Tag: Blood Rage

Kyle Hanley’s Top 100 Games of All Time (2020 Edition): 60-51

Welcome back! We’re just outside my top 50, so let’s not waste any time. Well, any more than we already have, at least.

60. Mission Red Planet

Previous ranking: 58 (-2)

What I said last year

Mission: Red Planet is set in a Victorian steampunk universe where people are being sent to Mars in order to stake claim and pillage it of all its resources, something humans are exceptional at. Players will be loading little astronauts into rockets that are then blasted off to specific regions of the titular red planet. The ultimate goal is to secure an area majority in these regions, which then gain you resource chips that give you the bulk of your points by game’s end.

All these things are powered by a wonderful role selection system. Each player has a hand of the same nine roles, each of which does something different. Some involve loading ships, changing a ship’s destination, moving astronauts around on Mars or even blowing a whole damn rocket up. Hey, I’m sure those astronauts totally didn’t have families, don’t sweat it.

At the start of the round, player simultaneously and secretly choose one of their roles to play. Then, counting down (like a lift off, tee hee, get it), when the number associated with your role is reached you announce that you played that card. All players who chose the same role also resolve it and the countdown resumes till everyone has played. Cards played are put into a temporary personal discard but can be picked back up with one of the roles.

What makes Mission: Red Planet such a blast to play is the lunacy and chaos that unfolds around every corner. Yes, it’s certainly possible to plan based on what other roles players have already played and what the board state looks like. But the slightest misread can result in your strategy for that round being totally torpedoed. You thought that Amanda was going to use her Femme Fatale card on Joey? Ha! Nope, she just used a Saboteur and blew up the rocket you were planning on sending to Phobos. You thought Dingus was going to use his explorer to move over to the region with the 3-point chips, allowing you to sneakily gain a majority on that region producing the 1-point ice chips? Why would you think that? Oh you sweet, sweet, child, of course he was going to use HIS Femme Fatale to replace one of your astronauts with one of his, allowing him to gain majority on the ice chips. It’s these crazy moments of unpredictability that create not just moments of fun and laughter, but chances to pivot and cleverly use the role cards in your hand to salvage the situation.

The game has a decently high player count for an area control game (up to six) and even with the full six, this game breezes by. Since players make a lot of their big choices simultaneously and the fact that roles are resolved fairly swiftly, Mission: Red Planet packs a lot of game in a snappy one-hour playtime. It’s so rare to have a legitimate strategy game that plays up to five or six players and does so with little downtime, which makes Mission: Red Planet an absolute gem.

The last positive I’ll mention is the theme. While I don’t care for space or sci fi themes (as touched on when discussing Space Base) I actually really like the way it’s implemented here, thanks to the steampunk coat of paint they’ve sprayed onto it. Seeing the illustrations of goofy Victorian era characters on the role cards brings the game loads of charm and personality, made even better by the cute little steampunk astronauts that make up your playing pieces.

What I say now

I don’t have much to add here, really. I will say that like Tournament at Camelot and Brew Crafters from my last blog post, it’s impressive that Mission: Red Planet has only dropped 2 spots since I literally haven’t played it since my last top 100. It’s a game I want to play, but it can be tough to get to the table since it’s area control (a polarizing mechanism among my gaming groups) and is best with at least 4 people.

Mission: Red Planet will likely find itself crawling back up once I get to play it again.

59. Arkham Horror: The Card Game

Previous ranking: 35 (-24)

What I said last year

I’m one of the many people that find the use of the Lovecraft mythos in the hobby as completely overdone BUT I think it’s law that I must include at least one Lovecraft game on my list so this is my choice. Arkham Horror: The Card Game is, in my opinion, easily the best of FFG’s Arkham series and the best Lovecraft game in the industry, period. It is an LCG, or Living Card Game, which means you buy scenario packs and booster packs with preset cards in them over the course of a campaign. This allows you to experience a cohesive story with decisions and consequences that matter from scenario to scenario.

