Tag: mr. cabbagehead’s garden

Kyle Hanley’s Top 10 Solo Games

You know what used to be great? Seeing other human beings and fulfilling basic social needs. You know what else used to be great? Going to the grocery store and not being stuck in a Mad Max rally to the toilet paper section only to realize you’re already too late and it’s all sold out and oh god did that person next to you just cough without a mask on OH GOD OH GOD.

If you’re reading this and you’re confused, allow me to elaborate. I am currently writing this in the late Spring of 2020, where the world is smack dab in the middle of the COVID-19 pandemic and life SUCKS. If we’ve moved past the pandemic and life has somewhat returned to normal as you’re reading this, awesome! I can’t wait for that future! But as of now, life is constant anxiety and dread and calling your parents to make sure they’re not dead yet.

But at least we have board games….right? RIGHT??

RIGHT!?

Well, if you were lucky enough to enter the age of quarantine and social isolation with the people you game with, then yes! You have board games! But the vast majority of us probably don’t have that luxury.  In my case, I’m quarantined with my girlfriend and while she does enjoy playing games with me, she’s not absurdly obsessed with the hobby like I am and our selection is limited to games that support 2 players. So while I’m grateful that I get some gaming done and we’ve created a wonderful Saturday night game night tradition, there are certainly times where I want to scratch a gaming itch and she’s either busy or not in the mood. What to do then?

That’s where solo games come in, my friend. Solo gaming was once a huge punchline in the industry, as it is a niche corner of a hobby that is already niche. But things have changed, even before a pandemic forced us to ward people out of our personal space with six foot long pool noodles. Now instead of being a huge punchline in the industry, it’s merely a small punchline.

Yes, people still make fun of the idea of solo gaming but it’s slowly becoming more and more mainstream. Just take a look at any Euro released in the past two years. It’s weirder to see one that doesn’t support solitaire play than to see one that does. Solitaire only games are also becoming more and more popular, often finding life on Kickstarter where dedicated solo gamers scour around likely lonely, socially anxious sharks.

With this surge of solo gaming popularity AND the fact that none of us can leave our houses, what better time to talk about my favorite solo games than now? I’ll even ignore the fact that most content creators have already been doing this in response to the pandemic and pretend that I came up with his idea ALL BY MYSELF.

So, in this post I will be ranking and discussing my favorite solo games that I’ve played over the past few years. Since about 2018, I’ve gotten more and more into solo gaming, to the point that I actively seek out well regarded solitaire experiences. On this list you will find games that are both multiplayer games with splendid solo variants AND games designed solely with one player in mind. I’ll obviously point out which games are which as I talk about them. Also, homebrewed solo variants posted on BGG are not eligible. Since they’re often not official, I won’t consider them as such for the list.

All right, that’s enough talking. Can you tell I’m starved for social interaction lately??? ONTO THE LIST.

10. Orchard

Orchard cover

Orchard is from Side Room Games, a publisher that ALMOST made it onto this list twice. I say almost, because the other game, Maquis, barely missed making my top 10. Maquis did just get its own individual review from me though, so click on that link if you wanna read up on that game.

Let’s talk about Orchard, though. It is an adorable, little microgame about planting trees and harvesting fruit and it’s a mere 18 cards. Is 18 cards ‘microgame’ enough for ya? Well how about this: a single game only uses half the deck, so in reality this game only needs a miniscule 9 cards to create a lovely solo experience.

Orchard is a tile/card laying game, where you’re placing cards down and trying to overlap as many of the same trees/colors as possible. There are three types of trees in Orchard: apple (red), pear (yellow) and plum (purple). When you overlap like colors, you get to place a die of that color on the spot set to the 1 pip. If there’s already a die present, you get to increase its pip level instead. A 1 becomes a 3, a 3 becomes a 6 and it maxes out at 10 from there. You play until the deck runs out and then you tally up the number of pips you have showing to figure out your score.

In terms of simplicity and swiftness of play, nothing on this list compares to Orchard. You can play a game of this in 10 minutes, tops, and then you can immediately replay it with the other half of the deck that wasn’t used. And if you don’t think that’s what I do every time I play Orchard, you are SORELY mistaken. Orchard is such an addictive little package, providing interesting decisions on how to plant your trees and providing a deceptively tough, stubborn difficulty that will have you determined to improve upon your measly point totals.

To further flesh (haha, flesh, like fruit) out the already tricky puzzle is the rotten fruit mechanic. Twice per game you can choose to overlap two trees that are not of the same type at the cost of having to put a rotten fruit token on that spot. This seems like a great way to get out of a tight jam (haha, jam, also like fruit) BUT it not exactly a “Get out of jail for free” card. At the end of the game, any rotten fruit tokens are counted as negative 3 points, meaning if you’re going to use one, then you better damn well be getting a solid chunk of points out of it. It’s always an interesting choice to size up your potential point gains vs. what you’ll lose with the rotten fruit and trying to determine if it’s worth it. It’s certainly a very small mechanism but in a very small game, that’s all you really need.

Ultimately, the main complaint I have with Orchard is that there is no win/loss condition. The game has a point chart detailing your ranking based on the amount of points you scored. Though I am less annoyed by this than I was when I first started solo gaming, I am still not a fan when solo games present a scoring tier system rather than a binary win/loss state. Plus, the scoring tiers are all fruit puns and who would debase themselves low enough to make fruit puns???

