Tag: Biblios

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 (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.

*

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

Biblios Review

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Board games, like any great medium, provide a form of escapism. The best board games can create an immersive experience on par with a great book or movie. Take for example, a game such as Captain Sonar, which casts you and up to seven friends as crew members on competing submarines. It’s 45 minutes of heart pounding excitement as you and the rival team fire torpedoes, lay mines and do lots and lots of shouting.

Or how about The Resistance, the ostensible grandfather of social deduction. You and your friends find yourself in the shoes of a resistance group in a dystopian future. BUT there are spies among your ranks, trying to undercut you at every corner, and you need to weed them out. The good guys need to complete a certain amount of missions while the spies want to make sure most of those missions fail. It creates agonizingly suspenseful moments as your friends ruthlessly accuse one another, desperately try to exonerate themselves, and do lots and lots of shouting.

Or how about Biblios, the featured game of this review where you and up to three players are rival monks, trying to complete…the best library? Like, just a library? With just scrolls and those big books that you see in movies where the main character slams them on a table and a bunch of dust flies up in the air? I mean, they’re monks, so surely the libraries have booze, right?

(checks the rules, components and double checks with the designer)

No? Huh.

Okay, maybe all board games aren’t exactly prime examples of escapism and palpable themes that create cinematic moments with your friends that you’ll never forget. I mean, this is a hobby where a quarter of the games are about buying stocks in trains and another quarter of the games are about farming. When Uwe Rosenberg comes out with a new game, it’s rarely a question of whether it will be about farming, but about what type of farming it will be (“Hey, did you hear about Uwe Rosenberg’s new game? It’s about pumpkin farming in Minnesota! Instant buy for me.”)

But you know what? That’s okay. Games don’t need themes that can also double as a Wikipedia synopsis for a Steven Segal movie. And Biblios is the poster child for this. Because even though its theme is as dry as the century old scrolls the game shows in its artwork, Biblios manages to be one of the most ass clenchingly tense twenty minutes you can find in the hobby. And I am aware clenchingly is not a word, but that’s how good Biblios is. It demands new words to describe it.

Designed by Steven Finn, who has a reputation for making great filler games, and published by Iello, Biblios is a card game that, as mentioned, has you taking the role of a Middle Ages monk trying to make their monastery’s library the talk of the town. During a time period when the most fun activities were ‘don’t die of the plague’ and ‘don’t die, kind of in general’, you can argue that Biblios is actually trying to capture the more lighthearted aspects of its source material.

The deck of cards that comprises Biblios has different types of scrolls and books, all of which are associated with a color. These essentially make up the five ‘suits’ in the game. In addition to these cards are five colored dice, one for each of those suits. These dice control the points awarded at the end of the game. At game’s end, however many pips are on the die are the amount of points given to the person who holds the majority in that die’s color. So if the blue die is showing four, whoever holds the highest combined value in blue cards gets four points.

So at its core, Biblios is basically just a set collection game. Try to get the most cards in the sets worth the most, right? This game’s easy.

Weeellllll, it’s actually not quite as simple as that.

What separates Biblios from your normal run of the mill set collection game is its two round structure. The first round is called the gifting round, where players take cards from the deck and evenly distribute them between themselves, their opponent(s) and a new deck called the auction deck. Which leads me to the next round, the auction round. In this round, players, unsurprisingly, arm wrestle to gain control of new cards as they’re revealed.

Just kidding, it’s an auction, duh. Though never rule out arm wrestling for an expansion, Dr. Steve Finn, if you’re reading this.

First, let’s begin with the gifting round. Thematically speaking, people from town are coming to your monastery to bestow you with gifts. Mechanically speaking, you’re basically drafting cards from the deck. On your turn, you draw a number of cards equal to the number of players plus one. So in a two player game, you draw three cards from the deck and you must do these three things: give one to yourself, give one to your opponent and put one face down in the auction pile to be auctioned (or arm wrestled, with the inevitable expansion variant) off in the next round. These cards include the aforementioned different suits/colors, but there are also cards with gold (which give you buying power in the auction round) and church cards, where (thematically) you get to gain favor of the head priest allowing you to manipulate the pips on the dice. Which the inclusion of this during this round makes me chuckle, as if the townsfolk are coming to your monastery and just dropping off priests, like they’re parents dropping off their kids at daycare.

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“Hi, this is Timmy, he has a peanut allergy and don’t let him have more than three hours of screen time, okay, I’ll be back at four.”