This game has been difficult for me to rank because there are some things I really don’t like about it. Let me get those out of the way. For one, the LCG model is predatory, plain and simple. To even get into the game you need a core set, which includes starter cards and a mini campaign that spans three scenarios. But something that many people don’t realize is that if you really want to get into the deck building aspect of the game, you’ll need to buy a SECOND core set so that you can get extra copies of starter cards. Not having those extra copies to construct your deck with means you’ll be playing with a sub-optimal deck and making an already brutally hard game into a nigh impossible one. If you don’t care about deckbuilding, then fine! You don’t need a second core set. But if you want to explore the rich possibilities that constructing a deck can offer and to truly experience the game for what it’s meant to be, then a second core set is a necessity. So that’s $80 MSRP right there.

After buying two core sets, you’ll soon realize that the three scenarios can be played rather quickly, especially since one of them is ostensibly a tutorial scenario that’s much shorter than the other two. To really experience Arkham Horror: TCG you need to dive into the other campaigns, which are broken up into things called ‘cycles’. To get into a cycle, you need to buy the core set for THAT cycle ($30) and then the booster packs which offer the rest of the campaign’s scenarios (usually 8 of them at $15 each). Did I mention there’s like 4-5 cycles to choose from?

What’s that sound? Oh, nothing. Just the sound of my bank account plummeting to zero like Wile E. Coyote falling off a cliff.

Sorry, I didn’t mean to begin a rant on the rampant exploitation of consumerism that FFG exhibits with this game. Let’s go onto my next big negative and that is the set up this game requires. Since this game is scenario based, you have to set up the scenario and that requires sifting through cards and looking for matching symbols and compiling them into decks. Sometimes the scenario even requires very specific cards from past scenarios that’ll have you going, “where the hell did I put that”, and you’ll find yourself digging through your boxes of past sets and scenarios, helplessly trying to find the exact character or item. THEN there’s often more set up, trying to get the locations in the proper order and choosing some cards to set aside while others get shuffled and god, it’s just really tedious. I often have long hiatuses between scenarios because the thought of setting up the next scenario just fills me with dread, and not the kind Lovecraft intended.

By this point I’m sure you’re wondering, “Kyle, how on earth is this game on your top 100, let alone at number 35 if you’re whining this much about it.” I’ll tell you why. Because outside of the predatory business practices this game is a poster child for and outside of the fiddly set up scenarios often require, this is one of the most superbly immersive, atmospheric and cinematic games in the hobby.

The basic gameplay structure of AH: TCG is nothing special. It’s fairly Pandemic-like in its approach, featuring an action point system and a deck of mean cards that try to ruin your day. You could even argue it’s a little mechanical, but the stories and settings this system takes place in more than make up for that. The scenarios all take place in their own unique setting, such as a university campus or a museum or literally the whole town of Arkham. This, along with special objectives that differ from scenario to scenario, provide a feeling of freshness with each new episode you play and they do a great job of immersing you into the story.

That’s not to mention the cool cinematic moments that AH: TCG manages to create using just cards and generic tokens. One scenario has you rushing towards the front of a train as the cars in the back slowly get ripped into a portal, the location cards being discarded as this happens. A night time trek in a museum is made all the more frightening as you find yourself being stalked by an enemy that randomly respawns and happens to be stronger each time it appears. One scenario has you sneaking around a club owned by the mob, with mobsters that only react if they see you doing something odd in a location, turning the experience almost in to a stealth game. AH: TCG has provided me with some of the most truly memorable moments in gaming and I still have so many scenarios to explore.

The art, supplied by a deep roster of artists from within the industry, also does a great job of immersing you in the world. The locations, characters and items are drawn in an incredibly evocative way and help add atmosphere to a game that is already dripping with it. Thrown a soundtrack from any number of survival horror games, and you have an experience that is almost oppressively atmospheric.

So yes, this game is flawed, but most of my problems come from OUTSIDE the actual design of the game. When I’m actually playing the game, I’m fully drawn into the world and story, experiencing something that is truly one of a kind.