Despite that little quibble, Orchard is a surprisingly satisfying game for its size and has provided me with lots of plays during this quarantine. Just writing about it has got me itching to play it again. Which I think I just might do. Hold on, I’ll be back in 10-20 minutes.

9. Crystallo

Crystallo cover

Like Orchard, Crystallo is another solo only tile/card laying game that I Kickstarted. Whereas Orchard is a tight, cute little game of planting a, well, orchard, Crystallo is a sprawling, starkly beautiful game of rescuing fantastical creatures from an evil black dragon.

Crystallo has you exploring the lair of a black dragon, hoping to free creatures under its imprisonment by surrounding orbs with sets of crystals. You lay cards down one at a time, drawing them from the deck and placing them onto the board in an attempt to surround the orbs that are peppered throughout the cave. When you surround an orb with a specific set of crystals, you get to place a gemstone of that creature onto its orb, showing it’s one step closer to leaving the cave. If you place three of a creature’s gemstone out on the board, you’ve liberated it from the dragon’s clutches. Free all the creatures and you win! Well, uh, the first part!

You see, Crystallo is actually a two-part game. After you free the creatures, the dragon awakes in a fury, probably yells something in Benedict Cumberbatch’s voice, and now you need to trap it. Trapping the dragon requires you to place a gemstone of each color onto it, meaning you have to once again go about surrounding orbs with crystals. The nice thing about this part is that you don’t need to rely on random deck draws. When fighting the dragon, you get to put all the cards in your arsenal (made up of leftover cards from part one and a deck of 9 cards made during set up) face up and you can actually plot out how best to trap the foul creature. While this can certainly lead to some AP, as you size up your possibilities and options, it does prevent any sort of frustrating bad luck from torpedoing your hard fought efforts here in the endgame.

The first thing you’ll notice about Crystallo is its magnificent table presence. For a game that is simply a deck of cards and a handful of gemstones, this thing is strikingly gorgeous. As you make your labyrinthine network of orbs and crystals, dotted with the chunky gemstones throughout its criss cross pattern, you’ll stop more than once to sit back and admire what you’ve been crafting without even realizing it. Partnered with its lovely art, Crystallo is perhaps the most Instagram worthy game on this list. I think that’s a compliment? I mean it as one, anyway.

But as my mom repeatedly tries to tell/console me, looks aren’t everything. How does Crystallo play? Amazingly. I love tile layers and the more puzzle-y they are, the better. Crystallo is about as puzzle-y a tile layer as you can get. Trying to efficiently line up your cards to cordon off the orbs with as few crystals as possible is an addictive nut to crack. If you want to face off against the dragon, you should strive to trap multiple orbs with parts of the same sets of crystals, which is easier said than done. You’ll be doing lots of rotating and flipping of a card before deciding where to place it, truly giving the feel of completing a jigsaw puzzle. Except, you know, not boring.

Further complicating things are items you can find and collect. These are things like treasures, which add to your end score (if you decide to log that sort of thing), weapons, which aid in the boss battle against the dragon, and magical artifacts, which allow you to get a gemstone for free. In order to activate the abilities with these items, you need to collect a full set of 3, but doing so means placing the gemstones on their associated card. Any time one of these items comes into play, you have to make a decision: are you going to aim to collect that item, even if it means jamming it in somewhere that is a suboptimal play? Or do you place it in a more efficient spot, possibly sacrificing your chance to place gemstones on it and earn its ability?

In Crystallo’s crisp 20-30 minute run time, you will be faced with tough decision after tough decision, trying to keep an eye on which creatures need the most help while using the cards in their best way possible. Every time I play this game it seems to come down to the last card draw and if I do lose, I know that it’s because I made a poor choice rather than the game screwing me over.

The one concern with Crystallo is that it can feel a little same-y from play to play. The puzzle you’ll be presented with is going to be different, but the game doesn’t offer much in variance otherwise. I have a suspicion that is the reason it includes a robust scoring system; so that whether you win or lose, you have tangible proof of whether you’ve done better or worse from past plays.

Despite this slight criticism, Crystallo is still a fantastic design and is an easy recommendation for anyone looking to get into solo gaming.

8. Mr. Cabbagehead’s Garden

cabbagehead's cover

It is here that we have a crossover with my top 100; Mr. Cabbagehead’s Garden is a game I’ve already discussed in the 80-71 post of my top 100 Games of all Time (2019 Edition) feature that dominated this blog since last November. You can check out the post I just linked for deeper dive into the game, but I’ll give a brief recap here if your prefer that (I just heard the loudest collective sigh of relief in my head from everyone reading this).

In Mr. Cabbagehead’s Garden, you are Mr. Cabbagehead. You are trying to earn the blue ribbon in the neighborhood garden contest and you do that by how else? Laying cards down to form contiguous patches of vegetables, satisfying bonus point objectives in the process, while also trying to mitigate the drawing of neighbor tokens from a bag that give harsh penalties when activated! Duh.

As I mention in my top 100, Mr. Cabbaghead’s Garden is a lovely mix of card drafting and push your luck wrapped around a devious card laying puzzle that feels like it’s always on the brink of going sideways. The neighbors are absolute nightmares to deal with and it seems like they always activate at the worst time, on the worst possible card.

