractions and historical figures from the real life World’s Fair. The historical figures have special abilities you activate on a subsequent turn and the midway tickets give you a point per card and move the round tracker around the Ferris Wheel but the cards you really need to pay attention to are the exhibit cards. These exhibit cards all match the color of an area on that board, the very areas you’re vying for area majority in throughout the round. This is important, because players get to cash in a certain amount of exhibit cards for scoring tokens at the end of the round. But how many? That’s determined by the rankings of the area majority in that area. If you have the majority in that area, you get to cash in more exhibits than anybody else.

Like all great games, this system creates an interesting balance. In order to get a green card you might need to place a cube in the red area, which seems counterproductive because then your cube is counting towards an area majority that doesn’t even allow you to cash in green cards. It’s incredibly tactical and you’ve got to weigh the benefits of certain areas on a turn by turn basis. It’s a surprisingly crunchy puzzle given how simple the gameplay and choices are on a given turn.

I’m also a huge fan of this theme. I’ve always been drawn to the look of the late 1800s/early 1900s (yanno, minus the horrifying amounts of racism and sexism back then) and this game captures that aesthetic brilliantly. There is flavor text on all the cards, giving you a little bit of trivia about that specific exhibit at the fair, doing a great job of immersing you even further. Even the damn round tracker evokes the theme perfectly, the Ferris Wheel carriage moving around the circle to indicate how quickly the round might end.

All in all, I think it’s a damn shame that this game doesn’t get more respect. I truly believe it should be in the same conversation as Carcassonne and Splendor when we talk about evergreen gateway games, but World’s Fair never quite got that amount of attention. Correct this injustice by giving this game a try.

71. Naga Raja

nagaraja cover

We end this section of my top 100 with Naga Raja, another game I’ve already reviewed. Read that very post right here or continue reading for the Cliff Notes version.

Naga Raja is a two player only game and the second appearance on this list by my favorite designer, Bruno Cathala. In this game, you and your opponent are rival archaeologists trying to explore their temples and uncover prized relics before the other player does. This is done with multi use cards, tile laying and dice chucking, which all simmer and cook together to make a fine fondue for two.

Players are going to use their cards for one of two things: they are either going to commit them to use the dice that’s printed at their top OR they’re going to spend special dice called naga to activate a card for its special ability. I’m a big fan of multi-use cards, and I love how they’re used here. Having to choose one of two uses for them helps keep things tactically rich and engaging, but simple and streamlined.

But that’s only half the game. The other half is the actual exploration of your personal temple board, which starts out as a 3 by 3 grid surrounded by nine face down relic tiles. Throughout the game, you’ll be rolling dice (given by cards, as I said) and whoever rolls more pips gets to grab a tile that’s up for auction. The tiles involve pathways that, when put into your temple, you’re trying to link together in a way that it connects the relic tiles to the entrance. Doing so flips over the tile, getting you points. The game is a race to 25 points, so being as efficient as possible with getting the right tiles and placing them in the right place is key.

There are some other subtle things that make Naga Raja great. For one, there is a mini push your luck element involving cursed relics. There are three of these things among your nine treasure tiles and they are worth the most points. But if you expose all three, you automatically lose the game (which is not the first time someone would get in trouble for exposing something). This creates a great deal of suspense when somebody has two cursed relics flipped over. Every flip of a relic tile after that becomes a hold your breath, peek through one eye kind of affair.

The special abilities you can activate on the cards are also a ton of fun to manage. Some are straightforward, like being able to draw more cards or allowing you to add pips to your dice rolls for the sake of the tile auction. But others allow some deviously clever plays, like the ones that allow you to rotate or slide tiles around your temples, or to even screw around with your opponent’s temple like the world’s least wanted interior designer. When you pull off a game changing move with one of these abilities, it creates such satisfying moments of feeling like you outwit your opponent…until they do the same thing to you, of course.

Naga Raja is such a cool, unique blend of different mechanisms that create a great back and forth battle of tactics and luck for two players. Partnered with some really great art by the always fantastic Vincent Dutrait, and you have yourself an easy top 100 pick for me.

*

Three down, seven to go! Thanks for reading and come back in another week or so to see what makes the list in the 70-61 section!

Tussie Mussie Review

Tussie Mussie Review

It’s that time again, everyone. It’s time for me to gush about yet another Button Shy game.

I’ve sang the praises about Button Shy on this blog before. I’ve reviewed both Stew and Sprawlopolis, two games in their extensive library of micro games that I dearly love. If you haven’t read either of those reviews and are unfamiliar with Button Shy, allow me to spread the gospel. They specialize in micro games, games that are small enough to fit in a wallet. That’s not an exaggeration, by the way, they literally come in wallets.

