Tag: tybor the builder

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.

*

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): 40-31

Last entry we cautiously dipped our toes into my top 50. By the end of this entry, we’ll be ankle deep, wading peacefully through waves of amazing games as the soft summer breeze of opinion blows through your hair and yanno what, this metaphor isn’t working, let’s get on with it.

RECAP:

100-91

90-81

80-71

70-61

60-51

50-41

40. The Blood of an Englishman

blood of an englishman cover

Another game that I’m sure loyal readers (lol) will remember me featuring for a full review. You can read it right here. Though I’m sure you’ve read it already, right?

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.

There’s a solid chance you haven’t heard of or played this game, so let me dust off this diamond in the rough on your behalf. Give it a shot because it really deserves more love and attention.

39. Bang! The Dice Game

bang the dice game

Back when I was in college, when I wasn’t too busy being either awkward or drunk (wow, things haven’t changed much), my friends and I consistently played the card game Bang!. I guess you could technically say that was my first hobby game but I didn’t realize it was part of a bigger picture at the time. Fast forward to 2017 and I got to play Bang! The Dice Game, the dice version of Bang!. I wasn’t in love with it, which surprised me because I had heard that Bang! The Dice Game had replaced the original for pretty much everybody.

Luckily, I gave the game another chance later that same year and ever since I’ve considered it one of my top 100 games. I don’t know what clicked in between those plays but I will officially never go back to the original.

People familiar with the original card game will recognize the same basic skeleton. It’s a hidden role game set in the Wild West where one person is a Sheriff and the other players are a mixture of Deputies, Outlaws and Renegades. Deputies want the Sheriff to stay alive till the end, Outlaws want to kill the Sheriff and Renegades just want to be the last ones standing. Whereas the original was built around playing cards that helped you achieve these objectives, this one features a Yahtzee style dice rolling mechanism. The custom dice have icons which allow you to complete actions such as shooting other players and drinking beer to heal (remember kids, beer solves EVERYTHING).

What makes Bang! The Dice Game feel more immediately engaging and exciting than the card game is the push your luck aspect that this game brings. You’re trying to roll the dice to get the actions you need BUT there are negative icons that loom over every reroll. There are dynamite which lock your dice and make you blow up as well as Native American arrows which can cause you to take a lot of damage if you take too many of them. Knowing when to stop and be content with what you have is a key part of the game and one of the reasons it’s so fun and addictive.

And not to keep comparing this to the original, but this game is waaay quicker. The original had a long build up period of people setting up their arsenal and then the actual fighting could drag on as well. A game of this could take as little as ten minutes and certainly no longer than twenty. This makes the somewhat archaic mechanism of player elimination present in the game much more palatable, as people who get killed rarely have long to wait for the next game to begin. And believe me, you will want to play this game again. Many a party has started with three or four consecutive games of this and it never fails to be a rootin’ tootin’ good time.

If you tried the original and liked it, I absolutely recommend Bang! The Dice Game. Even if you didn’t like the original I’d still recommend it, because this version streamlines a lot of the fiddliness out of the card game and massages out its flaws into a much smoother, more fun package.

38. Histrio

histrio cover

Just a few entries ago I mentioned that The Blood of an Englishman was the most underrated game on my list but my number 38 game is a VERY close second. That game is Histrio, yet another codesign from Bruno Cathala. Sitting at a bafflingly low 6.6 on BGG, this game also doesn’t get enough attention and love. The main reason I consider The Blood of an Englishman more underrated, though, is because Histrio does have some evangelists in board game media who have helped bring this game a little bit more in the public eye.

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.

If you’re looking for a game that provides surprisingly tense decision making and gorgeous production values, Histrio is one that you can’t ignore any longer.

37. The Grimm Forest

grimm forest cover

My number 37 is a game that has some similarities to Histrio. They both have out of this world production values and they both are centered on a simultaneous selection mechanism where you’re trying to go to locations by yourself. This game is The Grimm Forest, a game of fairy tale characters, building houses, and just so many god damned wolves.

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.