This potent combination of tactical puzzling and hilarious frustration is made all the more enjoyable by the game’s wonderfully charming art and aesthetic. The game features an old Victorian art style, with worryingly detailed anthropomorphic vegetable people populating the game’s cast of characters. To some, they are disturbing looking but to me? Yeah, still kind of disturbing, but in a very humorous, self-aware way that gives the game a delightfully distinct personality.

I will admit, though, that I have played this game a handful of times since ranking it in my top 100, and I have cooled on it juuuust a bit. The more I play the more I realize just how luck driven this game is and how many things need to go right in order to reach the highest score level (a.k.a., that coveted blue ribbon). Perhaps I’m terrible at the game, but I’ve played this countless times and have only barely gotten within 25 points of the blue ribbon score tier. And that is WITH shifting to different strategies, trying different patches of vegetables, making Faustian deals with the devil, etc. As someone who admitted in my Maquis review that I like to play solo games to relax and, yanno, win, I’m ashamed to say my desire to play this game has waned with the increasing possibility that this game is nigh unwinnable without insanely good luck.

Regardless of my recent concerns with the game, it’s still on this list for a reason. When I’m devoting an afternoon or evening to solo play, Mr. Cabbagehead’s Garden is always a game I consider playing and it’s given me plenty of hours of great gaming memories.

7. Raiders of the North Sea

Raiders of the North Sea cover

Raiders of the North Sea is one of the more recent additions to this list. I only just discovered its solo mode about a month or two ago, mainly because it was unavailable until about a month or two ago. The solo mode, which is a deck of cards known as the Scheme Deck, was out of print for a while until it was just recently turned into an app that you can download on your phone. I got it on Android for less than $2 and it immediately became one of my favorite games to play solo.

Raiders of the North Sea is one of the most popular worker placement games of the past decade, featuring a unique “put down a worker, pick up a worker” system that breathed fresh life into a slightly stale genre. In the game you’ll be hiring a crew, gathering supplies and sailing out to raid nearby settlements who…probably deserve it? I dunno, the game doesn’t explicitly say, so let’s just assume we’re raiding and pillaging a bunch of Neo Nazis or anti-vaxxers or something.

In my opinion, any worker placement games these days should come with a solo mode. It shouldn’t be too hard to implement solo rules in a worker placement game since the main source of interaction is the blocking of spots. RotNS’s Scheme Deck replicates this very simply: every card has a location you can’t go to for that turn. Easy!

Beyond that, the Scheme Deck will also wipe clear certain raiding locations throughout the game, forcing you to raid aggressively and giving the feel of an opponent who you need to keep an eye on. Any solo game that can imitate the feeling of turn angst that comes from worrying over whether your opponent can mess with your plans is worth celebrating. RotNS has this in spades.

Honestly, RotNS’s stock can only go up from here. It sits here at number 6 but could very easily find itself in the top 5 a few months from now. I simply haven’t had the time with RotNS as I have the other games you’re about to see and I’m excited to give it some more plays. If you own the game and didn’t realize the solo deck was available digitally, go buy it!

6. Paper Tales

Paper Tales cover

Card drafting is one of the most popular mechanisms in the hobby and Paper Tales is a more recent addition to the genre. It’s of the ‘pick and pass’ variety, wherein you pick a card from a hand and then pass that hand to the person next to you. Sounds like the perfect type of game to play in a pandemic, eh?

Luckily, Paper Tales has a dedicated solo mode courtesy of its expansion Beyond the Gates, allowing me to enjoy the game without worrying about contagion. Even more luckily, this solo mode is excellent.

In Paper Tales, you are building a medieval fantasy kingdom, attempting to gain points through various avenues. It has more than a few similarities to card drafting heavyweight 7 Wonders: the drafting of cards that grant passive resources, building a military to win wars against adjacent opponents and constructing buildings that act similarly to 7 Wonders’ titular wonders.

You could certainly do worse than mimicking the most popular card drafting game in the hobby, but you also better bring some fresh new ingredients to the stew if you expect people to not just stick to 7 Wonders. Don’t worry, Paper Tales smartly does just that.

For one, Paper Tales provides spatial constraints to building your kingdom. Whereas in 7 Wonders, where you build your empire across a laughably sprawling tableau that stretches from one end of the table to the other, Paper Tales requires you to build your tableau in a tight  2×2 grid, with the chance to add a mere 5th card at some point in the game. Certain cards are more efficient in either the front or back row (military power is judged through the front row cards, for example) so there is an extra puzzle-y element to building your tableau, something I’ve not seen in other drafting games.

Another cool twist is the ageing system. At the end of every round, you must put an ageing token on every card in your kingdom. If there’s already a token on the card? It dies and leaves your kingdom. This means most cards you draft and put in your kingdom will only be around for two rounds, forcing you to constantly adapt and change strategies based on what new cards enter the system. Most games have you constructing a big, long term engine that supplies a steady stream of points over the course of an entire game, while Paper Tales forces you to build multiple mini engines that grant bursts of points here and there before crumbling into dust. Each engine you build in Paper Tales is like a shotgun made of spun sugar.