The latest in this line of wallet games is Tussie Mussie, an ‘I Split, You Choose’ card game from Elizabeth Hargrave. If you don’t know who Elizabeth Hargrave is, you probably should. Hargrave is the designer of the recent smash hit Wingspan. Wingspan is essentially the board game equivalent of a piece of toast with an imprint of the Virgin Mary on it because a copy of it recently sold on eBay for over $1,000. If your game sells for 1,000 of anything, you’re probably doing something right.

While I haven’t had a chance to play Wingspan, Hargrave’s name is one of the biggest reasons I was excited to play Tussie Mussie. A collaboration between one of my favorite publishers and one of the industry’s hottest designers? Where do I sign up?? Button Shy was kind enough to send me a review copy and I must say, Tussie Mussie does not disappoint.

Tussie Mussie is about the Victorian era fad of giving and receiving flowers to express feelings. You see, back in Victorian times people didn’t have memes and gifs like we do today, so they had to communicate in other ways. A popular method was by giving bouquets of flowers, or tussie mussies, to each other. The flowers all had different meanings assigned to them, which allowed the giver to communicate certain things. One of Tussie Mussie‘s more subtle but delightful features is that it actually has flavor text on the bottom of each card, displaying the meaning behind that flower. For example, the orchid meant “You are beautiful”, the carnation meant “I do not agree” (which I’m sure led to many a passive aggressive end to arguments), and the hyacinth meant “Please forgive me”.

hyacinth
Nothing says, “I’m sorry for recording over our daughter’s dance recital video with a rerun of ALF” quite like a hyacinth.

This world of flower sharing is explored through Tussie Mussie’s ‘I Split, You Choose’ mechanic. For those unfamiliar with this mechanic, it generally involves the active player grouping sets of things, presenting them to other players and then being the last person to get to choose which set they receive. It rewards players for grouping items in as fair a way as possible so that they don’t get left with meager scraps. It’s a mechanic that feels criminally underrepresented in the industry, with the most popular examples of it being the pizza themed set collection game New York Slice and the beautifully agonizing card game Hanamikoji.

The way Tussie Mussie incorporates this mechanic is wonderfully simple. On your turn, you draw two cards from the deck. These cards all represent different flowers, each with a unique scoring condition or power. You choose one of the flowers to put face up and the other to put face down and give them to the person either on your left or right (depending on what point in the round you’re at). That player chooses one of the cards and you receive the other. Once everybody has four cards in front of them, the round ends and everybody scores their flowers. After three rounds, whoever has the most points wins!

Simple, right? Yes, but don’t let that lull you into thinking you can just sleepwalk through all the decisions. One of the key rules in Tussie Mussie is that the person receiving the flowers can’t look at the face down card. They either take the known commodity of the face up card or try their luck with whatever the face down card is hiding. This transforms Tussie Mussie from a peaceful game of collecting flowers into a fiendish string of devious mind games.

For example, let’s say you have a Red Tulip, which gives you a point for every red card you have. You already have two red cards and your opponent entices you with another red card as their face up offering. What seems like an easy decision turns into a torturous one as every synapse in your brain is shouting, “WHAT ARE THEY HIDING, IT CAN’T POSSIBLY BE THIS SIMPLE”. Do you take the red card, helping to bolster the Red Tulip’s scoring condition? Or do you take the face down card, hoping that you deny something that the giver desperately wanted? It’s not any easier being the person who is doing the splitting, either. Do you hide cards that benefit you, fearing your opponent will take it to deny you? Or do you flaunt it as the face up card, just daring the receiver to ignore whatever bounty you put face down?

It instills a manic sense of paranoia that I never thought I could feel from flowers. I can now see why nobody ever smiled in pictures and paintings from Victorian times. The cruel meta that develops from repeated plays of this game with the same group becomes a game unto itself and as someone who loves that sort of thing, Tussie Mussie more than satisfied.

Another thing I absolutely love about this game is that every flower is different. Yes, many of their powers are similar (things like ‘score for every purple flower’ and ‘score for every red flower’), but it still feels like everybody is plucking flowers from a garden and crafting their own tailor made bouquet. By the end of the round, you feel proud of your beautiful tussie mussie if it nets you a solid chunk of points, while you can practically see the cards wilt and droop when you have a bad round of flowers that don’t synergize well. The unique flowers also means play doesn’t get stale and you’ll start to develop favorites (“An orchid? Why yes, I’d LOVE to have a flower that acts as any color”) and not-so-favorites (“DON’T YOU DARE GIVE ME THAT MARIGOLD”). It’s as if each flower has its own personality, helped by that flavor text I mentioned earlier.