But here’s the catch. Those cards are being drawn one at a time, and you must decide at that instant what to do with it. If it’s a good card, do you keep it for yourself and hope nothing better comes along? Or do you give it to the auction and gamble that you’ll draw something better? And then there is the eternally annoying fact that you have to give something to your opponent. This usually means that the moment you get a low valued card in an any suit, you immediately hand it over to them, making it seem like you are the world’s most passive aggressive monk, giving things because you’re expected to not because you want to. You’re the Middle Ages equivalent of that uncle on Christmas who gives you scratch off lottery tickets as a gift and snidely tells you to not ‘spend it all in one place’.

This drip feed card draft is one of my favorite things about Biblios. It takes the idea of card drafting and turns it into a harrowing game of press your luck. Press your luck is maybe my favorite mechanism in games, so any game that incorporates it is instantly elevated in my eyes. And here, the press your luck is exquisite, a game of chicken where your opponent stares across from you with an expectant grin, just waiting for you to mess up, leaving you no choice but to hand over a high value card into their hand. It creates huge moments of tension, akin to other card game classics such as Lost Cities and Schotten Totten. And after that first ten minutes, you wipe the sweat off your brow, and breathe a sigh of relief as you unclench your buttocks. Then a feeling of terror will envelop you as realize that there’s still a second round to play.

And I mean that in the best possible way. Because as scary as that first round is, the second round-the auction round- is perhaps even more horrifying. Your hand is crafted and you have an idea of what colors you should probably look for, but that doesn’t make what is about to happen any easier. In this round, you shuffle the auction deck that you and your opponents had made and then begin flipping them over, auctioning them off one at a time. The auction then proceeds in turn order, with each player either raising the bid or opting out of the auction. To pay for the cards, you’re bidding the gold you squirreled away in the first round. Umm, you did make sure to keep some gold? Right?

biblios gold
Uhh, I sure hope there is a dollar store in this Medieval village.

The auction creeps along and you are constantly over analyzing and regretting every purchase, meaning Biblios may as well have been called “Buyer’s Remorse: The Game”. By the time you buy two or three cards, you realize your gold is almost depleted and you’re wondering how you are going to stretch out what you have for the rest of the auction. Luckily, there are gold cards in the deck (well, providing you and your opponents were prudent enough to put them in there), which are bought by discarding your other cards, in a clever twist. So that means if you’re short on gold and a 3 value gold (the highest value) pops up in the auction, you can trash cards of colors that you’re fairly certain you’re not going to win. But even that is a risk, because you’re making assumptions on the sets your opponents have built. Educated assumptions, yes, but not perfect. There have been a few games where I trashed cards of a certain color, only to discover I would have won that color if I kept them.

While the gifting round is a white knuckle push your luck drafting system, the auction round is an impossibly tight game of money management. Pay too much for a card, and you lose all leverage for the rest of the round, allowing your opponents to get things for cheap. Don’t be aggressive, though, and you may find yourself waiting for the perfect price for a card that just won’t ever come, especially if you’re playing against savvy bidders that prey on your Scrooge-like skinflint tendencies. I have lost games falling into both traps, and I’ve won games against opponents who have done the same. It’s all about balancing your gold supply with getting the cards you really need. And don’t get me started on the church cards during this round. Those things become so valuable at this stage of the game you and your friends will be clawing each other apart for them like they’re the last Furby on the Toys ‘R Us shelf and not some old white dude in a funny hat.

Furby is still a thing, right? I dunno what Toys ‘R Us sells these days, I haven’t been outside in a while.

By game’s end, after the bidding bloodbath subsides and the dust clears over everyone’s monasteries, you reveal your hands and show who truly has the most of what color. Naturally, this creates lots of groans and cheers, as you see that your opponent managed to get just one more blue than you did even though you wasted all that gold on blue and oh look blue is worth six points and oh hey, they also managed to win red with a measly two cards which I would have beat if I hadn’t discarded them to grab that one gold that I didn’t even spend and ahhhh

Of course, there’s plenty of times where you’ll be the one wearing a smug grin as your opponents regret every decision they’ve ever made in their lives and it’s times like this that reveal just what a devilishly brilliant game Biblios is. Using two very distinct rounds and threading them together in a cohesive and nerve-wracking package, Biblios manages to pack more thoughtful decisions in its lean twenty minute length than some hour long games I’ve played. The fact that it’s done with just a deck of cards and colored dice makes it all the more impressive. Since I’ve entered the hobby a couple years ago, Biblios remains one of my all time favorite card games and almost definitely my favorite set collection game. If you’re looking for a filler with a pair of monk shaped fangs, Biblios is just the game for you.

(Also, I know I’ve been taking the piss (I’m not British, but I love that term, I’m sorry) out of the theme, but I actually like it a lot. For whatever reason, I’ve always liked the imagery of monks in monasteries and the atmosphere that evokes. Combine that with listening to Gregorian chant (yes, really) while my friends and I play this and it really is a theme that I love engrossing myself in).