So, this is great and all, but what about the solo mode? You know, the whole reason we’re here? Paper Tales takes a fairly interactive mechanism (card drafting) and somehow replicates it in a solitaire format that makes me completely forget I’m all by myself (and that’s something that NEVER happens). When playing solo, you’re pitted against the Lich King, an AI opponent who will gain points based on cards you feed him throughout the game. When it’s time to draft, you’ll draw a full hand of five cards from the deck, pick one and then pass the rest to the Lich King. Then you draw a new hand of four cards, pick one, and again, pass the rest to ol’ Mr. Lich. Then it’s three cards, pick one, pass the rest to the Lichy Lich. For the final two cards, you’re actually going to pick up and shuffle the Lich King’s pile of cards (the ones you’ve been recklessly passing to him), draw two, pick one to keep, until finally getting your last card by simply drawing the top card off the Lich King’s deck.

This clever system manages to imitate so much of what makes card drafting great. Since you know what cards the Lich King will get big points off of, you can hate draft to keep those away from him, just like you’d hate draft an opponent when you see them focusing on a specific strategy. The fact that you get your last two cards from the pile you passed to the Lich King creates that feeling of angst when you pass up on a card in the hopes that you’ll see it later in the draft. And all of this is done swiftly and with almost zero maintenance. It’s such a magically smart way to implement drafting in solitaire circumstances and I hope that all future drafting games keep this in mind. A mechanism I once thought would be impossible to implement solo is now something that I think should ALWAYS come packaged with a solitaire mode.

There’s only one unfortunate reality that keeps Paper Tales from cracking the top 5 on this list: I haven’t actually played the multiplayer yet! I procured my copy of Paper Tales after the pandemic lockdown started and therefore have only experienced this game solitaire. When judging solo versions of multiplayer games, I like to compare how the solo experience translates the feel of a multiplayer game. While I’ve played enough card drafting games to know this game does a great job of translating the mechanism, I still can’t say for sure how well it translates the specific Paper Tales experience. For this reason, Paper Tales is slightly held back.

I have no clue when I’ll have the chance to play Paper Tales multiplayer with other human beings, but I’m sure that when I do and I can TRULY see how the solo mode compares, Paper Tales’ stock will only move up.

5. Viva Java: The Coffee Game: The Dice Game

Viva Java Dice cover

This next game is not just underrated for its surprisingly good solo mode, but for its base multiplayer mode as well. The dice version of Viva Java: The Coffee Game (was the title not explicit enough), this is a roll and write before it was considered holy law for every game publisher to put out at least two roll and writes a month.

In the game, you have dice with different colored coffee beans which you then roll and use in one of two ways. One option is to make a blend with the beans, crafting quasi poker hands that are placed on a central disc and will hopefully not be beaten and replaced by your next turn. This feels a bit like the ‘entering Tokyo’ mechanism in King of Tokyo. Just like in that game, if nobody kicks you out, you get points, creating a sense of push you luck whenever you decide to blend.

Or your second option is to pick one color that you rolled and funnel those into research points. The amount of research points you get is the number of dice rolled of that color (so if you have 3 green and decide to use green for research, you get 3 points on the green track). These research tracks all have various special powers associated with their color and if you get them high enough, you can strengthen that power even further. Another cool aspect of this mechanism is that when you max out a track, you get a point payout BUT you can no longer use that color’s power, like the game shutting off a special ability spigot just as you were filling up the pitcher. The trade off of losing your ability for the sake of gaining a handful of points is one of the game’s most arduous decisions.

The solo mode operates mainly the same as the base game, with the exception that you operate an enemy A.I. Operating this A.I. is easy; you roll dice on its turn and if it makes a blend, it does so like a normal player and scores points for it until it’s eventually removed.

The neat thing is that the game comes with two A.I.s, each with their own special power that aids them in making blends as often as possible. One of the A.I.s rerolls dice, trying to improve their potential blends, while another simply takes extra dice and rolls them all in an attempt to get a blend through sheer blunt force. Admittedly, these powers offer superficial differences. Both A.I.s’ powers are equally as effective at getting the job done, and it’s not like your strategy changes based on which one you’re facing. Still, it’s awesome that they offer the choice and it helps keep things fresh from game to game.

I have recently rediscovered Viva Java and I can’t believe it’s taken me this long to play it again. It’s such a refreshing, fun solo game to play. It’s the perfect difficulty: challenging, but fair. Whether I win or lose it often feels like it came down to the last possible turn. While it’s tight enough to warrant having to think choices through, I never feel stressed or anxious when playing this game. It’s, dare I say, relaxing?

Another subtle facet of this solo mode that I adore is that running the A.I. means rolling dice, and who doesn’t love that? Rolling dice for your solo opponent feels so much more tactile and satisfying than merely turning over a card and I can’t help but feel that adds to this game’s addictive nature. It’s like pulling the lever down on a slot machine and I can’t help but keep feeding coins into it.

I don’t have too much to disparage VJ: TCG: TDG (ugh, except for maybe the name) as a solo mode with, except that maybe, like Crystallo earlier, it feels a little same-y from game to game. The different A.I.s, as well as a difficulty scaler, do help adjusting things to keep it somewhat fresh but even with that there’s not much that’s going to change from one experience to the other. That’s certainly not a deal breaker. I’ve gotten a ton of fun out of this and I still look forward to pulling it out again (I hope that quote isn’t taken out of context if I run for office). But it is worth mentioning.

