Top 10: Board games for couples

I found putting together a list of parameters for ‘board games for couples’ tricky. So decided to keep it simple. Think of this as a list of games I’d recommend for two people relatively new to the hobby looking for lightish/family level games that play well with two. So not necessarily two-player specific games (which I’ve covered before).

In the same spirit, I’ve picked games that should be easily available (at time of writing). If you want to compare prices for the games and see where they’re available to but online, check out comparison site Board Game Prices. Links below go to any full reviews of the games I’ve done here. As always, if you have any comments or your own recommendations – please put them in the comments below.

Four interesting alternatives to the norm

Fog of Love (2 players, 1-2 hours). This is a (non-smutty) role-playing/board game hybrid. You create characters via a brief set of pre-game choices (gender, occupation, personality traits). Then try to get the best out of the slightly scripted date you go on via a mix of storytelling and gaming. Aside from one player’s pieces being blue and the other pink, you’re both free to choose your gender (so same-sex dates are completely viable).

Pandemic (1-4 players, 1 hour). Why not work together? Co-operative games are now a staple of the board game industry. And Pandemic is probably the most successful. Here the players try to ‘beat the game’ by fending off a series of global contagions. Each player takes a turn doing actions on the board, before the game takes its turn spreading the contagions. Work together to find cures and eradicate the diseases before they spread out of control.

Codenames Duet (2 players, 30 mins). If you enjoy word games, this is a must. Working together you have a limited number of guesses to pick out a specific set of words from a 25-word grid. You do this by giving each other clues based arounds a single word which you hope will trigger your partner to find several words from the one clue. Which can be fiendishly difficult. Lots of difficulty levels make it very replayable. Available free online.

Exit (1-4 players, 1-2 hours). Anyone that enjoys escape rooms should try this series of games. Essentially a one-shot escape room in a small box, each is full of puzzles following its own unique storyline. Exit: The Mysterious Museum is considered a good place to start, as it’s ‘beginner’ level. And also best recommended with two players. But there are now 20+ games in the series across various difficulty levels.

Competitive board games for couples: My Top 6

Azul (2-4 players, 1 hour) Beautiful tactile tiles, simple rules, hyper competitive gameplay. Azul is the definition of a modern classic, taking simple pattern building and giving it a fresh twist. And it looks brilliant on the table, helping draw newer players in.

Patchwork (2 players, 30 mins) The whimsical patchwork quilt theme and use of polyominoes (think Tetris) helps draw in non-gamers. And again the rules are very simple. But don’t be fooled – this is a cleverly designed mix of tactics and strategy.

Welcome To (any, 30 mins) This flip-and-write has been a huge success. Each player marks off houses in their own little town, as well as creating scoring opportunities. The 50s style artwork helps it look gorgeous, while the there’s plenty of depth and replay value.

Ticket to Ride (2-5 players, 60-90 mins) It has sold millions for a reason. Card play is simple set collection by colour, while the map sees you building routes with those cards between cities. But it’s when you get in each other’s way it gets really interesting.

That’s Pretty Clever (2-4 players, 30 mins) Everyone knows Yahtzee. This is Yahtzee on steroids, for grown ups. The way you score points here is much more complicated. But the way opportunities trigger into other bonuses is so much more satisfying.

Remember Our Trip (2-4 players, 30 mins) This is the one unproven title on the list, but Sarah and me have completely fallen for it. Again, the theme and presentation lure non-gamers. While experienced players are intrigued by its ‘shared memories’ mechanisms.

Baron Voodoo board game: A four-sided review

The Baron Voodoo board game is an abstract game for 2-4 players that takes just under an hour to play. It is listed for ages 10+, which seems about right. While the game isn’t complex, there are a lot of choices to decide between.

During the game, players claim cubes from a shared board to make sets (for points) and take actions (extra points, steal cubes, have extra turns etc). It is essentially a race to 20 points, with some colour majority bonuses at the end.

While superfluous to play, the game’s voodoo-lite theme helps make the game look fantastic. The cartoony artwork is colourful, the game pieces high quality and the box insert useful and well designed. In the small-ish box you’ll find five boards, 40-ish cubes and about 30 cardboard tokens. The main board is double layered, to allow the cubes to sit nicely on it. While the player boards have a punched-out score track to secure its cube. At around £25 (various suppliers via Board Game Prices) it offers good value for money.

