Tag: Hanamikoji

Kyle Hanley’s Top 100 Games of All Time (2020 Edition): 40-31

Last entry marked the popping of my top 50’s cherry and I’m too afraid to take that metaphor any further so let’s talk games!

40. Just One

Last year’s ranking: 22 (-18)

What I said last year

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

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

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

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

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

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

Regardless of my own personal qualms with a less than stellar ‘win’ condition, Just One has managed to stand out against a lot of competition in both the industry and my very own collection as a word game that demands to played over and over again. In less than a year, I’ve already had to invest in new dry erase markers thanks to the ones in my copy being dried from overuse.

What I say now

Just One remains one of my most fun and accessible party games, but it has dropped a bit. Honestly, I think that has to do with how simple the game is. When you have a game this streamlined and light, you can only dip back into the well before it starts to feel a bit repetitive. Combine that with the loosey-goosey scoring system that offers no real drive to keep coming back to it and it’s easy for me to see why Just One’s stock has dropped.

It’s not enough to fully torpedo my love of this game, though. It’s still a popular cornerstone of my collection and one that I will always bring to a party or family gathering.

39. Tybor the Builder

Previous ranking: 33 (-6)

What I said last year

Tybor the Builder marks the first appearance by Alexander Pfister, who is my second favorite designer in the hobby. This game is an installment in his Oh My Goods Universe, which is kind of like the MCU but instead of superheroes it’s generic European medieval people. I quite like Oh My Goods, the progenitor of this ‘universe’, but some pacing issues keep it from my top 100. Tybor the Builder, however, finds itself firmly implanted here at number 33, mixing simple but tactical decisions with fast flowing, smooth card drafting.

In Tybor, you’re drafting cards and using them to build out a little tableau. The cards in the game are multi use, meaning when you choose one to draft you can do one of multiple things with them. You can either put them at the top of your player board to station them as villagers, which helps with scoring end game points based on symbols they provide as well as providing discounts for buildings. You can hire them as part of your workforce, which allows you to spend them later on building buildings. Which brings me to the last thing you can do: actually building things. After all, it’s called Tybor the Builder, not Tybor the Union Rep. When this is done, you simply discard the card you drafted as well as the necessary amount of strength from your work force and choose a building from a face up display to put in your village. These buildings provide the bulk of your points, as well as the occasional power to activate.

This multi-use card mechanism gives a lot of versatility not seen in other drafting games. It never feels like a card you draft is wasted since you’re always able to use it for something. This also makes hate drafting feel a lot more impactful. In so many drafting games, hate drafting (which is when you take something that’s less useful for you simply to keep it out of the hands of an opponent) feels like you’re punting away your turn and that you’re better off just trying to bolster your own points rather than subtracting potential points from an opponent. In Tybor, hate drafting is a viable option as there’s usually something you can do with the card as well.

I love games that do a lot with very little and that’s very much the case with Tybor. You essentially have three options on your turn but trying to puzzle out the best course is surprisingly satisfying. The game also moves at a very brisk pace, allowing you to build up a village quickly but ending at just the right time.

What I say now

I like Tybor roughly the same as last year. In fact, I played it just a month or two ago and it was a refreshing jump back into its world of long-term engine building and tactical efficiency. The only gripe I could see myself developing with it is that the public objectives that are randomized every game kind of force you down a certain path and that can feel limiting.

But that’s a minor complaint. The main reason Tybor has dropped a bit is because there’s a ‘new to the list’ card drafting game that has surpassed Tybor as my favorite of the genre. And guess what? It’s coming up later in this very post! How’s that for a tease, eh?

So, yeah, Tybor the Builder is still a great little card game that deserves way more attention.

38. Startups

Previous ranking: N/A

Japanese publisher and industry darling Oink Games hasn’t appeared on my list since pulling a double shift in my 70-61 post, when they went back to back with Maskmen and A Fake Artist Goes to New York. Now they’ve made a triumphant return with a little card game called Startups, which is not only my number 38 but also my favorite Oink game.