What I say now

Wow, I had a lot to say about this game last year! And somehow you expect me to say even more?? Fine, I’ll try.

The drop for Arkham Horror: TCG comes from, quite simply, the tedium of setting it up. I haven’t played this game in ages due to the sheer effort it takes to get the scenarios and decks set up and that’s…kind of sad. Because as I said last year, this game is really special when you’re actually playing it and immersing yourself in its horrors. But getting to that point? Just drown me.

I’m trying to get the energy to get back into this game soon. If and when I do, I’m interested to see where it ends up next year.

58. Blood Rage

Previous ranking: 20 (-38)

What I said last year

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.

What I say now

Another game with a considerable drop. I closed out last year’s entry talking about how I don’t own Blood Rage and that, unfortunately, hasn’t changed since. That’s certainly not going to help a game hold high positions on the list and that proves true for Blood Rage here.

Another reason behind the fall is that since the last time I’ve played Blood Rage, I’ve played more of these types of games (area control, troops on a map games with Euro style mechanisms and roots) and I like them all more than Blood Rage. This genre has honestly become one of my favorites, so it’s becoming a bit crowded in my collection, causing Blood Rage to get lost in the mix like Bilbo Baggins at a crowded concert. These games will be showing up later on the list and are a key factor in Blood Rage’s decline.

But hey. Blood Rage is still in my top 100 and only just outside the top 50 which shows that it’s still a fantastic game. If I had a chance to pick up this game cheap, I’d do it in a heartbeat.

57. Kingdomino

Previous ranking: 52 (-5)

What I said last year

Kingdomino isn’t just one of Cathala’s simplest games, it’s one of the simplest gateway games you can find in the hobby. It’s a tile laying game (hey, been a while since we had one of those! Welcome back, buddy!) where the tiles are chunky little dominos. Instead of numbers, the dominos have land types (such as fields, forests or swamps) and you’re placing these dominos in a 5 by 5 grid to form your kingdom.

One thing you’re keeping an eye on is crowns. Crowns are important because they’re how you score points. At the end of the game, everyone takes a look at their contiguous groups of land types and then they multiply the number of squares present times the number of crowns also present in that area. So, if you have a patch of forest that is four squares big and has one crown, that’s four points. But if you had two crowns, that’s eight points! No crowns present? Absolutely nothing. It creates an interesting decision space where you have to choose going all in with one or two big land areas populated by a few crowns or whether to focus on putting a lot of crowns spread across smaller land areas. I’m happy to report that after many plays of this game, both strategies are viable.

I haven’t even gotten to the best part of this game! My favorite part of Kingdomino and one of the reasons why it’s remained such a favorite of mine is the drafting system. Players draft tiles using a little king meeple, which they place to stake claim on a domino in a column. The dominos are generally ordered by how good they are, with the better tiles being towards the bottom of the column. If you put your meeple on the bottom domino, that’s great! You likely got yourself a good tile. But where your meeple is in the column determines drafting order for the next set of dominos. So, the top dominos are not as good but taking one guarantees you get first dibs on the next batch whereas going for a domino on the bottom means you’re taking a risk at getting absolute garbage in the next round. It’s a wonderful bit of push your luck that never fails to feel clever and interesting whenever I play this game.

The game is also very quick. A two player game of this can be finished in ten minutes and a four player game can easily clock in at under twenty, closer to fifteen with experienced players. Combining this with its ease to teach and introduce to people, especially non gamers, makes Kingdomino a stalwart entry in the gateway portion of my collection.

Even if I’m not using it for gateway purposes, Kingdomino is still an incredibly fun and cute game that I still enjoy after countless plays. Like most of Cathala’s games on this list, it’ll have a place on my top 100 for years to come.

What I say now

Kingdomino is down five spots, but that’s, as we say in the hobby, small beans.  In fact, I recently had a chance to play this before making this top 100 and it reinforced what a fun, charming game this is. The drafting system is still engaging after all these years and the push and pull of managing land types vs crowns is a fantastic decision space.