36. Cyclades

cyclades cover

This section of the top 100 has so far been populated by lighter, more Gateway level games so let’s beef it up a bit with something heavier. My number 36 is Cyclades, a mid weight area control game set in Ancient Greek mythology. It happens to be codesigned by…(checks notes)…ahh, yes, Bruno Cathala. Who could have guessed.

Cyclades is the first of a trilogy of games put out by publisher Matagot. The games in the trilogy-Cyclades, Kemet and Inis-are all loosely related in that they’re all Euro style dudes on a map games set in some sort of ancient mythology. The similarities end there, however, as all the games have different designers and fairly different mechanisms. Will Kemet and Inis appear later on my list? STAY TUNED TO FIND OUT.

Enough about that, let’s dive into Cyclades. As I said, it’s set in the world of Ancient Greek mythology and players are trying to win the favor of the different Greek gods and goddesses as they aim to build two metropolises on the board. Once somebody has two metropolises under their control at the end of the round, they win. Players accomplish this by building fleets of ships, sending soldiers over to conquer islands, and building different types of buildings, such as forts and temples.

These actions are given to you by the gods and goddesses available for that round who are essentially put up for auction. Players bid to try and take control of that god or goddess so that they can use the actions associated with them. Most of them are thematic as well, making it easy to remember who does what. Poseidon builds ships and lets you control your fleet, Ares lets you create soldiers and move them to battle, Zeus demands you buy priests and temples while Athena attracts philosophers and universities.

I won’t go much deeper than that because there’s a lot of minutiae to talk about with what those actions do and the implications they carry. The main thing you need to worry about is that auction. Shrewd bidding is the key to winning this game, not around the map, conquering islands. A clever rule states that if you get outbid for a god, you cannot immediately rebid on that god. You have to find someone else to bid on and the only way you can go back that original is if you get outbid AGAIN on that 2nd god. This means if you really want to activate a certain god this round, you want to try and price it high enough so nobody wants to bother outbidding you. But spend too much and you might have enough gold to do anything impactful on your turn, because everything requires gold in this game. This push and pull of trying to decide what gods and actions are worth spending your precious gold on is one of the delightful dilemmas that this game pressures you with.

Another aspect I love about this game are the creatures, who come out one at a time from a big deck. The creatures are all from Greek mythology, obviously, and, like the gods, feature thematic powers. Medusa freezes soldiers in place while the Sirens attract ships to their doom and the Cyclops builds you a building because apparently he’s a contractor in the Greek myths? Whatever, MOST of them have thematic powers, and it’s always fun to pay for a card and then use it on an unsuspecting opponent.

Cyclades also has a surprising number of effective ways to win. You need two metropolises but how you get there is up to you. Want to focus on military, constantly using Ares to invade other islands and take their hard earned buildings for your own? Go ahead, ya big jerk. Want to go early on Zeus so that you can load up on priests and temples, which provide big discounts on bidding and buy monsters? Sure, you do you. Want to sneak a victory with Athena, recruiting philosophers that give you an automatic metropolis when you obtain four of them? You think therefore you can.

Really, I love Cyclades enough to almost consider it for my top 25 but one thing holds me back: Pegasus. Seasoned veterans of the game probably already know where I’m going with this. Pegasus is one of the cards in the creature deck and his ability is that he’s able to teleport all the soldiers off one of your islands to an opponent’s island, basically paratrooping them into battle. It’s the only way someone can invade an island without winning Ares and in the right context, it is EXTREMELY powerful. A common strategy is to get Zeus at the end of the game when somebody already has two metropolises and is about to win, to then use Zeus’ ability to mill through the creature deck until you find Pegasus so that you can then teleport an army in order to steal one of those metropolises at the buzzer, effectively winning the game for yourself.

You probably think that’s an incredibly specific scenario, but this is how HALF of my games of Cyclades have ended. It’s gotten to the point where I warn players about Pegasus at the start and say, “Here’s what this card does and why it can ruin the ending of the game” and yet it still occurs. I could remove Pegasus from the deck, I guess, but I hate doing that sort of thing. And outside of the end, the threat of having Pegasus attack is integral to the rest of the game. It just sucks that it can be used to anti climactically take the game away from someone, even if it does seem to require specific context.

