Struggling to find time for a post this week, as a nice weekend away in Stamford is being quickly followed by pre UK Games Expo 2022 panic. I’d forgotten it was next weekend, so am now desperately trying to do enough freelance writing to buy food while doing everything else on my to-do list. Oops…
So yeah, I’ve got some work. I’m not sure if it’s going to end up paying enough to pay the bills. But I’m giving it a go for a few months to see how it pans out. I’m writing computer game guides for The Gamer. There’s a commission-style payment system (based on visits) on top of a low per-article payment. So it’s going to take a few months to see if it’ll pay he bills. But fingers crossed, because I’m really enjoying writing again.
I’m also writing a bit for Tabletop Magazine. Only an article here and there, but again it’s lovely getting paid to write again. Hopefully I’ll be along to Tabletop Gaming Live in September. It has sensibly moved to Manchester after a rather lukewarm start in London before covid. Bringing us neatly back to cons.
Working at UK Games Expo 2022
I’ll be demoing for Surprised Stare at UK Games Expo at the weekend. I’m on the stand Friday and Saturday mornings, so why not drop by, say ‘hi’, and play one of their excellent small box mini war games (including March of Progress and Ming Voyages)? Or, if you like solo stuff, the excellent sci-fi card game Lux Aeterna? They’ll also have the evergreen Snowdonia, alongside a sneak peak of the upcoming remake of Kingmaker. I’m only there until Saturday lunchtime though.
If I didn’t have all that going on, I’d be working on my next few reviews: Origins (dice-for-workers euro game), Pacific Rails Inc (trains!) and 303 Squadron (WWII air skirmish). They’re are the only games left on my review shelf now – and I’m determined not to add any more until they’re done. But, Expo…
The Get on Board board game (or Get on Board: New York & London, to give its full title) is a flip-and-write route-building family game. It’s for 2-5 players aged 10+ and will take you about 30 minutes to play.
Get on Board is a reprint of ‘Let’s Make a Bus Route’, originally released in 2018. Some may prefer the aesthetic of the original in terms of artwork, but both are nicely done. While this updated version adds some tweaks to the rules that address a few issues with the original.
Firstly, it has a two-sided board. One for 2-3, the other for 4-5 players. This has allowed them to tighten things up considerable when you have less players. Secondly, rather than a pen-and-wipe board in the original you now place wooden sticks on the board to mark your routes. Finally, the player sheets have a couple of additional ways to score points by visiting particular places on the maps. But beyond this, the original game is largely intact.
In the box you’ll find the board, 50 double-sided player sheets, 166 wooden pieces and 28 small cards. Looking at comparison site Board Game Prices, you can find it for around £20-25 delivered – about standard for a game of this size (think Kosmos 2-player box).
Teaching the Get on Board board game
The basics of Get on Board are just that. On each of the 12 rounds one of 12 cards will be flipped over, which are simply marked 1-12. Each player then looks at their sheet to see how the number corresponds to it. Most sheets are different, but it will always mean you’re initially adding 1-3 pieces to your route – either in a straight line, at a right angle, or your choice. If you finish placing at a traffic light space, you get to place one extra piece.
You decide your start point before turn one and must keep adding to it as a single route throughout the game. You can’t revisit an intersection – and if you put yourself in a situation where you’d have to, you’re eliminated from the game. Every time you lay a piece, you reach an intersection – and at every intersection there’s either a traffic light (extra route piece), passenger or building – both of which you’ll be marking off on your sheet as you pass/land on them. These will score you points in various combinations.
But of course, it isn’t as simple as it seems. Sometimes you don’t want to do the movement you’re meant to – or flat out can’t because of where you start your turn. You can break the rules five times each game, but each time will cost you some points. And if you use all those chances up, then need to break the rules again, you only get to place a single piece. Traffic jams are your enemy too. If you travel along a road others have already used, you mark off a negative space on your sheet for each other player who already used it. While on the 2-3 player map, some roads have jams from the start.
If you make it to the end (I’ve not had anyone fail to yet), you do a variety of maths to find your score. Workers and tourists score during the game, as you drop them at tourist sites and office buildings. You multiply the number of students collected by the number of colleges visited, and get various other points for randomised personal and public bonus cards, plus some old folk (who are probably just staying on the bus to keep warm!).
The four sides
These are me, plus three fictitious players drawn from observing my friends and their respective quirks and play styles.
The writer: I was completely charmed by the original Let’s Make a Bus Route. And once I’d got my head around the small changes in the Get on Board board game, my rating of the game actually went up a notch. I like the component and rules upgrades, but preferred the original Japanese art. And the 2-3 player map makes for a really tight game at those player counts. Where it was a little too open in the original. So with a few caveats (see ‘key observations’ below), this new edition has definitely won me over.
The thinker: At the length that it is I can appreciate the game. You can set yourself goals at the start based on the personal and shared objectives. But the way cards come out, and how other players move, can really scupper those plans. So, you often have to think on your feet. However, as the game goes on the options left available to you narrow, which can help in your planning. Not a game I’d choose, but I’ve certainly had a nice time playing it.