In Startups, you and your opponents are investing in various startup companies, hoping to gain a majority in them so that you’ll be the one reaping their points. The suits in the game represent said startups, and you’ll be managing a small hand of them in your effort to most shrewdly pick which suits to collect and which ones to cast aside for the other players to pick at like Silicon Valley based vultures.

Turns are quick and simple: every turn, you’ll draw a card and play a card. Drawing a card can occur from the top of the deck or from a face up display of cards that is seeded throughout the game by the players. One of Startups’ clever twists is that if you take a card from the top of the deck, you must place a coin on every card in the display. Coins are points, so this can be either a mild annoyance (“Ugh, it’s only one card, I guess I can spare the point”) to an absolute catastrophe (“FIVE CARDS I need to put coins on??? I guess I’m gonna be in the coffee business now.”). On the upside, these coins will pile up on these cards and go to whoever picks them up so it’s possible to make up some losses with a well timed draft.

When it’s time to play a card, you have two choices: play a card in front of you, representing that you’re now invested in that company OR dump it into the face up display for somebody else to deal with. Investing in a company means you’re aiming to have a majority in that suit at the end of the game while the display acts as a glorified ash tray with everybody’s discarded cigarette butts left behind to smolder.

At this point you’re probably scratching your head (which is admittedly probably a common occurrence during your reading of this top 100) and thinking, “Okay, but what makes these rules so special? Seems like stuff I’ve seen before.” Well, allow me to blow your skeptical mind. The mechanism that makes the rest of these rules stitch together like a paper cut on Wolverine’s finger comes at the end when scoring.

After the deck runs out and it’s time to score, everybody’s going to score points based on the majorities they have of each color. BUT those points don’t just come out of nowhere; nope, the points are paid from other players’ piles of coins.

Any player who has a color in front of them that they did not manage to nab the majority of must pay a coin to the person who DOES have the majority, at a one coin per card in front of you rate. So, if I win the red color with four reds and two other players have three reds in front of them, they must each pay me three coins. Capitalism, FTW babyyyy!

This makes those decisions I mentioned earlier so much weightier. You don’t want to fire from the hip and just start investing in every company you come across. You need to pick and choose which ones you want to strive for majority in or else you’ll spread yourself too thin like some publicly traded butter. But go too hard on a company and you may scare others away from investing in it, since they know you’re likely to win and get their points at the end. It’s all about balancing attempts to gain a foothold in companies you’re confident in while leaving a glimmer of false hope for the others to try and topple your monopoly.

One more ingredient that makes this hand management sandwich even more scrumptious is that at the end of the game, whatever 3 cards remain in your hand are immediately invested in front of you. This can be either very good for you, where you swoop in and invest in a company you can now win like a ninja cosplaying as Gordon Gekko OR it can be dreadful, forcing you to now add shares to companies you have no shot at winning. It’s a great ‘aha!’ moment that adds more delicious tension to a game that is already teeming with it.

Yes, at its heart, thisis a fairly simple set collection and hand management game. But the small little twists and turns that designer Jun Sazaki has woven into its design cause it to sparkle with an addictive energy, making it one of my favorite card games in the hobby.

37. Histrio

Previous ranking: 38 (+1)

What I said last year

Histrio is set in a Shakespearian world of anthropomorphic animals where you are trying to make a troupe of actors to put on a play that fits the king’s mood. This is done through a simultaneous selection system. There is a long board of eight different cities which are then populated with cards representing different things players can collect, such as actors, coins or characters with special abilities. Players have a hand of eight cards, one for each city, and every round you choose one to secretly play. Players reveal and travel to that city with an adorable blimp pawn. If you’re there alone, you collect all the cards, being as smug as you want in the process. If others also chose that city, however, then all the cards are discarded and you and the others get a consolation prize in the form of a secret objective card that can be scored at the end of the round.