Outside of Pegasus, this game is awesome. I love dudes on a map games, especially when they’re driven by Euro style mechanisms. Cyclades is exactly that and will probably be in the top 50 of this list for a couple more years.

35. Arkham Horror: The Card Game

arkham horror the card game cover

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

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

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

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

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

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

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

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

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

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

34. Ethnos

ethnos cover

Okay, so that last entry was a little packed with lots of wildly rambling thoughts, so I promise it’ll be smoother from here on out. My number 34 doesn’t have near the baggage as Arkham Horror: The Card Game came with, and that’s because it’s an exceptionally clean, fun design. My number 34 is Ethnos, a game that’s popular for not being as popular as it should be.

Designed by Paolo Mori (one of the most underrated designers in the business), Ethnos feels like Ticket to Ride with splashes of Small World in it. It’s a fantasy area control game of collecting sets and playing them on a map and it’s tough to think of a game on my top 100 that moves as smoothly and quickly as this one.

Turns are very simple. Either draw a card (from the deck or a face up display) OR play a set. Playing a set involves you playing a set of either the same color or the same fantasy race and includes a couple of clever wrinkles that help make this game feel so fresh and special.

First up is the leader mechanism. When you play a set, you choose one of the cards to be your ‘leader’, which does two things. One, the location on the card determines where you’re going to put your disc, which is used for area majority purposes. Two, your leader choice determines the special power you get to activate. The cards all represent different fantasy races, all with unique special abilities. Whichever race your leader is, allows you to activate that race’s power.

Another clever aspect of Ethnos’ card play is that the size of the set you must play is determined by the number of discs you have on the location the set is being played to. Your set must contain, at minimum, a number of cards equal to the number of discs on that location. So, if you’re playing a set to add a disc to the blue area and you already have two discs there, your set must contain at LEAST two cards. This is a  design choice because it means the stronger you are in a location, the harder it is to get even stronger allowing a natural way for players to catch up and contest it.

The final twist in Ethnos’ Rummy-esque set collection and card play is that when you play your set, ALL remaining cards in your hand are discarded to a face up display. That’s right, years of Ticket to Ride training you to hoard cards like a doomsday prepper with canned beans means absolutely NOTHING here. Keeping cards for the future is useless, so Ethnos is a superbly tactical game of adapting to card draws and figuring out when it’s time to strike and when it’s time to hold out for just oooone more card.

This is made even more tense by the push your luck mechanism that decides when it’s time to move onto the next round. Randomly strewn throughout the second half of the game deck are dragon cards and when the 3rd dragon card is drawn, the round IMMEDIATELY ends. Nobody gets an extra turn to play one last set. Once the first dragon card is drawn, tension immediately descends upon the table like a pop-up Florida thunderstorm, drenching everyone in angst with each draw of a card from the deck. It’s a small but brilliant touch and makes the somewhat simple decisions of Ethnos feel a bit weightier.

The main criticism levied at Ethnos is its theme and aesthetics. It’s got a generic pasted on fantasy theme and look to it, with somewhat dull art that evokes a bygone era of Tolkienesque dwarves, elves and orcs. I will admit the art is somewhat drab looking and could have used some more color and vibrancy, but I take issue with all the other complaints. The fantasy theme doesn’t bother me because I love fantasy so I may be biased, but I wouldn’t even say it’s pasted on. Sure, some of the races have abstract powers, but plenty of them have thematic powers. The Wingfolk fly to anywhere on the map while powerful Minotaurs count as an extra card when cashing in a set. Playing Giants rewards you with playing bigger sets than other players and Skeletons crumble into dust when it’s time to score sets at the end of each round. Could Ethnos have been themed something else? Sure, the theme doesn’t run THAT deep but to call it lazy and pasted on as so many people have is a disservice to this game.

Luckily, the ostensibly tepid sales and outspoken groaning towards the game’s looks and themes hasn’t been enough to kill off Ethnos outright. It’s still in print and plenty of people in the hobby have spread the Gospel about its stellar quality. If you passed by this one because you were turned off by the look, it’s not too late to try this amazing game.