* Please note that, due to the COVID-19 lockdown in the UK, I have only been able to play this game with two players. So bear that in mind when reading the opinion sections of the review. However, I don’t think playing with more would’ve affected my conclusions.

Teaching the Baron Voodoo board game

During setup you create a central 7×7 grid of cubes – 10 in each player colour plus eight ‘wild’ cubes (the central space is empty). Each player has a board with a score tracker, unique special ability, info on scoring, plus plenty of space for cubes. You’ll also have a few offering tokens (used for some actions), plus a protection token (one action allows you to stop people messing with your cubes for a turn).

On your turn, move one of your coloured cubes orthogonally on the board to jump over (and thus capture) a cube. There are rules to this (they can only stack three high etc), but they’re not important here. You basically have a lot of choice, which is aided further by your special powers (which all allow you to move cubes around). And if that doesn’t let you do what you want, you can pay to use someone else’s power instead.

Once captured, you can manipulate that cube – or use the action of the face it was on. Every cube has the same six faces, representing six different actions. Examples include switch a cube with another player, change the cube face, protect yourself etc. You can even spend tokens to take an extra go (once per turn). Then, you can move a set of your cubes to the lower part of your player board to score them. This involves either having the same colour cubes with different faces; or different colours wit the same face.

This continues clockwise until a player gets to 20 points, triggering the game end. Turns continue until you’ve all had the same number. Then you look to see who has the majority in each cube colour (for some bonus points). Most points is the winner.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: The Baron Voodoo board game was high on my list of picks from the Essen Spiel 2020 crop. And the first play or two was fun, if a little baffling. But then, as you learn how it plays, the decision space becomes less interesting, rather than more. It feels like a game that’s early in development, rather than a finished product. Games need parameters for me to enjoy them. This does away with too many to hold my interest.
  • The thinker: It is rare I’ve played a game with so many options within such a light, abstract system. The game feels like a race, with each player choosing their favoured way to get to 20 points fastest. As there’s so much mitigation available, you can usually do what you want. So while leaving the board state in a bad place for your opponent initially feels like it must be important, it rarely is. If playing with AP-minded friends, this can become tedious though. There are so many variables you can choose to work through. So while I found it an interesting brain workout, it certainly isn’t for everyone. And probably isn’t the game you may perceive from looking at the box, its play time, the complexity level etc.
  • The trasher: Wow. How frustrating is Baron Voodoo? At first I did my best to try and make life difficult for my opponent. But soon realised that, with such a baffling array of choices and ways to mitigate, you can’t really control anything. For example, you can remove a few of their pieces – but they start with 10! Such a shame, as it had potential. But no.
  • The dabbler: What a shame! This game looks amazing on the table is fun to play at first. You find cool combos and have interesting choices. Do you just go for points; or manipulate dice for extra turns; or take your opponent’s dice? so much to think about! But after a few games, it just feels samey – and none of the options you choose seem to make much real difference to the outcome. I then got very bored very quickly.

Key observations

For me, Baron Voodoo suffers from a serious identity crisis. After quite enjoying our first few games, as we explored the game’s parameters, our enjoyment fell off a cliff in the few games afterwards. The cartoony art, colourful components etc suggest a light, fast-playing abstract. But this is not the game that’s in the (very poor) rulebook. On the rules – you’re guaranteed a trip to BGG to get to grips with them (the English translation anyway), as some terms mean different things depending on which page you’re on…

We found the level of choice both baffling and boring. You start with 10 cubes, one of which you’ll use to capture another cube. And you’ll be taking one of about 50 cubes. All of which can be manipulated in several ways. There’s your power. But then, for a small cost, you can use any of the other three player powers instead. All of these manipulate cube positions on the board. And of course, once you’ve taken a cube, you can probably manipulate the side/action on it that you pick. So this narrows your options down by, roughly, nothing.

The kinds of abstracts we (Sarah and I) tend to enjoy work within strong confines. Where there are genuine consequences, on both sides of the table, to the decisions you make. The Baron Voodoo board game is at the other end of the spectrum. Every turn offers you the puzzle of pretty much knowing you can do what you want – you just have to find out how to do it best. The only thing stopping this being a solo experience is the race element. Essentially, who can finish their puzzle first. Plus the fact majorities of colours of the cubes at the end can mess with this, so you need to try and protect what you have.