You’ve probably noticed games with simultaneous selection have started popping up more as we get deeper into the list, including Cathala’s own Mission: Red Planet a few posts back. It’s a mechanism I really like. It includes lots of suspense and double think as you try to figure out what other players are doing and then making sure you exploit that. One thing Histrio does well with this is that if you do make a boo boo and go to the same spot as someone, it’s not a total loss. The secret objective cards you receive can actually be pretty powerful, and I’ve won games solely because of the points they supplied. There’s still plenty of tension in getting the cards you want, but Histrio allows you to adapt when things don’t go as planned.

Another thing I think Histrio does brilliantly is its king’s mood mechanism. At the end of the round, you score points if you managed to make a troupe of actors of the type of play the king demands to see. He either wants a comedy or a tragedy and like your average Millennial trying to choose something on Netflix, he has no clue what he wants. Players can manipulate his mood by adjusting a dial throughout the round, which is done by discarding an actor of that type whenever you collect one or more actor cards from a city. The value of the actor dictates how far the dial moves towards that genre’s direction. So, if I discard a level three comedian, the dial moves three ticks towards comedy.

Of course, in pure Cathala fashion this cleverly presents a dilemma that players are wrestling with the whole game. Discarding high value actors is the best way to make drastic changes to the King’s mood BUT that means you’re losing out on that high value actor in your troupe. You only score big points from actors if the King is in the mood for them, meaning that level 5 tragedian will be awfully useful when the King is in the mood for a tragedy. But then you’re risking him NOT even wanting a tragedy and you can see why this game offers such tasty decisions.

Of course, I’d be remiss if I talked about Histrio and didn’t mention its lavish production values. The game is beautiful, with playful, colorful art and wonderfully chunky pieces. And the stage…my god, that stage. It’s a cardboard, 3-D stage that has the King’s mood dial on top and a rotating backdrop that you can twist around whenever the King changes said mood. It’s got incredible table presence and adds to the gleeful nature of this game. I have heard many call this overproduced, especially considering the game’s weight (it’s barely a Gateway+ style game), but I find it really adds to the experience.

What I say now

Histrio has inched ahead one spot, which sort of surprises me since I don’t think I’ve played this since my last top 100. Well done, Histrio, I guess? Like one of the Trump children, you’ve done absolutely nothing and somehow have gotten ahead.

To be fair, this lack of table time isn’t from lack of desire. I am always in the mood for a game of Histrio, but it requires at least 3 players. Yes, there’s a 2-player variant, but it feels lacking when compared to the truly multiplayer experience. Since it’s just me and my girlfriend cooped up in our personal 2020/2021 hell cocoon, getting it played isn’t viable at the moment.

When my board gaming horizons expand after the pandemic ends, I’m really looking forward to getting this one played.

36. Broom Service

Previous ranking: 23 (-13)

What I said last year

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

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

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

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

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

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

What I say now

I’m a little surprised Broom Service dropped double digits for me since I feel like I like it as much as I did last year? I even played it over Halloween and had a blast with it. AND that was at 2 players which, even though this game scales very well, is certainly the weakest player count.

I believe Broom Service’s fall is simply to do with the games ahead of it on the list. Yes, I like it as much as last year BUT there are some ‘new to the list’ games or returning games that I like even more than this masterpiece. I could see Broom Service making a comeback and storming up the list again come 2021 if I get to play it more consistently.

I guess you’ll just have to follow this blog to stay in touch, eh???

35. Hanamikoji

Previous ranking: 19 (-16)

What I said last year

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. 

What I say now

This is another game that’s got some slippage that feels less due to a decrease in favor and more like it’s just a victim of a top 40 that is getting very crowded with some primo games. Hanamikoji remains one of my favorite 2-player card games and, though it has lost some luster over time (mainly due to playing it so much + the introduction of newer, shinier games of this type), I will NEVER turn down a game of this.