33. Tybor the Builder

tybor the builder cover

While I haven’t reviewed Tybor the Builder, I have briefly discussed it in a previous blog article. That article is here, and it’s a recap of some gaming I did over the course of St. Paddy’s Day weekend in 2019. In that article, I rave about Tybor and it was easily my favorite game from that weekend. Almost a whole year later from that first play and I still absolutely adore this card drafting game.

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.

I don’t have much more to say about Tybor. If card drafting is something you enjoy, it’s tough to find a game that does it better than this one.

32. Hardback

hardback cover

I briefly mentioned how much I like pool building in a previous post and deckbuilding is probably the most common/popular form of pool building. It just so happens my number 32, Hardback, is one of my favorite deckbuilders.

Hardback is a word-based deckbuilder that is the spiritual successor to Paperback, which is also a word-based deckbuilder. Both are published by Fowers Games and both are great, but I prefer Hardback to Paperback. I’ll touch on why throughout this entry, but first let’s talk about Hardback on its own terms.

Casting players as Dickensian authors in Victorian times, Hardback is all about trying to build words with cards. The cards in Hardback have letters on them and players must make words with said letters as they also attempt to build a deck that allows them to consistently make even more powerful, higher scoring words. Cards also grant rewards such as points and money, with points getting you closer to winning the game and money allowing you to buy cards to add to your ever-fattening library of letters.

At the beginning of your turn, you draw your hand of five cards (because that is apparently a mandatory rule in every deckbuilder) and that is your selection of letters that you’re trying to make a word with. Can’t make a word with those letters? Don’t worry! Hardback has a very clever mechanism where you can play any card facedown as a wild card with the caveat that you won’t be given the rewards that card grants. This is already one thing that I much prefer over Paperback, where wild cards were actual cards that you had to hope to draw if you wanted to use them. This extra versatility means you’re rarely backed into a corner and trying to decide what cards to sacrifice for wilds is a constant, interesting decision in this game.

Another cool,   mechanism in this game is ink. In many deckbuilders, drawing more cards to supplement your hand of five is generally done by playing cards that allow that ability. Not so in Hardback. There is no “Draw ‘x’ amount of cards” action in this game. Instead, you need to buy ink which you can then spend to draw an extra card at a 1:1 rate. The catch is, whatever cards you draw with ink you MUST use in your word. If you’re unable to use the letter(s) you drew in a word, you essentially forfeit your turn. This simple bit of push your luck feels incredibly fresh in this genre and makes yet another thing that I vastly prefer in Hardback over Paperback.

The last great mechanism I’ll discuss is slightly less original, and that’s the idea of building combos in Hardback. In Hardback, each card you buy is part of a genre, such as horror or romance (but really, what’s the difference between those?? *snare roll*). If you combine cards of the same genre within the same word, you often get to activate a bonus ability on those cards, thus encouraging the synergizing of like genres within your deck. Like I said, this is far from original (it’s pretty much lifted straight from another deckbuilder called Star Realms) but the way this combo building is partnered with letters helps make it a little more thoughtful. Sure, you have a couple of cards in the mystery genre in your deck but do you really need another ‘Y’? Building a deck in Hardback isn’t as simple as just blindly buying cards of the same type, because you still need to actually make words with those cards.  You’ll be cursing yourself when you have a hand of cards that looks more like the name of a Lovecraftian Old One than an actual word.

Hardback would likely be higher on my list if I played it more in its competitive multiplayer form. Truth be told, I’ve gotten the vast majority of my plays in its solo mode and when I have played it with others, it’s mostly been with the cooperative variant. And while these modes are surprisingly excellent, I can’t help but feel like I’m not playing the game the way it is truly meant to be experienced.

Therefore, I’m quite interested to see where Hardback is next year. I have a feeling it could sneak into my top 25 if I get to play it against others a few more times.

31. Skull King

skull king

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

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

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

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

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

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

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We’re getting there, people. Just three more posts to go! Next stop: the top 30!