Kingdomino is Bruno Cathala at his most elegant and that results in a game that will, as I said last year, likely be on my top 100 for a looooong time.

56. Shh

Previous ranking: N/A

There are three ‘new to the list’ games in this section, with the first of those being Shh. Shh is perhaps the most obscure game on my top 100, an incredibly small game from a line called the ‘Pack-O’ games. This line’s hook? All the games are so tiny that they’re in boxes that look like little packs of gum.

Don’t let this game’s diminutive, bubblegum size fool you. This is a word-based cooperative game that has a lot of bite to it.

The game is a small deck of cards representing each letter in the alphabet. All the vowels are put to the side and the rest of the cards, the consonants, are dealt out to all the players. Players then need to work together to try and empty their hands of their cards. How do they do that? By cooperatively building words with the letters.

The trick is players can collectively only work on one word at a time, so once somebody begins a word, everyone is locked in with that one word until it is complete. The other twist? You can’t talk or discuss any sort of strategy. I mean, what did you expect? The game is called Shh, not Talk Amongst Your Friends.

The limited communication variety of cooperative game is among my favorite game types and when you combine it with a word game, another type of game I’m quite fond of, it’s a surefire recipe for a game I’ll enjoy. Shh does not disappoint. Trying to figure out what word your friend is trying to get you to spell while not revealing whether or not you even have the letters to continue it is excruciating, especially when said friend is biting their lip, red in the face over how you can’t make out what they’re aiming for. Conversely, when you start a word and you get nothing but blank stares in return, it’s hilariously painful.

But when you are able to sync up with the other players, effortlessly playing down letters to form a long word without skipping a beat? It’s a pure, unadulterated hit of dopamine. I still remember specific moments, like when we managed to end the game by playing QUIVER or when we played TEQUILA to get ourselves out of a corner (which is the first time in history alcohol solved a problem for me rather than creating one). These type of limited communication co-ops live and die by these moments, so the fact that Shh is chock full of them in such a microscopic package is quite the feat.

My biggest worry about Shh was how its size and depth would hurt its replay value, as I assumed there would be certain strategies or words that would be used time and time again and be easy crutches for the players to fall back on. After playing this game well over 10 times, I’m happy to report that was mostly unfounded. Sure, there are some words that involve the letters Q or Z that I find my groups use game to game, but outside of those few it’s really astounding how much shelf life Shh has.

The REAL problem with Shh, and the reason why it misses my top 50 is its scalability with player count. It plays 2-4, but I don’t think this game is worth playing unless you have EXACTLY 3. Four players is a chaotic nightmare, like everyone is trying to bake a cake together while blindfolded on a sinking ship. Meanwhile, two players is the opposite; since the consonant cards are dealt out between the two of you, you know EXACTLY which letters your teammate has, robbing all tension and uncertainty from the game. But 3? *chef’s kiss*

Like I said, this game is pretty obscure so if you haven’t heard of this one, it’s absolutely worth checking into. If you like cooperative games and/or word games, it’s a must have for your collection.

55. Aerion

Last year’s ranking: N/A

The next game is another ‘new to the list’ entry, although I have actually written about this one before. My loyal readers/groupies will recognize Aerion as a game that made it on my Top 10 Solo Games blog post from a few months back. It was good enough to earn the bronze medal on that list and here it is at number 55, which I think is pretty darn good for a game I only play solo.

Because I feel like I’ll be repeating myself anyway, here’s an excerpt from that post describing Aerion and why I love it so much:

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

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

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

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

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

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

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

June 2020 feels like three decades ago, but it’s only actually been about 6ish months. So, unsurprisingly, not much has changed with my feelings on Aerion. It continues to be one of the most consistently played games in my solo gaming rotation and I STILL haven’t even tried the plethora of mini expansions that come in the box.

Aerion still has a ton of life in it for me, so don’t be surprised to see if even higher next year.

