Tag: Decrypto

Kyle Hanley’s Top 100 Games of All Time (2020 Edition): 10-1

IT’S HERE. IT HAS FINALLY COME. WHAT EVERYONE HAS BEEN WAITING FOR!

No, not the COVID vaccine…though that’s pretty ace too. I’m talking about my top 10! Like a vaccine, it’ll get you sick for a day or two but it’s worth it in the long run!

ONTO THE LIST.

10. Orleans

Previous ranking: N/A

Let’s start things off nice and hot with a new to the list game: Orleans. Orleans has the distinction of popularizing the bag building mechanism in the hobby, a type of game that takes the beloved deckbuilding mechanism but uses some Fairy Godmother-esque magic to turn your deck of cards into a bag.

In Orleans, everybody will have their own personal bag which will be chock full of medieval themed character tokens, such as farmers, knights and craftsmen. It’s like a bagged lunch you take into school, but instead of a ham and cheese sandwich it’s your own personal Renaissance Faire. Every round, you’re going to pull out a ‘hand’ of these tokens from the bag and assign them to various spots on your player board, using various combinations to accomplish different actions.

One of the primary actions is using your existing tokens to add even more tokens to your bag, and herein lies the ‘bag building’ mechanism. At the start of the game, your token supply is fairly meager and weak, but clever use of them throughout the game’s first half will allow you to seed the bag with powerful combinations, which can then be used to further yourself along the game’s other action mechanisms. Every game of Orleans is like cooking microwave popcorn, with the flat bag of kernels slowly popping and bursting its way something that bulges with opportunity.

What makes Orleans even more special is that, if you oblige me in stretching this ill-advised popcorn metaphor even farther, you can flavor that popcorn however you damn well want. Orleans is certainly not a ‘sandbox’ game, but the freedom you have in deciding what strategy you want to pursue and the engine you build to accomodate that is unparalleled when compared to the rest of my top 100.

This facet particularly sings when considering the game’s ‘development tiles’, which are special spots you can grab and add to your player board so that only YOU can use them. This means you’re not only thinking about what tokens to put in your bag but also what development tiles complement them. If you’re building a bag with a lot of farmers, perhaps you’ll want to pick up some of the tiles that allow you to use farmers to grab free goods. Or maybe you’ll take all those monks you’ve been hoarding like a Gregorian Scrooge McDuck and grab tiles like that Sacristy and Brewery. Orleans gives you a medieval playground to explore and half of the game’s fun is deciding whether you want to go down the Ye Old Slide or climb the Ye Olde Monkey Bars.

I’ll admit, this style of free form, long term strategy doesn’t usually excite me. I’m far more of a tactical, turn to turn gamer and these mid to heavyweight Euros that put so much emphasis on making a long term plan and executing it are few and far between in my collection. Orleans gets away with it thanks to how damn satisfying and fun the bag building mechanism is. Reaching into your bag and grabbing a handful of tokens each turn is an exciting roulette wheel, with every opening of your palm a Vegas style thrill. Slotting your bounty onto your player board and then pulling the lever to run what you just built feels better and better as you get deeper into the game and the imagination sparkles with possibilities of what kind of strategy you’ll want to try next time. It doesn’t hurt that the game is beautiful either, with the woefully underrated Klemens Franz delivering his best work to date, a vibrant and evocative homage to medieval art.

My time with Orleans is very limited, making it all the more impressive that its debut on my list is triumphantly kicking off my top 10. Hopefully it’ll get back to the table before the next top 100 because this could make a serious run at the top 5, maybe even top 3.

9. Decrypto

Previous ranking: 14 (+5)

What I said last year

This is a team vs. team game, as many of these [word] 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.

What I say now

I edited it out of the excerpt above, but I mentioned in last year’s entry that I wouldn’t be shocked if Decrypto found its way into my top 10. Those words were truly prophetic as here we are at number 9, with Decrypto experiencing a five spot surge into the top 10.

Everything I said last year about Decrypto and why it’s so brilliant stands today. In fact, it’s a very big reason why it’s in the top 10. One of the only reasons why Decrypto fell just short of a top 10 appearance last year was due to lack of play. This is a very particular party game for a very particular crowd, so it’s not nearly as easy to get this to the table as, say, Just One. But in year where most games suffered a lack of play due to a pandemic, Decrypto is one of the games that ironically got a bump up in table time due to its ability to be played remotely. Suck it, COVID.

Due to this increase in play time, I was reminded of the sheer genius of this game’s design and how no other game, even Codenames, scratches the word association itch in my brain like this one does. Decrypto has sidled on into the top 10 and it maaay be here a while.