What I Played Last Weekend (3/15/19-3/17/19)

This past weekend was St. Paddy’s Day weekend! That means while everybody else was out and about getting drunk and making terrible decisions, I was also doing that exact same thing. Ahem. BUT. I also played some games this weekend! Five to be exact, and they were all varying degrees of fun. To celebrate this, I’m trying a new type of post where I briefly discuss these games and what my initial impressions of them were. This was the first time I played any of these games, so these are strictly off one play. Therefore, don’t expect my usual scholarly amounts of critique and detailed, well thought out pfft hahaha, even I can’t type that with a straight face! Also, I don’t own four of these five games, so I won’t be doing pictures for this post. My suggestion to fix this is that you read the rest of this post aloud in your best NPR voice and imagine you’re listening to this content through a picture free podcast. What other blog includes such fun levels of audience participation?? Anyway, let’s get on with it.

Game the First: Yamatai

My very first review on this blog was of Mr. Jack, a game designed by my favorite designer Bruno Cathala. I looove his games and he is easily the designer I’ve played the most. You could put his name on a box of used diapers and I’d be interested in playing it. Yamatai was the last of his ‘big’ games that I had yet to play and I wanted to make sure I gave it a shot before its owner (one of my best friends and main board game partner) moved to Japan, damning this game to a life of eternal storage. I went in with tempered expectations, as this is a game that is described with a resounding shrug from most of the board game community. It doesn’t seem like a lot of people disliked it, but you rarely hear people exalting it either. It is what many would call ‘fine’. Do I agree?

Hmmm, that’s a tough question. In terms of gameplay and mechanisms, there’s actually a lot I love about Yamatai. For one, I love it’s unique take on route building. In the game, you and the players are building chains of boats that circle around islands and the colors of the boats dictate your ability to build buildings on said islands. This effectively means the routes and networks double as a sort of currency in the game. This creates a very puzzley game where you’re trying to build a route of boats that you can reap benefits from while not leaving things open for your opponents.

This balancing act of helping yourself while playing defense against the others is a trademark of Cathala design, something seen in games like the aforementioned Mr. Jack, Hand of the King (a lesser known and grossly underrated work of his, built around the Game of Thrones IP), Five Tribes, 7 Wonders Duel and, maybe my favorite game of his, Raptor. It’s alive and well in Yamatai and that lends itself to some satisfying but exhausting brain burn. I chortled when I watched the Dice Tower and they said this game was heavier than Five Tribes, perhaps Cathala’s heaviest game, but they weren’t kidding. I legitimately had a bit of a headache from this game when we were finished because the decisions have so much weight.

So if this game offers such a hefty but satisfying puzzle to chew on, why am I conflicted on it? My biggest gripe was the downtime and length of the game. I played this with just two players and it still took us about two hours to finish. Two hours of this kind of puzzling is draining and led to me being somewhat burned out by the end. Again, it literally gave me a headache. But the bigger sin was the downtime. With two players, you take two turns per round versus one turn in the other player counts. That sounds like it’d be great and would actually reduce downtime but I think it might have made it worse. My reasoning is because trying to puzzle out not one but TWO turns can reeaaally bog you down in AP. It’s made worse towards the end of the game when every move is precious and players are popping off endless amounts of special abilities they’ve racked up throughout the game, lengthening turns that much more. I wish I could see if downtime is less of an issue in a 3 player game, where players only get one turn.

As it stands, Yamatai is a game that I would say is not in the same echelon as Cathala’s greatest games, but it definitely isn’t bad. I’m glad I played it, but it’s not necessarily a game I need in my collection, especially with Cathala’s other games on my shelves. So, yeah, uh, *shrug*

Game the Second: Sunset Over Water

This is the one game on the list I DO own and therefore a game that I might review some day. With pictures, even! So I’ll keep this one short.

This is a set collection game where you and your opponents are rival painters trying to find the best landscapes and just paint the crap out them. These landscape pictures are placed in a grid that players need to navigate by selecting action cards from a hand of three. The cards have a wake up time, a movement allotment and an amount of paintings that you can remove from the grid on your turn. Earliest wake up time goes first, and that player moves according to their restrictions and picks up paintings along the way.