The fans

But that’s just us. While I’ve rated the game a 5 on BGG, it currently averages a 6.9 (April 2021) with a fair number of very positive reviews. Players like the fact that, while players can mess with you, you can always find a way out of your predicament. After setup, it doesn’t have randomness. Although I’d argue with more players it is going to get chaotic – something admitted by even the most positive reviewers. I would argue that itself is a form of randomness). And that there are several ways to win, which I’d agree with. But I’d argue none of them seem interesting enough to go through so many choices to get to.

Players also positively comment on the asymmetry of the player powers. But for me, it was too easy to utilise the powers of others – so negating that potential positive. While fans also point to being able to limit your opponents’ options through clever play – something we simply didn’t find. In fact we found it rare we couldn’t do what we wanted. So reducing any real feeling of player interaction.

Note: One commenter talks about a solo version. I can see this being an interesting solo puzzle, but there are no solo rules in the rulebook or on BGG. And the box states it as a 2-4 player game. So I cannot comment on this apparent solo variant.

Conclusion: Baron Voodoo board game

Baron Voodoo was one of the games I was most looking forward to from the last Essen crop. Which makes it all the more disappointing I didn’t get on with it at all. My last play, in fact, I actively didn’t enjoy – quite rare for me with a board game. But the game’s popularity with some shows there’s certainly something there for the right groups of players. And the production quality and price point make it a game you should definitely check out if the positive points mentioned above resonate with you.

Stefan Feld games ranked: Board game Top 10

How has it taken me this long to do a list of Stefan Feld games ranked? He’s one of my favourite board game designers, with more than 30 releases to his name, so there are plenty to choose from. In fact, I haven’t done any designer profiles before. So expect this to be the start of a semi-regular feature.

For those newer to the hobby, Stefan Feld is best known for his euro games. These are a step up in complexity from family games, but still take 1-2 hours to play. And usually involve less luck and more brain power. Feld is particularly known for ‘point salad’ games. These are games that have loads of different ways to score points. So the skill is more in planning efficiently and making the best of what you have available, rather than in direct interaction.

His top games share a few other traits. They usually have a good mix of tactics and strategy. But while they’re euro games, you can normally guarantee at least one significant luck factor to keep players on their toes. But most importantly, there’s always a clever twist on a mechanism that keeps players coming back for more.

* Links on game titles below go to my full reviews.

Stefan Feld games ranked: From 10-6

10. Forum Trajanum (2-4 players, 1-2 hours, 2018)
I’ve only just started playing this one. But I expect it would’ve been close to making the Top 5 if I’d played more. The actual rules are very light, but the few decisions you need to make each round are packed with significance. It feels like you’re balancing several puzzles at once. I’m really looking forward to exploring it more. You can check it out online at Yucata.

9. Rialto (2-5*, 1 hour, 2013)
There’s no point salad in evidence here. Rialto blends basic card play with simple area majorities scoring. But I really enjoy the interaction and forward planning. Unfortunately it is a little bland to look at. And, despite my enthusiasm, I couldn’t get any of my regular groups interested. They’re not really into area control games. But then either am I, and I liked it a lot. So sadly, due to space, off in a trade it went – but I do recommend it.

8. The Speicherstadt (2-5*, 1 hour, 2010)
A little like Rialto, this has an ingenious auction/worker placement system that turns into a highly interactive puzzle. And it always feels as if it plays more diversely than its simple mechanisms should allow. It’s also free on Yucata if you want to give it a try. I should also mention it was rereleased quite recently as Jorvik, which I haven’t played – but which seems to be be poorly regarded. So you’re probably better off checking out the original.

7. In the Year of the Dragon (2-5*, 1-2 hours, 2007)
This might be Feld’s best design, but it’s a little down on my list because it isn’t my favourite style of game. It’s a battle of attrition that rewards forward planning, because it feels as if the game itself has it in for you – let alone the other players. Yet the mechanisms are so simple. Draft actions, play actions, score points – or not. Available online at Board Game Arena.

6. The Castles of Burgundy (2-4, 1-2 hours, 2011)
Considered by many to be Feld’s finest hour, I like Burgundy and play regularly live and online (again, on Yucata). It’s so far down my list because it plays a little long. You use dice to draft tiles, then add them them to your board to score points and take various bonus actions. It’s a lot of fun, but I always feel I’m done with it 20 minutes before it ends. But then I never turn down a game, so it’s doing plenty right.