54. Sagrada

Last year’s ranking: 48 (-6)

What I said last year

In Sagrada, you are tasked with making stained glass windows, which is done via putting multicolored dice down in a grid. As you draft dice to put them in the grid, you need to keep in mind some simple placement rules. You can’t put the same number next to each other and you can’t put the same color next to each other. There’s also set restrictions on your grid that you may need to follow, such as having to place a yellow die on the yellow spot.

What comes from this is basically Board Game Sudoku, a surprisingly crunchy puzzle of trying to align your dice in a way that doesn’t break any rules but also doesn’t screw you over on a future turn. Meanwhile, there’s how you actually win the game in the form of scoring objectives, which give prompts such as ‘score your pairs of 1s and 2s’ or ‘score rows with all unique numbers’ and so forth. There’s also private objectives that give everyone a color, wherein they score points equal to the value of all the pips of that color in their window. Trying to balance all these things while dealing with the random luck and chance of the dice pulls and dice rolls is headache inducing, but in the best possible way.

An easy thing to praise Sagrada for is its table presence. It’s chock full of tiny, translucent multicolored dice and when everybody’s windows start to take shape, it’s one of the prettiest sights in board gaming(not counting the selfies I take of me and my Kallax, stay tuned for info on a calendar coming soon). I’m a sucker for great board game components and Sagrada’s dice are some of the best looking in the business. There is one huge caveat, unfortunately: they are not colorblind friendly. I have some colorblind friends who are able to play just fine, but another who can’t play this game because the blue and green are impossible for him to tell apart. Something like that to occur in today’s day and age of gaming is fairly unforgivable, so that’s definitely a knock against it.

Outside of that accessibility issue, there’s not much to complain about with Sagrada. Its puzzley gameplay, beautiful table presence and easy to learn rules make it a must have in any collection.

What I say now

When I first played Sagrada, I knew it would be a cornerstone of the gateway game section in my collection and that’s held up pretty well. It remains one of the most satisfying puzzle-based games of this weight. I recently introduced it to my girlfriend after having not played it for a while and it felt like I had wrapped myself up in a nice, warm blanket that had been stowed away for far too long.

It has dropped 6 spots, but that is, as with many games on the list, a product of new games entering the top 100. I still love Sagrada and would rarely turn down a game of it.

53. Stew

Previous ranking: 42 (-11)

What I said last year

Stew is a game that mixes push your luck, deduction and bluffing and squeezes it into a tight fifteen minutes of tension and misdirection. Players take turns secretly drawing ingredient cards from a deck and then putting them facedown on a vermin card or into the center of the table in the stew. At any point a player can call “STEW!” (the louder and more obnoxious, the better) and reveal the stew one card at a time. If the point values of the ingredients in the stew equal 12 or more, they get two points! If not, everyone else gets a point. First to five points wins.

One of the things players have to keep in mind are those vermin cards I briefly mentioned earlier. Each vermin has a favorite ingredient and if they are unfed by the time the stew is served, they’ll suck up the first ingredient of that type like a hungry, furry little Hoover. Ingredients also interact and score points in different ways so keeping track of what ingredients you put where and how other players are behaving need to be taken into account when you’re trying to determine if a stew is worth eating.

Every time I talk about this game I compare it to Welcome to the Dungeon, a much more well known game where players are either putting monsters into a dungeon or choosing to remove equipment that can be used to counter those monsters. Like Stew, there’s a lot of hidden information and you must glean what other players know based on what decisions they’re making. The difference is that Stew captures the same feeling with a more streamlined system, in a quicker play time and with no player elimination. Quite simply, Stew is everything Welcome to the Dungeon wishes it could be. If you like Welcome to the Dungeon, that’s fine, but I would implore you to try Stew.

I don’t know the availability of Stew because Button Shy games tend to periodically go out of print. I was aware of a Kickstarter they were running in which a Stew reprint was unlocked as a stretch goal, but when that comes to fruition, I have no clue. If and when Stew is available, there are few games I find as easy to recommend as this one. It’s cheap, it’s extremely portable and it’s accessible enough to teach to just about anyone. Despite its small size and countless plays (the wallet for my copy has literally ripped in half from being carried around and opened so much), I have yet to tire of this microgaming masterpiece.