You’re essentially trying to grab paintings that have certain symbols on them to satisfy commission requirements which are the main source of points in the game. I played this at two players and found it to be both a leisurely walk through the forest, enjoying the beautiful sights while collecting sets, and a cutthroat race to the finish, where I could practically see the artists sharpening the ends of their brush handles into makeshift shivs as they undercut their opponents at every turn. It’s nice to have a game that manages to be both laidback and tense at the same time and I really enjoyed it. I’m a big fan of fillers of this type, so it was nice to not be disappointed.

As I said, there’s a good chance I do a full review for this game so I’ll save all my hilarious observations for that post. Onward!

Game the Third: Clacks

When I first saw this game in a game store, I saw the tower on the cover that looked like an oil derrick and assumed this was some sort of Euro about running an oil business and trying to be the best damn oil tycoon this side of the Mississippi. Turns out, it’s an abstract puzzle game set in the Discworld universe that’s about lighting towers to send transmissions. Close enough, right?

One notable thing about this game is its both a competitive and cooperative game. The game includes rule sets for both modes and both have their own unique spin on the core mechanism in the game. That’s always a worrying sign for me because I assume (perhaps unfairly) that if the game includes multiple modes that the designer spread themselves too thin and lost focus, thus resulting in a half baked pie that has both pumpkin filling and raspberries crudely smashed into the crust with a hammer.

I can’t speak for the competitive mode because me and my friend only played cooperatively, but I’m happy to report that the cooperative mode was actually pretty fun. Fun enough to the point that I scratched my head throughout, wondering how they even made a competitive version of the game. It seemed as if it was made from the ground up as a cooperative game and that’s about all you can ask from a game sporting more than one way to play.

The gameplay in Clacks is basically just a big puzzle. It’s made up of grid of tiles with tokens on them which have a lit and unlit side on them. You and your teammates have a message you need to transmit and those messages are made up of letters which have a specific pattern of lights that need to be made in the grid. If you match the pattern of lights with a letter, you mark it as transmitted and move onto the next letter.

This is done by playing tiles which have MORE patterns on them, which show a specific shape in the grid that you can affect. When you play the tile, you choose an area of the grid matching the shape and flip over all tiles in that area. What’s lit is now unlit and vice versa. These tiles all have symbols on them indicating ‘stress’ which in the cooperative mode stands for the amount of spaces a figure called the Post Master moves on the board. The object is to transmit the message before the Post Master makes it to their destination.

And that’s literally the game. You manipulate the grid, trying to get the lights in the shape of the patterns needed to transmit a letter, perhaps even hoping to get more than one letter in one turn. This is waaay easier said than done, though, as you’ll find you’ll be constantly undoing the work you’ve done on previous turns. It’s like a puzzle in a Jonathon Blow video game, only without all the pretentious poetry. But you know what? It’s actually pretty fun. While I wished there was a little more to the game than just literally cooperatively solving a puzzle, I had a good time trying to work out with my friend how the hell to send the message in time (turns out the answer was: we wouldn’t!).

This is the board game equivalent of sitting next to a friend and completing a sudoku together, so if that doesn’t sound appealing to you, you may wanna find a more thematic cooperative game than Clacks. But for someone who loves a good puzzle, it’s worth checking out (though this may be horribly out of print? Not entirely sure).

Certainly better than the raw pumpkin and raspberry pie Frankenstein’s monster I expected it to be.

Game the Fourth: Tybor the Builder

Ahh, now HERE’S a game! Without a doubt my favorite of the weekend, this is a game designed by Alex Pfister, my second favorite designer (and hey, look, he just happened to design the game I reviewed last week, Port Royal, please read, I need to eat). In this game, players are drafting in a “Play and Pass” style seen in popular games like Sushi Go and 7 Wonders. For those who don’t know how it works, players have a hand of cards, everyone simultaneously picks one, plays it, then passes the hand to the next person.