The only plant I’d be worthy of receiving is poison ivy if I forgot to mention this game’s art. The art is done by none other than Beth Sobel, one of my favorite artists in the industry. Probably best known for Viticulture, Sobel’s warm, comforting style perfectly fits this game’s theme. Each flower has its own illustration and you can practically smell the different fragrances waft off the petals as you sift through the deck. I mean no disrespect to the other games in Button Shy’s library, but this is almost certainly their most eye pleasing one to date.

tussie mussie cards
Who needs actual flowers when you have art like this? All I need is a vase to put these cards in and I’m good to go.

Is there a thorn on the stem of this beautiful rose of a game? I will admit there is one little issue I had with the game and that is with the scoring phase. The game is quick and breezy as players build their collection of flowers, but it grinds to a halt at the end of each round as everybody needs to score their sets. With each flower possessing its own effect that interacts with other flowers and their own effects, there is a lot of mumbling and poking at phone calculators at the end of each round which clogs an otherwise sublimely elegant game. It’s a minor thing and far from a deal breaker, but it did have enough of an effect that I felt it worth mentioning.

Tussie Mussie launches on Kickstarter on May 28th and I wholeheartedly recommend that you check it out. It’s a simple but deceptively tricky game that pops on the table despite being just a small deck of cards. If you have yet to try a Button Shy game, this is a fine place to start.

The Museum of Fake Artists (MoFA): An Opening Exhibit

welcome to mofa

Hello, fine guest of distinguished taste! I can tell by your monocle and pipe that you are a consumer of the arts. You are an endangered species, my friend. But, worry not! If you are an endangered species, then this establishment is your wildlife sanctuary…welcome to MoFA!

What is MoFA you ask, while pouring yourself a glass of cognac (or at least I assume because, again, you are a person of fine, FINE taste). Allow me to begin the introduction. MoFA, or the Museum of Fake Artists, is a museum specifically made to house art created during sessions of the wonderful board game, A Fake Artist Goes to New York. What is A Fake Artist Goes to New York, you ask while dipping some crackers in caviar to complement that cognac from earlier because you, again, are just the classiest person? Well allow me to break character to very briefly explain the rules!

A Fake Artist Goes To New York is a party game for 5-10 people that can best be described as Pictionary meets Spyfall. In the game, players are going to be collaborating on a picture together based on a prompt given by a Game Master (who rotates every round). For example, maybe the Game Master wants the players to draw a helicopter. Every player will get a little whiteboard that has the word ‘helicopter’ with the exception of one person who gets a giant ‘X’ on their board. This person is the Fake Artist and their job is to avoid having the other players from sussing out who they are. Once everybody gets their prompt (or ‘X’), they begin taking turns drawing on a piece of paper, adding bits and pieces to the drawing that slowly takes form. At round’s end, everyone votes on who they think the Fake Artist was, based on who added what to the drawing. If the Fake Artist is correctly accused, they still get one more chance to win by correctly guessing what the Game Master’s original prompt was. Thus, this gives the other players incentive to try and draw as vaguely as possible while letting others know that they are aware of what the prompt is (again, much like the aforementioned Spyfall). Okay, let’s get back in character, one moment, just pinning my Van Dyke goatee back on…

Back to business! As one can expect, this very simple rule set not only produces hours of hilarious fun but also some incredible art. That is why the MoFA was built. Such art deserves a place on the internet to shine. After all, the internet offers nothing but the best and brightest!

On this tour of the first ever exhibit of the MoFA, I will show you some art that was drawn during games of A Fake Artist Goes to New York and offer some brief insight into the history of each picture. The backstories are rich and will only make you appreciate these masterpieces that much more.

So if you are ready to begin the tour, you may mount your segway and follow me through the grand doors, into the 1st ever exhibit of the MoFA!

Picture I

Prompt: Thanos

thanos

Ahh, let’s begin with a topical work of art. As of the time of this tour, Avengers: Endgame is just a few weeks away from hitting theatres and moviegoers will soon find out how all the ‘dead’ heroes are brought back to life to satisfy the fact that they all have movie sequels to be apart of. The villain of that story, Thanos, is the subject of this portrait.

One might wonder why there are no defining features of Thanos here. Where is his Infinity Gauntlet and why has it been replaced by a jai alai glove? Why does his armor look more like a wife beater? And has his face been replaced by an old timey diver’s porthole? While I would love to answer these questions, I’m afraid that would spoil the fun of art. It is up to YOU, the connoisseur of these works of art, to come up with your own interpretations. Also, because I have no clue.