What I say now

Stew has suffered a bit of a decrease but nothing TOO major. I will say the amount of times I’ve played this game may finally be starting to catch up with it, as it’s a game I rarely suggest on my own to play. But if somebody else suggests it? I’m all in, and I always have a great time with it.

Despite this slight hint of Stew burnout, I am excited to see where it ends up next year. I finally got the game’s expansions, which add new ingredients and vermin, and I can feel that Stew shaped fire in my heart beginning to rekindle. Till then, Stew remains one of the industry’s most hidden gems and just barely misses a repeat appearance in my top 50.

52. Menara

Previous ranking: 28 (-24)

What I said last year

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

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

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

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

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

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

What I say now

Menara is a game I recently added to my collection, as it was one of the few in last year’s top 100 that I didn’t have ready access to. As such, I was able to finally play it again for the first time in over a year and I was excited to see how that would affect its ranking.

As you can see, it’s actually suffered a sizable drop down. Whoops?

Listen, it’s still a great game. I love the idea of cooperative dexterity and it’s got some tough decisions to make as you try to pace yourself across the different decks of cards. But it’s also got a very procedural feel to it that makes your choices feel more by the book and scripted than organic and naturally clever. This was a common complaint I’ve heard about Menara and I’m starting to come around to this viewpoint.

The other big negative I’ve discovered in my recent reintroduction to Menara is that I suddenly suck at the game? I used to be pretty good at it and I had never been the person to knock down the tower. But now? I can’t even make it past the 15-minute mark. Usually lasting 15 minutes is worth bragging about, but not in Menara’s case.

You’re probably asking, “Kyle, how is that the game’s fault? Shouldn’t you be blaming your parents that you suck so hard?” and you’re right. I’m not holding my sudden lack of dexterity against the game but what I am saying is that if you lose this game at the 15-20 minute mark, as I’ve been doing consistently since having bought the game, it is a VERY underwhelming experience. A winning game of Menara is going to take you around 45 minutes to an hour complete, so losing the game that early makes me feel like I just got done sat down after cooking a big pot of pasta and then having Slimer from Ghostbusters flying through to eat it all on me. Losing a game in the later stages of the game sucks, but at least you feel like you got a worthwhile experience. Losing a game before you even hit 20 minutes? It makes Menara feel like a waste of time and a somewhat tedious experience.

I guess my point is that my recent suckage at the game leads me to believe that Menara could have benefited from a shorter, tighter run time. It was honestly something always in the back of my mind, that 45 minutes to an hour for a dexterity game was perhaps a little overboard. I’m now convinced of that even more, that this is a game that should have been trimmed down to 20-30 minutes. That way if you do lose early, as has been the case with my plays recently, it doesn’t feel like such a daunting ask to set it up and try again because I know I’m not staring down the barrel of a possible hour long game.

Okay, so, that was a pretty negative write up over a game I consider my 52nd favorite game. So, let me end by saying that even with my recent frustrations, Menara is still a lot of fun and can create some real memorable experiences. It’s just starting to show a few cracks here and there.

51. Queenz

Previous ranking: N/A

The last entry in my 60-51 range, and the game to just barely miss a coveted spot in my top 50, is a ‘new to the list’ game called Queenz. Co-designed by designer-I-most-definitely-don’t-stalk Bruno Cathala, Queenz is a tile lying game about building a garden to attract Jerry Seinfeld and his other bee friends to hang out and make honey.

In Queenz, the gardens you will be growing will be made up of two types of tiles: polyominoes and circular flower tiles that go on top of them. On your turn, you draft flower tiles by controlling a gardener pawn that walks around a grid. Whatever row or column they’re on, you can take flowers following some Splendor style rules (take 3 of different colors, 2 of the same, or 1 with bees (more on bees later)). When you hoard enough of these flower tiles, you can then spend your turn grabbing an actual garden tile which are the polyomino, Tetris style pieces.