34. The Blood of an Englishman

Previous rank: 40 (+6)

What I said last year

The Blood of an Englishman is pound for pound maaaybe the most underrated game on this list. It’s sitting at a ho hum 6.7 on BGG and it is NEVER talked about by anyone. I take in a LOT of content from the board game media sphere and I have heard about a lot of hidden gems because of that but TBoaE is never mentioned.

I guess it’s up to me then, huh. After all, I’m technically a board game content creator, right? HEY, stop laughing!

TBoaE is an asymmetrical 2 player only game with a Jack and the Beanstalk theme, where one player is Jack and the other is the Giant. The deck of cards that makes up the entire game is dealt out into five stacks of ten cards each, and then the entire game is Jack and the Giant trying to manipulate those stacks of cards in order to achieve their objectives.

Jack is trying to create three beanstalks of ascending order, capping them off with a treasure card at the top. The Giant is trying to align cards that say ‘Fee’, ‘Fi’, ‘Fo’, and ‘Fum’ next to each other OR to make it impossible for Jack to finish off a beanstalk. I really harp on about this in my review, but the asymmetry in this game is fantastic. Not only do the players have different objectives, but the actions they can accomplish are also different. Jack has three actions, but they’re very minor. The Giant only gets one action, but the choices they have drastically alter the board state. This feels immensely thematic, with Jack feeling nimble, quick and annoying while the Giant is slow but incredibly powerful.

And wow, this game is balanced. Once again, I mention this in my review but in 10 plays of this game, I have seen five of those go to Jack and five of those go to the Giant. Thanos would be proud. Anytime anything this asymmetrical manages to strike a 50/50 win rate deserves celebration.

The gameplay itself is excellent as well. Players are basically taking cards from various parts of the stacks and moving them around, hoping to either set themselves up for a big turn or to trap their opponent into unwittingly helping them. It has an abstract feel, for sure, but the thematic way in which the characters behave and the sheer cleverness of the puzzle at hand help this game feel immersive and engaging with every turn.

What I say now

From one brilliant 2-player card game to another. This game has seen a rise in 6 spots thanks to a recent play I’ve had of it. I wanted to play it before finalizing my top 100 to see where it sat and I had such an amazing time with it that it couldn’t help but trundle up the list.

I’m still blown away by how asymmetrical and thematic this game feels despite being just an abstract puzzle with stacks of cards. And that puzzle itself? It never fails to tickle my brains in just the ways it wants to be tickled.

I wholeheartedly standby this being not just the most underrated game on my list but perhaps in the entire hobby.

33. Medieval Academy

Previous ranking: N/A

Earlier in this list, I noted that Tybor the Builder had fallen a bit due to a new card drafting sheriff sauntering into town. That sheriff? My number 33, the slightly overlooked gem Medieval Academy.

While Medieval Academy is new to me, it’s not a new game by any means. From IELLO and Blue Cocker (*chortle*), this was actually released back in 2014. It’s flown far too long under my radar and getting to play it late 2019 was one of the most pleasurable new gaming experiences since my last top 100.

Medieval Academy is a drafting game where the cards you’re picking and passing correlate to several tracks laid out on the table. Each card has a value and when you play that card, you move your token up the specified track that number of spaces. It’s incredibly simple but what makes this game such a devilishly sharp mix of tactics and strategy is how those tracks differ.

Some tracks are simply end of round points, where whoever is in the lead on the track gets some small point tokens. Others are end game focused, where leading the track at the game’s conclusion means a beefy point payout. Meanwhile, there are some that are focused on avoiding penalties, with those farthest behind on the tracks getting slapped with negative points. Trying to decide which tracks to focus on based on the cards cycling through the draft is a fiendish delight.

Even better is that you can mix and match these tracks to great effect. I’ve seen more than a few pathways to victory in my plays of this game. I’ve seen one player pitter patter their way to victory by consistently winning the end of round points, forgoing the bigger end game bonuses. I’ve seen another focus on literally just not taking negatives and trying to win the big end game point track, which led to a pitiful score of ‘0’ for most of the game that instantly transformed into the winning score once end game points were doled out. It makes every combination of paths seem viable, meaning every hand feels like its bursting with opportunity.