Fans of villains will be excited for the next piece in our exhibit. Turns out Thanos is only the SECOND most evil person on display here! Come a bit farther to see…

Picture II

Prompt: Donald Trump

trump.png

As of the time of this tour, Donald Trump is the current President of the United States. While that still sounds like the opening line to a Philip K. Dick novel, it is the truth nonetheless. Let’s at least get a bit of fun out if it by looking at this not so flattering portrait of him!

There are a couple of details in this picture that the eagle eyed viewer will notice. The two tiny nubs for hands. The shock of orange hair upon a faceless bulb. The knee high wall in the corner that was probably made by Trump himself to model what he had in mind for his Mexico wall for when it never gets built. The not so subtle devil’s tail poking out from behind. I am confident this drawing is such a good representation of our Commander in Chief that you could hang this in the White House tonight and nobody would bat an eye.

Fear not, fans of this piece. The MoFA is this drawing’s one and true home. Let’s move onto something lighter and a much more beloved figure…

Picture III

Prompt: Mickey Mouse

mickey mouse

Here is one that the kiddos can really enjoy! As long as they look past the fact that this version of Mickey Mouse looks like it has a water pitcher for a body and a tiny, scrunched up toilet for a head. Otherwise, all the classic Mickey Mouse features are there! The pants with the buttons, the hunk of cheese laying nearby, a musical note hovering above his head to show that our adorable rodent friend is whistling a tune (despite not having a mouth).

This is one piece of art that does give us a bit of anxiety here at the MoFA because this looks SO much like the actual Mickey Mouse, we know it’s only a matter of time before Disney and its army of lawyers lay siege upon us like orcs storming Helm’s Deep. Come to think of it, Thanos is technically Disney property too, right? Oh dear. We’re so screwed. Enjoy this exhibit while you can, it may be our last.

On that note, let’s hurry on over to our next piece of art before it disappears under the crushing heel of litigation!

Picture IV

Prompt: Harry Potter

harry potter

Yet another masterful representation of a pop cultural icon. In this case, it’s everybody’s favorite boy wizard…just look at that detail! Who can forget that inspiring part of the books when Harry lost his legs and replaced them with a reindeer? If you manage to soak in all the little references and Easter eggs from this picture, don’t forget to play everyone’s favorite game with this drawing: ‘Is That The Sun or Hagrid’s Floating Disembodied Head In The Corner?” You can write your answer on a slip and place it in the bowl next to the donation box at the front of the museum.

Picture V

Prompt: The Big Lebowski

big lebowski

A cult classic movie has been transformed into a magnificent illustration in this piece. Featured here is the main character of the story and everyone’s favorite slacker, The Dude. Also pictured: bowling. No less than three bowling balls are present, just in case one wasn’t enough. Two of them appear to be surgically grafted onto The Dude’s hands because everyone knows that bowling is not just a mere sport, it is a lifestyle. Our artists understood the importance of the game to the movie’s central character and represented it as thus. And in the corner…a…bowling pin, I think? It could be a baby’s bottle, but that would make no sense and clearly there’s no place for that here!

Picture VI

Prompt: Robot (and also Duck, apparently)

robot duck

A cautionary tale lies behind this tragic Island of Dr. Moreau-esque figure. Half robot, half duck, all abomination. This picture sprang from an unfortunate misunderstanding of the rules. As a handsome narrator explained above, the game involves a Game Master giving a bunch of players a prompt and giving the Fake Artist a simple ‘X’ so that they have no clue what to draw. In this case, the Game Master thought you give the Fake Artist a completely different prompt.

The end result? Science’s biggest mistake. One must admit, the longer you look at it, the more hauntingly beautiful it appears. The juxtaposition between the webbed feet and duck’s bill poking from the unfeeling metal of a robotic exoskeleton has had art scholars debating heavy themes such as existentialism, free will and the merits and pitfalls of an automated society.

Though we’re still not exactly sure what the hell that rubber arm popping out of its chest is.

Picture VII

Prompt: ?????

face pic

Nobody at MoFA can explain this picture. We don’t remember the circumstances behind it, what the prompt was or why it even exists. It’s entirely possible it just came to be, born out of the hate and misery that has permeated society today.

What is wrong with this poor creature? Is it smiling? Or caught in the middle of a frown that it knows it’s not allowed to exhibit, lest its master punish it? Its ragged edges reveal a pained past made all the more fearful by its mismatched eyes.

They say a picture is worth a thousand words and in this case it’s simply “ahhhh” repeated a thousand times.

*

And that’s unfortunately the end of this exhibit. MoFA is always looking for more pieces of art to exhibit, and if the curator is able to play more games of A Fake Artist Goes to New York perhaps this haven of art and thought can continue to thrive. For now, we hope you enjoyed your visit and implore you to tell your friends.