As you place these polyominos into your garden, joining them together with other polyominos you’ve gotten throughout the game, you place the flower tiles you’ve recently collected on top of them. You’re generally trying to get the same colors adjacent to each other because you get points for doing so, including from colors you’ve already placed in your garden from previous turns. If I place a big batch of blue that’s touching an already present swath of blue in my garden, I get points for ALL the blues now touching each other (sounds kind of dirty, but let’s ignore that). This creates an almost illegally gratifying exponential scoring system, where a small group of colors starts off getting you 2 or 3 points but then turns into 5 or 6 and that swells to 10 or 11. Your garden feels less like patches of flowers and more like hurricanes swirling and forming across the tableau, slowly getting more monstrous as the game goes on.

As rewarding as it is to do your best impression of Poison Ivy from Batman and become an unstoppable botanical terror, flowers aren’t the only way to get points in Queenz. Remember when I mentioned Jerry Seinfeld? Yep, there are bees in this game, hence the Queenz title (complete with the obnoxious ‘z’ at the end). Though harder to come by, you can grab flowers that have bees on them and when you place those out in your garden you can partner them with beehive tokens. Doing so scores you points for every bee surrounding the beehives you’ve seeded your garden with, even allowing you to score bees multiple times if they surround multiple hives. This can result in humongous end game points, dwarfing even the most impressive point gains your opponents may have gotten from their flower colors throughout the game.

What’s that? You want even more ways to get points? Okay, all right. Here’s one more. You can also race to get a honey diversity bonus. While that sounds like something an organic cooking blog would espouse as a benefit to eating natural honey, it’s actually another scoring mechanism. Whenever you score a certain color of flower in your garden, you receive a honey pot of that color. If you collect a honey pot of every flower color in the game, you get a token that rewards bonus points.

The rub is that the tokens decrease in value, meaning it pays to be the first to accomplish the milestone. I really love this extra mechanism because it rewards people for not just focusing on building one or two huge areas of the same color. It lets you diversify your garden and adds yet another avenue to win the game.

So, for better or worse, Queenz feels like a greatest hits collection of mechanisms seen in other tile layers. It’s got the polyomino puzzling of modern day classics like Patchwork and Barenpark, a tile drafting system reminiscent of obscure and out of print but delightful Maori, and a scoring system that evokes the satisfying exponential system of gateway game behemoth Azul. And yet, despite all these obvious inspirations, all of these disparate parts and mechanisms are molded together in a way that makes the game still feel refreshing and ‘Cathala’esque rather than derivative and trite. The tactical considerations when moving to gardener to draft flowers, the multitude of ways to score, the plethora of satisfying choices every turn…it reeks of Cathala’s design ethos and it is an oh so pleasant smell. I mean, ‘Essence of Cathala’ should totally be a perfume or cologne.

Perhaps it’s because it’s one of Cathala’s new-ish games, but this one doesn’t seem to be getting a lot of buzz (HAHAHAHA) yet. It’s an absolute gem, though, so hopefully this gets more attention soon.

*

We’re almost at the top 50! Congratulations everyone, you’re doing great! See you again soon!

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

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

RECAP:

100-91

90-81

80-71

70-61

60-51

50-41

40-31

30-21

 

20. Blood Rage

Blood Rage cover

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

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

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

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

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

19. Hanamikoji

Hanamikoji cover

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

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

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

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

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

18. Biblios

biblios cover

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

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

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

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

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

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

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

17. Arctic Scavengers

Arctic Scavengers cover

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

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

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

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

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

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

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

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

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

16. 7 Wonders: Duel

7 Wonder duel cover

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

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

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

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

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

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

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

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

15. Five Tribes

five tribes cover

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

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

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

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

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

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

14. Decrypto

Decrypto cover

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

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

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

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

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

HOWEVER.

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

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

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

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

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

13. Kemet

Kemet cover

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

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

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

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

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

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

12. Bohnanza

Bohnanza cover

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

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

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

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

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

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

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

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

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

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

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

11. Skull

Skull cover

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

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

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

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

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

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

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