Lastly, the interaction in this game is just about perfect. This is the board game equivalent of leaving a stadium after a football game, with lots of jostling and elbow bumping and mumbled curse words and threats. Plenty of late round theatrics as someone pulls ahead on a track at juuuust the last second make every turn feel sacred. Luckily, it rarely feels too mean, with much of the cutthroat nature drowned out by the game’s goofy art (courtesy of famed board game artist Piero, who really hits this out of the park here) and the feeling that every new round brings new chances for every track to pull within reach.

I don’t have much negative to say about this and I am anticipating this game to be even higher next year. This was introduced to my game groups right before the pandemic started and the 2-player variant is not well loved, so this game’s momentum got unfairly stopped short. After getting this to the table more in 2021, I’m suspecting a potential top 25 game right here.

32. The Grimm Forest

Previous ranking: 37 (+5)

What I said last year

In The Grimm Forest, you are a relative of one of the original Three Little Pigs, who have gotten too old and demented to keep up with their rock star lifestyle of building houses. Your job is to go out and build three houses to continue their legacy because that’s what pigs do, dammit. I don’t know if this is canon, but that’s the premise for the game.

Like I briefly mentioned earlier, the game features a similar Histrio style system, where you’ll be choosing one of three to four locations (depending on player count) in secret and then revealing at once to see where everybody goes. The locations all produce a resource of some type, with the fields providing straw, the forest providing trees and the brick yard producing bricks. If you go there alone, you get everything, just like Histrio. But if you go there with others, the resources are split equally with the remainder being left on there for the next round.

So that part of the game is awesome, capturing what makes simultaneous selection so great. Having only three/four locations really narrows the scope of your options and means the chances of clumsily butting into somebody feels like a constant threat. But after that resource gathering phase, there’s another phase where you actually manage the resources. In this phase, called the Build Phase, you can use those resources to construct parts of your houses, gather small amounts of extra resources or draw cards with special powers known as Fable cards.

Speaking of Fable cards, those cards are what really spice the game up. Fable cards are cards featuring different fairy tale creatures or tropes that allow you to pull off a special ability in a later round. Many of them are placed face down at locations and then are revealed after everyone has already picked their destination, allowing either a boon to whoever is at that location or, more likely, a destructive power to really screw with an opponent who was foolish enough to go there.

I’m usually not a fan of ‘take that’, but when it’s so baked into the design of a game I find it much more agreeable. Also, since you generally target locations rather than players, it feels much less direct and confrontational. It’s more like, “Well, how was I supposed to know you’d be at the forest!?” as you slyly grin. There’s also plenty of times when you misjudge a player’s destination and end up targeting nobody with your Fable card which is often hilarious, especially when that happens to the other players.

Another batch of zany powers you’re able to get access to are from the Friends cards. Friends cards are like Fable cards, except they are rewarded whenever you build the walls section of a house, because they’re coming to shack up with you. Unlike Fable cards, which are basically one use, Friend cards stay in front of you and provide a passive bonus or special ability of some sort. They’re all modeled after fairy tale characters such as Pinocchio, Snow White and Tom Thumb, and the cool thing is that when you procure a Friend, you choose to either put it in front of you or in front of someone else. This means that if somebody is absolutely killing it with a super powerful Friend card, you can force them to discard it by giving them someone less useful. It also allows you to avoid giving yourself a crappy Friend card if you’re really attached to the one you have. The Friend cards are very obviously not balanced but this mechanism allows players to do the balancing themselves, which I found to be a very sharp design decision.