It’s still a damn good solo game and one that I wish more people would be talking about.

4. Arkham Horror: The Card Game

arkham horror the card game cover

Here we have yet another game that previously appeared on my top 100. I had a LOT to say about Arkham Horror: The Card Game in my 40-31 post, so if you wanna see me ramble for like two pages worth of a Microsoft Word document, be my guest and click here!

It takes the formula found in the Arkham Horror board game and Eldritch Horror (explore locations and perform skill checks as awful things happen) but tightens it down with a vice like grip into an episodic campaign-based card game. This turns those longer, often bloated affairs into smaller, bite sized offerings. Playing the game through episodes allows the designers and developers to tell a much more coherent story than those found in, say Eldritch Horror, because it’s a contained environment that allows them to tailor everything specifically to that.

And as such, no game is as immersive as Arkham Horror: The Card Game. Set in a Lovecraftian world of grotesque beasts and unimaginable horrors, this game drips with atmosphere. Each episode contains its own twists, tricks, unique monsters and surprises, making every new chapter a joy to play and discover. It’s a truly artisanal Arkham experience, a craft beer version of Lovecraft versus the watered down macrobrew of Eldritch Horror.

In one episode, for example, I’m exploring a dingy night club run by the Mob, and I can practically hear the 1920s jazz and smell the stale whiskey in the air as goons glare at me from across the room. In another, I’m scouring an abandoned museum where a constant sense of dread is provided by a boss monster that stalks you throughout, appearing randomly and more powerful with each encounter. No game transports me to its locales like AH: TCG and there are times where I get legitimate goosebumps from this palpable sense of immersion.

So why is this only number 4? For one thing, and I mention this in my top 100, this game is tedious as hell to set up. The downside of having specially created and curated episodes with their own locations and enemies and mysteries is that you have set them up. This requires pulling decks of cards from past episodes and combining them with the episode specific cards, along with making adjustments based on decisions you’ve made throughout the campaign. The end result is worth it, considering the stuff I’ve already raved about, but it does make me less likely to pull it out than the other three games ahead on this list.

Another reason why this barely misses the top 3 is because of some balance issues when playing solo. While the game mostly works great solo and even moves at a smoother pace than when teaming up with another player, it also means that if your character doesn’t have the skills to handle a certain enemy or situation, you’re out of luck. In a game that demands so much from you, difficulty wise, it can feel almost suffocating when you realize your combat based character can’t pass this plot important Evade skill check because you have the agility of a pregnant walrus. When it creates dire consequences that ripple throughout the rest of the campaign it can, again, make me less likely to play. As I said, I often solo game to relax and I don’t think ‘relax’ and ‘Arkham Horror: The Card Game’ have been combined in any sentence, ever.

Despite those hangs ups, it says a lot for what AH: TCG does right that it manages to still be held in such high regard in my mind. If I’m looking for an atmospheric, cinematic experience, there’s no better solo option than this one.

3. Aerion

Aerion cover

Aerion is the most recent entry in the Oniverse series, a collection of games designed with solo play in mind. My only contact with this series has been with the digital implementation of Onirim, the progenitor of the universe. While that game is amazing, it’s ineligible to make the list because I’ve only played it digitally and I’m weird so I don’t think it should count in that case. (Raiders of the North Sea still counts because it’s just a digital version of a deck of cards, I still need the physical game to play it, in case you were ready to pounce on that in the comment section)

But it was that experience with the digital app that has made me interested in the Oniverse series, especially as I’ve gone deeper and deeper down the solo game rabbit hole. When I needed to get my Miniature Market order past the shipping threshold (a problem I’m sure many gamers are all too familiar with), I picked up Aerion on a whim because it was on sale and because, again, I’ve always been keen on trying more of these Oniverse games.

I am so, so grateful for that lark of a decision.

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

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

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

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

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

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

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

What makes me even more excited about Aerion is that I’ve barely scratched the surface of the game’s content. I’ve played the game a handful of times, but only with its base ruleset. Included in the game are about 6 mini expansions, all of which add a little extra twist. Knowing that I still have all of those to explore is such a treat and makes me wonder if Aerion will someday find itself at the number 2 or number 1 spot of this list.

Until then, it takes home the well-deserved bronze medal.

2. Sherlock Holmes Consulting Detective 

SHCD cover

My number 2 solo game is Sherlock Holmes Consulting Detective and is perhaps the most unique one on this list. It’s less a board game and more an interactive novel, but that doesn’t prevent it from being one of my all-time favorite solo gaming experiences.

In SHCD, you are an underling to Sherlock Holmes, one of the so co called Baker Street Irregulars. You need to solve a mystery before Sherlock does and to do this you’re given a map of 1800s London, a directory of addresses in the city, and ten separate case books, each one providing a new mystery to solve.

When you want to tackle a case, you simply take its book and read its introduction. It’s usually a scene that provides you the basic details to the crime or mystery you’ll be tasked with unraveling and when you’re done reading it, the game just kind of lets you figure the rest out on your own.