The Top 5

5. Trajan (2-4, 1-2 hours, 2011)
Those who don’t think Burgundy is Feld’s best game often instead cite Trajan. The large variety in scoring methods is vintage Feld. But it may have his trickiest action selection mechanism – a personal mandala with different coloured stones. To play well, the mandala needs constant forward planning. Which will either delight or befuddle. Personally I enjoy the challenge. But the game lacks a little cohesion for me, meaning I’ve never quite elevated it to classic status. So while I’m always happy to play, I’ve never sought to own it.

4. Macao (2-4, 1-2 hours, 2009)
Macao was the first Feld I owned and played, picking it up at Christmas 2010. It’s the game of his I’ve played most times (physically at least) and is still in my collection today. It has the usual wide array of point-scoring opportunities. But the luck element can really screw you – which is why it is a little lower on the list than it might’ve been. You need to get cubes in certain combinations (via dice rolls) in particular rounds to do well. But there are less ways to mitigate this than you find in his more recent games, which can be frustrating.

3. Notre Dame (2-5, 1 hour, 2007)
Notre Dame is also closing in on 10 years in my collection. It combines his point salad approach with a little more player interaction via a tight card drafting mechanism. But also has a ‘feed your people’ style mechanism (in the form of a plague you must battle off each round) which rubs some people up the wrong way. Personally, I love it. Yes, it feels as if you’re constantly battling the game as well a your opponents. But this makes every decision seem even more tight and meaningful.

2. Bora Bora (2-4, 1-2 hours, 2013)
This is probably Feld’s highest rated (7.6, just behind Burgundy and Trajan) versus little talked about games. It’s surprisingly colourful and for me looks great on the table. While displaying all his best design traits within a tight and thinky system. You want to do everything, but simply have to let a few scoring opportunities go. It’s as heavy as Trajan, but the interconnections between mechanisms here make more sense to me. And the main mechanism is a little more forgiving, while also being more interactive.

1. Oracle of Delphi (2-4, 1-2 hours, 2016)
So, what happens if you take those Feld traits of point salad and action selection – but remove the points themselves and replace them with a straight race to complete a number of tasks? Delphi happens. For me he got everything right here, except the luck element (which can be a bit swingy). But that’s not enough to keep it from my number 1 spot. Again, it’s colourful and looks great. Interaction comes from competition for items, as some will be in better locations than others. But which to go for first? While upgrades you collect help differentiate your style of play. Overall, an absolute delight. And available free on Yucata.

Stefan Feld games ranked: ‘Not for me’ and near misses

Luna was probably my number 11. It’s a solid euro but just didn’t do it for me over repeated plays. Aquasphere and Bonfire are also pretty good, but for me overly complex without any extra payoff. They’re a pain to teach and lack the simple joy of his more approachable titles. I just think there are other designers that do meatier games better.

Bruges is the one game in his Board Game Geek Top 5 (as ranked by board gamers) that missed my list completely. I quite enjoyed it, and owned it for a while. But it was just too luck based (in the card draw) for its length to be consistently fun. I’m looking forward to trying the rebranded version, Hamburg (out in 2021), which I hope fixes the problems.

Amerigo would’ve probably made the Top 10, but unfortunately I’ve only played it once. I’ve also had my first game of Carpe Diem (again on Yucata), which I very much enjoyed – but again only have one play under my belt of so far. If I do this list again in a few years, it may sneak its way into the Top 10.

I also recently had a chance to try Castles of Tuscany – an actual reworking of Castles of Burgundy. While OK, it’s very fiddly – which really doesn’t work on Tabletopia. So I’m reserving judgement until I can play in real life (remember that?).

* NOTE: Rialto, The Speicherstadt and In the Year of the Dragon are sold as being for 2-5 players, but I wouldn’t play them with just two. For me, they really need the added interaction of at least a third player to be at their best. And I say that as someone who commonly likes games with two that others don’t.

Basari: Das Kartenspiel – A four-sided board game review

Basari: Das Kartenspiel (which translates to ‘Basari: the card game’) is a 2014 small box version of the Basari board game, released in 1998. As it is the last game in my Top 40 I’ve not reviewed, I wanted to give it some love here. And it is still available (for less than £20) if you do a bit of digging.

Both this card game and the original play in a very similar way. I just prefer this version because you essentially get the same experience in a smaller (double deck of cards-sized) box. In said box you’ll find 88 plastic gems and 60 cards.