8. Skull King

Previous ranking: 31 (+23)

What I said last year

I’ve had a lot of great trick takers across this top 100 and Skull King is one of the best. The funny thing is that this is one of my highest-rated trick takers on the list and it also happens to be the most traditional trick taker. It’s modeled after a traditional trick taker called Oh Hell, though there are some slight twists to make it its own beast.

Skull King is played over ten rounds, with players being dealt a number of cards equal to the round number (so 1 card for round 1, 2 cards for round 2, and so on). Once everyone gets a good look at their hands, wagering begins and this is where the heart of the game lies. You’re trying to bet the number of tricks you think you can win that round, with big points rewarded for nailing it and increasingly steep penalties for those who are farther away from it.

It’s fair to wonder how one can be expected to precisely predict how many tricks they think they can win with just a passing glance at your hand and guess what? You’re right! But that’s what makes Skull King so fun. Wagering in this game is like jostling a backpack and going, “I think there’s a parachute in here?” before jumping out of plane. You never know if you pull the ripcord and will happily float down to safety or if you will end up popping like a water balloon on the ground.

Skull King is controlled chaos in the best possible way. You can make guesses on what’s in your opponents’ hands by taking note of how aggressive their bid is along with what kind of cards they played so far, using those inferences to better time what cards you play. BUT winning tricks in this game can still feel like trying to grab a brass ring on a merry-go-round as it’s going at 80 miles per hour. When you manage to pinpoint it and nab the exact number of tricks you predicted, it’s an absolute rush. When you don’t, all you can do is laugh at the senselessness of it all and take solace that mostly everybody else is in the same boat as you.

I’m probably making this game sound like it’s just a cacophony of randomness and luck but Skull King is far from it. Like all great trick takers, there is a method to the madness which demands subtle strategy and constantly shifting tactics. There’s almost a push your luck feel to the proceedings as you try to determine when to play your best cards, especially if the titular Skull King, who automatically wins a trick, hasn’t been seen yet.

All in all, Skull King is amazing fun. The fact that it has a pirate theme is great, yes, and suuure, there is a rule that involves everyone yelling, “Yo ho ho!” at the same time but even with these things aside, Skull King is a masterclass in trick taking design.

What I said last year

One of the biggest jumps on my top 100 and maybe the most important since Skull King’s 23 spot climb gives it a cushy slot on my top 10. For good reason, too…this game encapsulates everything that makes trick taking great in one package. I’m talking about the agonizing hand management, the constant evaluation of your opponents to deduce what they might have, the climactic moments when someone plays a card and the rest of the table howls in either pain or excitement. It’s all here and it never fails to be an amazing time.

Before the world caught fire, this was one of the most requested and played games in my collection (another reason behind it’s precipitous increase). After my friends and I are vaccinated, I expect it to pick back up where we left off. Suck it, COVID.

7. Raptor

Previous ranking: 4 (-3)

What I said last year

Raptor is a 2-player only masterpiece.  At its core, it’s a card driven abstract strategy game, where you and your opponent are activating actions to move your pieces around the board to achieve your objective. The amazing thing is that Raptor breaks from the chains of its abstract design to become one of the most intense and cinematic experiences in gaming.

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

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

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

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

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

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

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

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

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

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

What I say now

This one both hurt and surprised me to move down the list. Yes, it’s only 3 spots, but any sort of movement in, out and within the top 10 seems magnified.

That being said, I don’t like Raptor any less than I did when it was number 4. Other games have increased in favorability and Raptor was the unfortunate collateral damage. This was even more pronounced by the fact that Raptor hasn’t gotten played for quite a while. Even though 2 player only games are the main thing I’ve been playing with my girlfriend in quarantine, she’s not a huge fan of aggressive, confrontational games and this is a VERY aggressive, confrontational game. It’s also absurdly stressful and I personally haven’t been in the mood to willingly stress myself out lately. Can’t imagine why.

Raptor remains a masterpiece, however. It is firmly in my top 10 and I still whole heartedly recommend it to anyone who enjoys 2 player only games.

6. Inis

Previous ranking: 7 (+1)

What I said last year

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

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

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

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

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

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

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

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

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

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

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

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

What I say now

Ahh, Inis. How close you came to cracking my top 5 this year. Early in 2020, I had a couple of fantastic three player games of Inis and it’s the main reason it moved up. I simply adore this game’s richly tactical gameplay and the theme never fails to immerse me. It juuuuust missed the top 5 because I still have a somewhat sour taste in my mouth from over-long, repetitive four player games of this and I never did get the expansion I mentioned in last year’s entry.