And I absolutely LOVE this. The game doesn’t provide any sort of “Maybe you should check here, first!” or “Go to this location to begin the case” style prompts. It’s literally a couple of paragraphs and the rest is on you. The murder took place in Hyde Park? Then maybe you should check there. Is there a suspect that’s already been detained? Go to the jail to see if you can interview them. A firearm was used? Maybe start visiting all the gunsmiths in town to see if any shady customers came in recently. This lack of hand holding makes it so satisfying when you decide to track down a lead that actually ends up being fruitful.

Whatever you decide, you find the address you want to go to in the London directory or on the map and then you look up that address in the case book. So, if you want to go to Hyde Park and its address is “95 NW” you flip to the “95 NW” entry in the case book. If a location isn’t part of that case, it simply won’t have an entry. If it does have an entry, you read another section of text (some short, some long) depicting a scene that occurs while you’re there and hopefully you can find new hints or leads that will lead you to other locations.

There’s also a newspaper that is paired with every case book, showing the headlines and news for that particular day. If you thought the hints in the case book were vague, they’re somehow even vaguer here. To figure out which bits from the newspaper are helpful requires a little more outside the box thinking. For example, you might find out the murder victim was an actor. You then might browse the newspaper and see a very brief blurb about a new show at a certain theatre, a show you know the victim was a part of. This now opens up a new place to investigate if you want to perhaps give the theatre a visit.

You keep doing this, going from location to location, hoping to find leads or clues that will help you crack the case, until you think you have enough information to solve the mystery. At that point, you go to the end of the case book and answer a handful of questions. If you know the answers, awesome! You get points. If you have no clue what the question is even referring to, you don’t receive anything except a creeping sense of embarrassment. After you tally up your points, you read an epilogue where Sherlock smugly tells you how you how he solved the case and how many leads he used to figure it out. You subtract a certain amount of points based on the difference in leads between you both and if you end up with over 100 points, you have won!

You will not win.

Sherlock’s maddening, supernatural senses of deduction means he will use like 3 leads and insane leaps of logic to ascertain the solution to the puzzle. It’s one of the biggest complaints about this game and is often a source of frustration to many players. For me? I don’t mind it too much. I just have sort of come to terms that I’ll likely never break the 100 point barrier and instead try to make sure I can answer all the possible questions correctly. If I manage that, I consider the game a success.

I adore the elegance of this system. It manages to create a sense of discovery and immersion while simply being a couple of books and a map. I am one of those Luddites who can’t stand app integration in games and I think SHCD is a prime example of how to create a richly engrossing, cinematic experience with a minimalist, technology-free approach. Plus, it doesn’t create any sort of disconnect that would occur from being like, “Let me just grab my 1800s era iPhone to trigger the next lead.”

Speaking of immersion, that’s the next thing I’ll discuss. I talked about how good Arkham Horror: The Card Game was at drawing me into its world and SHCD is no different. When I’m playing SHCD, I’m transported to Victorian London. I can feel the cobblestones beneath my feet, the choking smog in the air and the taste of a jet-black stout at the local tavern. Okay, maybe that last one is just the beer I’m drinking in the real world, but you get my point. The act of taking down notes throughout the investigation further immerses me into my role as a Victorian era detective, as I jot down leads and attempt to draw connections between them. As someone who really likes the whole Victorian London era and aesthetic, this is endlessly entertaining to me.

This is a game that can technically be played with others. It’s often touted as a great couples game, where you and your partner can spitball ideas and possible leads, passing the case book between each other like it’s the beer list at a brewery. But for me, this is exclusively solo. I like the idea of trying to come up with connections myself rather than debating them with someone else and the thought of bringing others into the game makes me fearful of breaking that beloved immersion I was just gushing about. I’m sure I’d like it just fine with one or two others, but I can’t see a situation where I’d even want to try it. I adore this is as a solo experience, so why bother?

Out of all the games on this list, this is likely the most divisive and it is definitely not everyone’s cup of tea. For one, it is, as I said at the beginning, not exactly a typical board game, straying closer to the realm of a Choose Your Own Adventure or interactive novel. There is lots of reading in this game and if you aren’t prepared to take pages of notes, you will not get anywhere close to solving the mystery. Lastly, the open-ended nature of this game has also been loudly complained about by its detractors. As someone who grew up on old school point and click adventure games, I have no problem with this game’s nebulous nature and lack of guidance. I love that the case ends when you feel like you have enough information and that the game offers no hints as to when that might be. Again, personal preference, so if that sounds like something that would cause you to pull your hair out, SHCD may not be for you.

But if any of what I’ve described does sound interesting to you or if you think it’d be a cool experience, I implore you to track down one of the game’s installments (there are 3 available, I believe, each with their own ten cases) and give it a shot. Honestly, this game was close to being my number one, but barely missed it due the game’s one-off nature; once you solve the game’s cases, there’s literally zero replay value, a huge downside for me. Well, that and because of my how much I love my actual number one.

Speaking of which….

1. Viticulture: Essential Edition

viticulture cover

Readers of the top 10 of my top 100 are likely experiencing some déjà vu. Viticulture is my number one favorite game of all time AND it’s my favorite solo game??? Yep. And one of the reasons why Viticulture IS my favorite game of all time is, in fact, due to its solo mode.