While this isn’t a thematic game, the loose idea – traders haggling in a market – works well to convey the game’s mechanisms: simultaneous action selection and haggling/negotiation. Basari: Das Kartenspiel will take 3-5 players less than an hour to play. But it’s definitely at its best with three or four (see below for why). And while the box says ages 10+, 8+ (or even lower) should take to it just fine. As long as they like to haggle…

Teaching Basari: Das Kartenspiel

At the start of the game, each player is given an identical set of three action cards and 12 gems (three in each of four colours). The rest of the gems (and a card explaining their colour hierarchy) are placed in the middle of the table, along with a draw pile of ‘bazaar cards’. The game is played over three identical stages, each split into rounds. To start a round, each player is dealt one bazaar card face up.

Each player now decides which of their three action cards to play this round (all three are available to you every time, regardless what you’ve done in previous rounds). You hope to either (a) draw an extra bazaar card; (b) get victory points; or (c) claim gems. Players choose simultaneously, and reveal their cards together once everyone has decided. What you want to do is choose an action no one else has – this way, you simply get to do it. If two players choose the same one, they have to haggle to decide who gets to do it (with the player backing down getting the consolation of the offered gems from the other). But if three or more players choose the same action, all of them miss out on that round completely…

You do have a steer on what players may choose, thanks to their bazaar card. The points on them range from 4-7, while gems can be any combination of 2-4 in various colours. Cards also show from 1-4 ‘workers’. As the rounds progress, you stack cards showing your total number of workers – because a stage ends when a player has 15+ workers showing. So, looking at your opponent’s cards, you try to guess which action they’ll choose.

Haggling and scoring

Haggling is a simple process, with the two players taking it in turns to either accept the gems offered or to up the offer. A ‘bigger’ offer is simply counted by number of gems. If you offer the same amount of, gems you must offer the highest amount of them in the best colour involved in the offer. In this way, you can actually end up better off than you would’ve by taking what was on the bazaar card. Because during the game, different things will be of different value to different players. It’s a clever yet simple system.

Scoring (via unsupplied pen and paper) is pretty straightforward. Alongside straight points from bazaar cards, any player reaching 15+ workers by the end of the stage gets 12 bonus points. Also at the end of each stage, the player with the most gems in each colour scores (14/12/10/8) points, before putting half their gems of that colour back into the stock. If any colour is tied, you split the points – but only have to put two gems back each. After three stages, the highest score wins.

The four sides

These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.

  • The writer: There is a simple joy to Basari: Das Kartenspiel. The rules get out of the way fast and let you get straight to the action. It’s a great late night at a con game, when you’re relaxed and in a great mood. Quick setup, only needs a small table, and isn’t hampered if you’ve had a few adult beverages.
  • The thinker: A fun light game, with a modicum of strategy. But all the analytics in the world can’t help you know what your stupid friends will do next! So while I acknowledge it’s a good game, it isn’t rally for me. Largely because it goes on for a little longer than I’d like for what to me should be a light, fast filler game.
  • The trasher: Oh, I like this one. You can really mess with people’s heads. And even if you’re not in the haggling in a round, you can still trash talk the players that are. I love it when you heckle someone into bidding more than they probably would’ve done! So with the right people, this is a scream. But otherwise, it can be a bit of a drag.
  • The dabbler: As long as I’m in the right mood, I love Basari! Simple, reasonably quick, and also interactive – plus the gems are pretty. Not one for a quiet room when you play with me!

Key observations

You definitely need the right type of players to enjoy Basari: Das Kartenspiel. It is a game where luck can win out over good play. And that is simply not on for some players. The game needs the players to invest in it and to bring some life to the table. So if you don’t have a group who have that in their locker, this may fall very flat. Even some of the more outgoing players I know simply don’t like negotiation in games.

Player count has a big effect too. With three players, there’s the chance you all pick different actions. This is great in one way, as it can speed things up to have good rounds. But this is really a game of interactions. With four, you know things are going to happen. And you have a higher chance of blow outs (with three people missing out). You can also have two haggles going on at once, which is fun. With five, you introduce a new card – it’s weak, but always works (so it doesn’t matter if everyone picks it). This works OK, but feels against the spirit.

If you do look for the game, you may find it easier to get the original Basari. This has a board with a circular track, which directly replaces the bazaar cards. And only plays 3-4 players. But is otherwise the same game. Or you may even find the original game, Edel, Stein & Reich (2003). This I haven’t played, but it runs along the same principals.