When that day comes, I truly think Inis won’t just enter my top 5 but make a real run at the number 1 spot. I like it that much.

5. Grand Austria Hotel

Previous ranking: 6 (+1)

What I said last year

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

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

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

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

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

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

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

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

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

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

What I say now

Like Inis, Grand Austria Hotel gets a one spot bump thanks to an early 2020 play that once again showcased what a masterclass in design the game is. The consistent tightness of this game’s puzzle makes it seems like it’ll be impossible to achieve your goals and yet somehow the game gives you juuuust enough to pull it off. It’s a truly delicate line that no other Euro has walked so nimbly.

And similarity to Inis: this is one of the few games on this top 100 that I could see becoming a contender for my number 1 overall spot if I get to play it more consistently. We’ll see what 2021 brings!

4. Port Royal

Previous ranking: 5 (+1)

What I said last year

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

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

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

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

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

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

What I say now

Hey, another game moving up one spot on the top 10! It’s like I really, really like these games or something. I talked last year about why, mechanically, Port Royal is so great, so allow me to delve into the emotional resonance I’ve realized this game has with me.

My favorite board game podcast, Board Game Barrage, did an episode a few months ago about ‘comfort food’ games. A comfort food game is a game that gives you a warm, nourishing feeling whenever you play it, while also being simple and accessible enough to enjoy in just about any setting or mood. Imagine a bowl of steaming mashed potatoes on a cold Winter’s day.

I’ve come to realize that Port Royal is my comfort food game. It’s a game that never fails to brighten my spirits with a sense nostalgic glow. It is basically a given that any game night will end with a game or two of Port Royal and just thinking of that makes me yearn for those days to be a reality again.

Seems like I might be getting too deep and reflective here so let me end by saying this game is really fun to get super drunk to while blasting sea shanties in the background. OHHH, THE YEAR WAS 1778

3. Mr. Jack

Previous ranking: 8 (+5)

What I said last year

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

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

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

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

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

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

What I say now

Like Decrypto earlier in this entry, Mr. Jack is one of the VERY few games to get a bump up due to quarantine. As mentioned before, most gaming has been done between my girlfriend and I so two player games are heavy in the rotation. One those two player games is Mr. Jack, a game I already loved (obviously) but have a newly rekindled adoration for.

It’s worth noting that Mr. Jack was once my favorite game ever. Granted, that was a long time ago, back when I first got into the hobby and when I had only played a couple dozen games as opposed to over a couple hundred. Still, the fact that it once was my favorite game and that it’s still stubbornly sticking around my top 10 (and now my top 3!) shows how deep my affection for this game goes.

Like I said last year, this game is criminally underrated. If you enjoy puzzle-y and tactical games, there are few better in the hobby than this one.

2. Codenames

Previous ranking: 3 (+1)

What I said last year

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

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

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

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

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

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

What I say now

Another game getting a bump up the top 10 and another one due to remote play during quarantine. CGE, Codenames’ publisher, developed and released a free web-based version of the game for players to use and it’s fantastic. I appreciated it not only for re-forging social connections that I have so desperately missed over the past year(s???), but also because it once again proved to me that Codenames is one of the sharpest, most clever designs in the hobby.

Considering how much I’ve played Codenames over the years, I’m shocked whenever I do my rankings and see how highly I still rate it. Burn out usually happens at this point, but Codenames keeps trucking along, boasting an insanely long shelf life.

Like I said last year: this game is a bona fide classic and deservedly so.

1. Viticulture : Essential Edition

Previous ranking: 1 (no change)

What I said last year

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

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

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

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

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

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

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

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

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

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

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

What I say now

Yep, I still fucking love Viticulture.

*

And that’ll do it! Phew! I know I bled into the following year AGAIN, but yanno, I’ll just do what I’ve done with all my shortcomings for the past year and blame it on the pandemic.

Like I did last year, I hope to do a ‘Gone but Not Forgotten’ post wherein I talk about games that dropped off the top 100 that surprised me or that I feel need mentioning. Expect that sometime within a week to, oh, I dunno, maybe a couple months.

But seriously, if you made it through all of these posts: THANK YOU. These posts are a lot of fun to do but they’re also pretty exhausting, so if even a couple people read them and enjoy them, that’s enough for me. I will definitely be doing another top 100 for 2021, so keep an eye out for that later in the year. Hopefully another pandemic won’t erupt and I’ll get to have game nights again?? Who knows. Till then, thanks for reading!

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!