I mentioned earlier with my Raiders of the North Sea entry that worker placement games should all come with solo modes and Viticulture is the prime example of how to successfully pull it off. The dummy player you’re playing against is so simple to maintain and there are barely any extra rules beyond that to muddy the already elegant design of Viticulture’s base game. All you do is flip over the top card of a dummy player’s (called the Automa) deck and place their workers on the specified spots.

And that’s it! I’ve literally taught you the bulk of the solo rules.

Ease of play is a huge plus for me when it comes to solo games. I’ve played some solo games where running the dummy player is more work than your turn, requiring things like flow charts to parse what their move is supposed to be. So, the fact that Viticulture has barely any overhead in terms of running its Automa is one big reason why it sits at number one.

It’s also an incredibly tight experience. The goal of the solo mode is to surpass 20 points in 7 rounds. I have played this solo mode so many times and it seems to always come down to that last round, requiring some sort of clever combination of cards and actions to put me over the hump. Even though I’ve won the vast majority of my solo plays, it never feels easy and I always need to bring my A-game.

If you want to see why I love Viticulture so much, I suggest you read the top 10 portion of my top 100 that I linked earlier. Everything I say there pretty much applies here because Viticulture solo is essentially Viticulture multiplayer. Yes, there are times where the randomness of the Automa deck results in them taking a spot that makes no sense for that point in the game (“Drawing vine cards in the last round? You do you, I guess.”) but it feels so remarkably close to the multiplayer base game that I barely miss having others around the table with me as I play. At least with the Automa I can curse them out and not feel like I have to apologize later.

Listen, it’s pretty simple. Viticulture is my favorite game of all time and the fact that its solo mode allows me to play my favorite game of all time with little difference from playing it multiplayer is a HUGE reason why it sits at number one. It’s probably my most played solo game and despite the frankly stupid number of plays I have under my belt, I still love to go back to it.

If you want to see how solo gaming is done right, especially when it’s not even designed solely for solitaire play, look no further than Viticulture.

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

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

And now, onto 80-71!

80. Lanterns

lanterns cover

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

Despite never catching fire quite like Ticket to Ride or Splendor, Lanterns is still one of the more popular gateway games in the hobby. This is for very good reason, and I actually like it more than those gateway behemoths I just mentioned. Lanterns is simple, quick, but incredibly puzzle-y and interactive, something every great gateway game should strive for.

In Lanterns, you’ll be dropping the titular paper lanterns into a big ass lake, watching them float around like multicolored lily pads. Normally this would be littering, but this is the big Harvest Festival, which means who cares if they’re not biodegradable! This is for the Emperor!

You’ll be placing tiles down into a communal landscape (like many tile laying games) and collecting different colored cards based on how you place them. The tiles are sectioned off into quarters, each with a different batch of colored lanterns inside. Upon placement of the tile, the players all receive a colored card matching the colored lanterns that are facing them. As the game goes on, you’re trying to cash in sets of these cards to gain points from constantly diluting pile of tokens.

Not since this past Thanksgiving with your Trump loving Uncle have you cared more about where people are sitting at a table. You have to constantly be peeking at the cards they’ve collected and making sure you don’t allow them to get a set while also being sure to get colors that YOU could use. Bonus cards applied from color adjacency and getting tokens from decorative floats that allow you to exchange cards add even more layers to this scrumptious puzzle. You’ll be fidgeting with your hand of three tiles, rotating them and squinting at the board, imagining the ramifications of each decision. The fact that this is all done in a brisk 30 minutes and that it can be taught to all your non gamer friends helps cement Lanterns right here at spot 80.

79. Hand of the King

hand of the king cover

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

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

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

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

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

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

78. Thunder and Lightning

thunder and lightning cover

I love me some good 2 player only games and Thunder and Lightning is a VERY good 2 player only game. Set in Norse mythology, Thunder and Lightning casts 2 players as Loki and Thor squaring off, each one trying to find a specific card in the other player’s deck. Anyone who has played the classic game Stratego (one of the few mass market games I’d vouch for and still be willing to play today) will instantly feel familiar with this game.

Both players have their own decks of cards which are functionally the same but differ in some art and card names. The cards represent various figures and tropes of Norse mythology and players will be playing these cards to a battlefield. Cards are placed facedown in a 3 by 4 grid, where your opponent can then try to fight their way through it using cards on THEIR side of the battlefield. There are also other cards that you can play immediately for powers which allow you to do things such as draw randomly from your opponent’s hand, target specific cards on the battlefield, bring back some cards from your discard, etc. If at any point a player can find the card they’re looking for (Odin’s Crown for Loki, Odin’s Ring for Thor) then they win!

Thus begins an agonizingly intense game of bluffing, hand management and secretive tableau building. Every decision is fraught with tension as you try to sneak into the mind of your opponent, trying to discover why they’ve played cards in certain positions or why they’re triggering certain powers. Are they keeping their hand so large because they drew your MacGuffin and are trying to lower the odds of you plucking it out with an Odin’s Ravens card? Or is it to throw you off the scent that they’ve already played your MacGuffin into their battlefield, waiting innocently in a corner as you pay no mind to it? Or is it simply because they like having a lot of cards and options? And what do YOU even do? Do you play strong solider cards to your frontlines, creating a sturdy defense? Or do you space them across your battlefield to provide a nice surprise for your opponent as they get deeper into your lines? Questions like this will pinball around your brain and you’ll constantly doubt and rethink your actions as you try to come up with the best use for the cards in your hand.