The cards players are drafting in this game are people in your village and they can be used in one of three ways. You can put them above your little player board to make them a citizen, where they provide symbols for end game scoring and (usually, but not always) a discount on purchasing buildings in the future (more on that in a bit). You could also play them as a worker, where you place them to the right side of your board. They sit there patiently, with their strength number proudly displayed until you send them off to work when you do the third action. And that third action is you can build a building, which requires you to discard the card you just played and then to spend workers in your work force with a strength equal to the cost of the building you’re trying to buy. If you are building something that needs 8 strength, you need to spend workers worth at least 8 combined strength.

It’s incredible that a game that essentially has only three decisions with each card can be so satisfying and fun. When you’re looking through your hand, you’re thinking about every possibility of those three actions with all the cards. This card gives you a symbol you could really use for the endgame, but they also have a ton of strength. Do you use them as a citizen or worker? Similarly, you’re looking at what buildings you want to build and what cards can provide discounts as citizens. Citizens with a specific card color on their side provide a discount of one strength for that color building for the rest of the game, creating a simple, Splendor-esque bit of engine building in the game. And then there’s the buildings themselves, which all provide a various amount of points, end game bonuses and even the occasional special action to immediately use.

Like I said, I can’t believe that a game this simple has latched its hooks into my brains so thoroughly. The blend of long-term strategy and cunning tactics in a package that you can finish in a breezy 20-30 minutes makes this such an addictive little filler. I’m already depressed that I don’t have any way to play this game since the only copy was my friend’s who, again, is literally going to the other side of the planet. I will definitely look into importing a copy of this game, as it doesn’t look like there is a North American release in the cards (hahahah).

Onward!

Game the Fifth: Korrigans

I end the list with maybe the weirdest but most appropriate game on here. It’s weird, because it’s basically a kids game about leprechauns which is not generally the type of game I seek out. But it was very appropriate for this past weekend because, again, St. Paddy’s Day. What better time to play a game of leprechauns/korrigans riding woodland critters around verdant and colorful fields, seeking out a pot of gold? The only thing missing is drinking a keg of Guinness and way too many unanswered 3 a.m. texts to friends you haven’t seen in years quoting Boondock Saints.

In the game, everyone has two figures representing their leprechaun-esque creature. On your turn you simply move to an area on the board that you’re legally allowed to based on the companion tokens you have. If you have a rabbit token, you can move to an adjacent area with a rabbit symbol. If you have a mole symbol, you can move to any area on the board with a mole provided you’re already on a molehill. There are some other critters with equally simple rules which you can use for the rest of the game once you find a token of theirs. Which is pretty much the core of the game: when you enter an area, you take a look at the pile of tokens in the area, secretly pick one and put the rest back. Most of these tokens are gold, but some are critters to provide you more movement versatility.

Eventually the pot of gold appears and everyone gets one last turn to spend their critters (permanently, this time) to get to the pot. Get there with one and you get a bonus 10 points. Get there with BOTH and it increases to 15. So the basic conceit of the game is do you take gold tokens for guaranteed points or critter tokens to solidify your chances of making it to the gold? Not exactly Vital Lacerda style choices here, but like I said, it’s essentially a few notches above kid games.

There is some fun decision making to be had as you’re trying to map out the best and most efficient route to get to areas with a sizable pile of tokens to sift through while also keeping close to where the pot of gold can potentially appear, but if you’re looking for something to offer more than just goofy way to kill thirty to forty minutes, you’ll likely be disappointed. I will say that when you combine the facts that it was St. Paddy’s weekend, that I was drinking Guinness, and that we had some traditional Irish folk music playing in the background, I actually enjoyed my time with Korrigans. I wouldn’t say no to it being in my collection strictly for the purpose of playing it during St. Paddy’s Day. I know it’s not exactly a sterling recommendation to say, “I would definitely play this exactly once a year” but hey, that’s more than I play Captain Sonar!

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And that’s my recap of the games I played for the first time this past weekend. I kinda wish I started doing this type of post earlier, because the friend I keep referring to in this post was one of the main source of new games to play and with him moving to Japan, the influx of new gaming experiences is going to dry up. I don’t know if I’ll get a chance to do another one like this any time soon, but hopefully I can because this was pretty fun. Hope you liked it too, because my pathetically fragile ego depends on it. Cheers!