Last thing I’ll rave about are the production values. The game includes minis for everyone’s pig character as well as a couple of the monsters BUT I will say I actually find them superfluous. I would have, in fact, preferred standees featuring the game’s art because wow, talking about amazing. The art in this game is phenomenal, featuring a warm, vibrant color palette that never fails to give me a feeling of comfort and peace when looking at it. It perfectly fits the whimsical fairy tale theme of the game and it’s easily among my favorite art in all of board games. And while the minis feel unnecessary, the game does include another 3-D component that I feel IS crucial to the experience. The houses you build throughout the game are chunky plastic pieces, which you literally build piece by piece like LEGO blocks. Not only is this insanely tactile, but it’s also practical. Being able to look around the table and clearly see the progress on everyone’s houses helps you plan and strategize as to where you need to go and who might need to be knocked down a peg.

Simply put, The Grimm Forest is fantastic and it’s a game I’ve grown to love more and more with each play. This game had a lot of buzz when it was Kickstarted and it has unfortunately died down since then. Don’t let that dissuade you, this game is a treasure.

What I say now

I think more than any game in my collection, The Grimm Forest is the game that surprises me the most with how much my love for it increases with each play. There’s just something about this game and its simple but punchy gameplay, its warm and cozy art, and its lavish components that never fails to bring a grin to my face when it comes to the table. It remains one of my favorite games to introduce to new groups and it always lights a candle of nostalgia in my heart when I see it on my game shelf.

Will this fondness keep growing or has The Grimm Forest officially hit its ceiling? I dunno, but I can’t wait to play it more to find out!

31. Similo

Previous ranking: N/A

The last game on this part of the section is a new-to-the-list game but not a new-to-the-site game. It’s Similo, a small cooperative card game I actually gave the review treatment on this site over the summer.

Since you can just read the Similo Review, I won’t go too deep into the game though I’ll graciously provide the Spark Notes. The best way to describe Similo is that it’s a mixture of Mysterium and Guess Who. A clue giver is assigned a secret character in a grid of 12 cards and they must use other character cards to get their teammates to find the correct one.

Playing character cards as clues is done by playing them vertically to declare that they are similar to the secret character OR by playing them horizontally to represent that they are different from the secret character. Each round, the guessers have to collectively eliminate a growing number of characters that they don’t think is the secret one, with each round getting more and more tense as their net grows but their options shrink.

It’s a brilliantly simple system that is simply brilliant. Games of Similo are no more than 10 minutes, maybe 15 if you’re playing with the cast of 12 Angry Men, but that compact time frame is going to be brimming with suspense as your teammates double and triple guess themselves. So many great moments blossom from play to play, whether it’s the clue giver languishing in their seat as one player emphatically says the secret character should be eliminated as the others meekly shrug or it’s the guessers rambling off every character and explaining why THEY must be the secret one. It’s funny, it’s smart, it’s a game you’ll want to play many times in one sitting.

One thing worth noting is that Similo is more of a system. It comes in different themed packs, such as History (with historical people), Fables (with fairy tale people) and a soon to be released Animals (with animal non-people). At around $10 a pop, these different decks are some of the best value in gaming, especially if you enjoy this type of limited communication co-op.

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Alrighty, we’re rounding up to the top 30 of my list! Come back soon!

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

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

RECAP:

100-91

90-81

80-71

70-61

60-51

50-41

40-31

30-21

 

20. Blood Rage

Blood Rage cover

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

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

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

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

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

19. Hanamikoji

Hanamikoji cover

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

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

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

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

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

18. Biblios

biblios cover

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

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

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

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

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

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

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

17. Arctic Scavengers

Arctic Scavengers cover

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

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

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

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

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

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

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

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

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

16. 7 Wonders: Duel

7 Wonder duel cover

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

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

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

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

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

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

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

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

15. Five Tribes

five tribes cover

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

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

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

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

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

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

14. Decrypto

Decrypto cover

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

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

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

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

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

HOWEVER.

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

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

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

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

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

13. Kemet

Kemet cover

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

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

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

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

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

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

12. Bohnanza

Bohnanza cover

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

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

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

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

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

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

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

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

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

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

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

11. Skull

Skull cover

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

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

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

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

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

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

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