My only complaint about Thunder and Lightning is that the game can go on pretty long, especially if neither player draws their opponent’s MacGuffin until late in the deck. It’s entirely possible for both player’s MacGuffins to be buried in the 2nd half of their decks, meaning it will be a long time before anyone even draws it. Considering there are also cards that can raise casualties back from the dead further elongates a game that can take over an hour. This complaint is amplified by the fact that a bad bit of randomness can literally lose you the game, thus making an hour plus runtime a little tougher to swallow.

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

77. Mr. Cabbagehead’s Garden

cabbagehead's cover

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

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

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

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

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

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

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

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

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

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

76. Carcassonne

carcassonne cover

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

Carcassonne tasks players with building the titular city as well as its surrounding countryside, placing tiles out in a communal landscape (wait, didn’t I just say that a few games ago), and placing their meeples on various features to try and score them if they ever finish them before game’s end. As the landscape grows, players become invested in certain areas, creating a tense race to the finish line as each player hopes and prays the tile they draw is the exact tile they need to complete something (Narrator voice: “They won’t.”)

There’s just so much to love about Carcassonne, but one thing I’ve always adored is how it’s very versatile in the type of game it can be. If you want to play a peaceful game of city building, not getting in each other’s ways and just enjoying the piece of art everyone is creating, this game allows that. However, if you want a vicious game of cutthroat maneuvers and constantly butting heads, Carcassonne can be as mean as all hell. I have some friends who enjoy the more peaceful playstyle, and it’s always a serene, relaxing experience. But I have other friends who will ALWAYS place tiles in a way that either attempts to snipe your territory or that makes it incredibly difficult for you to complete the feature you’re working on. Whether it’s a lovely stroll through idyllic France or an absolute massacre, Carcassonne manages to be a great time either way.

I am a little surprised Carcassonne is relatively low on this list (not that spot 76 is anything to sneeze at!) and I simply think that’s because I played SO much of this when first getting into the hobby. When first getting into board gaming, I pretty much exclusively played cooperative games. When I did play a competitive game, though, Carcassonne was ALWAYS the one to hit the table. It certainly holds a nostalgic corner of my heart, but I do think the constant play of it in those first few years has resulted in a tad bit of burnout.

Regardless, Carcassonne is still amazing and anybody who hasn’t played it absolutely needs to. It is an evergreen classic in this hobby for a reason, and there are so many tile layers we have Carcassonne to thank for.

75. Hive Mind

hive mind cover

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

Designed by industry legend Richard Garfield (the guy who designed Magic: The Gathering, perhaps you’ve heard of it), Hive Mind is a ridiculously simple party game that can be explained by simply saying this: it’s reverse Scattergories. On your turn, you pick a card from a box and pick one of the six prompts it has (or even create your own if you’re feeling adventurous). These prompts are things like “Name 5 rides you’d find at an amusement park” or “Name 3 things that are red” or “Name 10 reasons why Boar & Arrow is your favorite board game blogger”. After the prompt is given, players write their answers and then, one by one, share what they’ve written. So, using the “Name 3 things that are red” prompt, I might write ‘firetruck’, ‘Elmo’, and ‘bricks’. As I say these answers, anyone who matches with me announces (read: shout excitedly and obnoxiously) that they have the same answer and people get points based on how many others they matched with. Whoever has the least matches gets knocked down a level in a big beehive (there’s a bee theme to this game, by the way, so I’ll try and fit my ‘beeconomy’ joke in here somewhere), and a new round is played until someone is kicked out of the hive.

The fun in this comes from the loud, raucous conversations that these prompts and answers ignite. Going back to the example prompt I gave, I say firetruck and the entire table cheers that they match except for one person, who puts their head in their hands and groans, moaning, “How did I not think of firetrucks.” But then I get to ‘bricks’ and nobody matches on that so I complain for two straight minutes about how on earth can you not say bricks, things are literally described as ‘brick red’, come on! All of this with slightly more cursing, of course, this blog is trying to stay in the PG to PG-13 range. Then it goes onto the next person, which starts a brand-new batch of groans and high fives. It’s an incredibly social game, one where you want to agree with people which is a delightful change of pace from many social board games.

Hive Mind has easily been one of the most successful games with non-gamers for me. It’s sooo easy to teach and the fact that most people already have played Scattergories means they have a touchstone to help them understand it even easier. It’s a favorite at holiday family functions for me, with my mom constantly asking me if I’ve “brought the bee game”. My 90+ year old grandfather, who was in the last months of his life and entering the nasty stages of dementia, was able to play this game with us and everyone had an absolute blast with it. Not to get sappy, but aren’t moments like that what board games are all about?

If you have a game group that enjoys these casual kinds of party games, it’s tough to find a better recommendation than Hive Mind.

74. Lost Cities

Lost Cities cover

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

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

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

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

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

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

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

73. Arboretum 

arboretum cover

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

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

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

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

Welcome to Tree Hell.

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

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

72. World’s Fair 1893

world's fair cover

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

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

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

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

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

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

71. Naga Raja

nagaraja cover

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

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

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

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

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

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

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

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