Conclusion – Basari: Das Kartenspiel

Basari is one of the first games in my bag when packing for conventions. It doesn’t get played that often, because you really need to know your audience. But if you get it right, it really is one of the most entertaining games I own. And better still, despite being incredibly light on mechanisms, it doesn’t really feel and play like many other games. So for me, this combination makes it a brilliant addition to any gamer’s collection.

Board game Top 10: Sarah’s favourite games 2021

This is the third year of (my better half) Sarah’s Top 10 list. And while there’s not a lot of movement, I still find it an interesting exercise. If you’re a gamer that’s starting to get your partner interested in the hobby, this will give you an idea of the games that are working best for us.

I ‘make’ (she doesn’t mind really…) Sarah play a lot of new games. But I’m careful to only inflict things on her I think she’ll like. So every year, there’s a good chance some new blood may hit this list. Despite that, the old guard largely holds off the new hotness. There’s definitely an element of “I want to play these because I know/compete at/am good at them”. And that’s natural. But they are clearly very good games.

Three games were knocking on the door this time last year, but didn’t make the step up. Fistful of Meeples got a bit samey and has now been moved on. Both Patchwork and That’s Pretty Clever still get played, but haven’t become top favourites (they’re probably both in the next 10 or so games on her list though).

Sarah’s undisputed Top 6 games (alphabetical)

Targi has come from nowhere to take its place, just replacing Adios Calavera. All of these games get regular table time and were the first on Sarah’s list, without having to think at all. Over to Sarah…

  • Azul (2-4 players, 60 minutes): Looks and feels beautiful. Straightforward rules, which we now follow correctly! But still plenty to think about.
  • Oracle of Delphi (2-4 players, 90 minutes): My longstanding favourite longer (for me) game. Memory becoming an issue! Trying hard to use the gods more.
  • NEW! Targi (2 players, 45 mins): Clever way of choosing the cards, pleasing when a turn co-ordinates well and ends with the purchase of a good card; but then the dilemma of where to place it.
  • Thurn and Taxis (2-4 players, 60 minutes): So many ways to score points, such satisfaction in the route building.
  • Ticket to Ride (2-5 players, 90 minutes): A permanent route building top favourite. Enjoy all the boards and love the little extra variants for variety, but really enjoy the original game. Nothing quite like the satisfaction of picking up some new tickets and finding an already completed route.
  • Uptown (2-4 players, 45 minutes): Love the theme of the artwork and the abstract challenge of the game.

Just behind them…

Kahuna board game box

Both new entries in this year’s Sarah Top 10 are Kosmos two-player games. It’s not that surprising, as I’ve been sent a few to review and we largely play two-player – especially due to lockdown. But Adios Calavera is the only other specifically two-player game here. Again, over to Sarah:

  • NEW! Kahuna (2 players, 45 minutes): Pretty straightforward but really quite taxing. Ownership of the islands can suddenly swing and all change with one crucial bridge.
  • Kingdomino (2-4 players, 30 minutes): Fun laying the tiles and making sure they score well whilst also making a nice looking kingdom.
  • Adios Calavera (2-3 players, 30 minutes): My longstanding favourite short game, especially when I don’t get myself cornered. Still find smelly cheese man strangely scary and kissy lips switchy lady very annoying!
  • Welcome To… (2-4 players, 30 minutes): another one where we’ve learnt the correct rules! Plenty of ways to score and fun creating your own little spaniel neighbourhood.

Special mentions – and the games that fell from the 10

We’ve both been really enjoying Remember Our Trip and it really nearly made the list. Sarah just decided it was too new to be here, so wants a few more plays. But if I were a betting man, I’d back it to make the 2022 list.

She also thought hard about Snowdonia – and again, it may make it in future. And if Delphi stayed, that would see a second euro sneak onto the list. I’d be so proud lol.

Two new entries means two games falling from the list – so it was farewell to Ingenious and Codenames Duet. Again, these two games are probably in her next 10 favourites and were in the conversation.

This image has an empty alt attribute; its file name is Adios-Calavera-cheese-guy-150x150.jpg

We’ve hit a bit of a wall with Codenames, struggling to complete harder levels but not really wanting to go back to easier ones. Psychological, but weirdly hard to get past! And no, we haven’t tried the new Codenames Online – Sarah really isn’t interested in playing games on the pooter.

So that’s it for Sarah from this year. And it’s goodbye from smelly cheese man too. what a catch…