The trasher: While I didn’t hate the Get on Board board game, there wasn’t much for me here. Sure, you’re getting in each other’s way and there’s a fair amount of cursing your neighbours. And it’s pretty fun – in a cutesy way – for 30 minutes. But it isn’t really something you can plan. The only real direct interaction is getting to the shared objectives first, but this only swings things by a few points.
The dabbler: Love it and it looks super cute. It took most of the first game for us to really get it though. Especially some of the extra objectives, where buildings score at different times if they have a star. But once we understood them, they added an extra layer of decision making. I think we’ll appreciate that more as we continue to play. And we will, because it’s ace!
I’ve been complimentary about the looks and components in the Get on Board board game. But there are a few niggles. First, you get 32 wooden markers each. If you play a full game, you’ll definitely use 26. But it is very possible, with the traffic light bonuses, to add more than your additional six extras. The rulebook even acknowledges this, suggesting you ‘use a suitable substitute’. Really? Would it have broken the bank to put in a few extra pieces?
Some say the personal objective you start with forces you into a particular strategy. I couldn’t disagree more. It might be worth trying to complete, especially on your first play as you wrestle with the concepts. But it only gives 10 points. And you can pick up way more than that elsewhere with clever route building.
The lack of interaction is fine with me. But it’s not going to be for everyone. Especially as the tight board makes it look like it might be a key factor. Also, especially with three players, you can end up with one player avoiding the other two more by luck than judgement – and so getting less penalties. But it’s a light quick game, so I don’t think that’s much of an issue.
The scoring is convoluted. Especially in your initial plays. And the extra things added in this version make that even worse. But I think they do add a little replayability, which may otherwise have been lacking. So on balance, again for me it’s a positive.
It’s also worth noting this is a tighter, tougher game with three or five players than it is with two or four. Much as with Ticket to Ride (with its extra routes between locations for more players), each side of the board here accommodates two player counts. With an odd number you’ll almost inevitably end up with more congestion. So, if you have players that don’t like games with negatives, bear that in mind.
Conclusion: The Get on Board board game
The Get on Board board game is a definite keeper for me. It has some similarities to the other Saashi-designed flip-and-write in my collection, Remember Our Trip. But is definitely different enough to stand up on its own merits. If I was forced to keep just one? I’d probably stick with Remember Our Trip, because the clever interaction in the scoring works so well. But thankfully I don’t have to choose – so they’ll be happy together on my shelves for the foreseeable future.
Thanks to Iello (via Coiledspring Games) for providing a copy for review.
To make it clear from the start, this is my best board games 2022 list – not the best games that have been released this year. In fact, none of them were released in 2022. Because part of what makes a game worthy of this list is longevity – even if that is only beyond five plays. These are my absolute favourites of all time, as of May 2022.
The top six picked itself, while the rest of the Top 20 is pretty interchangeable. There were only three new entries to the list compared to last year’s. And all three of those were in last year’s Top 40. The big changes and new entries tend to come in my annual Top 21-40 list (which I published a couple of weeks ago). Links in the game titles go to my full-length reviews on this site. And if any interest you, please start your search at Board Game Prices.
(Günter Burkhardt, 2-5 players, 30 minutes, ages 8+, 2009) A beautiful puzzley abstract tile-laying game with simple rules that plays fast. But somehow never gets old. It’s helped by having a clever set of difficulty levels built in, meaning you can really up the challenge. While it also perfectly works-in loads of passive interaction, and a bit of actual interaction too. As well as a push-your-luck element, if you’re feeling risqué.
(Daryl Chow & Saashi, 2-4 players, 30 minutes, ages 10+, 2019) My favourite of Saashi’s games – a designer I have a large and growing respect for. It beautifully realises a theme of shared holiday memories. Players try to form patterns (memories of locations) on their board first (by laying tiles) to then place them on a central shared memory board to get bonus points. Everyone has the same board in the same orientation, making it a gentle yet interactive experience. Simple and elegant, abstract yet thematic.
(Min & Elwen, 1-4 players, 90-120 mins, ages 10+, 2020) If a board game made by an AI could actually be good, it would be like this. From one angle, Arnak has been pieced together with clinical precision. The production is first rate. Everything mechanically fits perfectly into place, as you deck-build and worker-place/action-select yourself through five rounds of engine building, resource conversion and point-scoring. But it also oozes theme and personality, as you Indy your way through the wilderness.
(Cyrille Leroy, 2-4 players, 30-45 mins, ages 8+, 2018) While Kingdomino became the big domino-style hit a few years back, Fertility has emerged as my favourite of the mini-genre. It has a bit more going on, but not too much. Here you’re matching tiles to gain resources, which you then use to accrue points. But the placement is still important, as you try to deny good opportunities while still getting what you need.
(Reiner Knizia, 2-4 players, 30-45 mins, ages 8+, 2004) The game that has been in my collection the longest, but it’s here on merit. A wonderfully elegant abstract game you can teach in three minutes. But its clever tipping point half way through, where you must switch from straight point scoring to either protecting your position or recovering, keeps you coming back for more.
(Klaus-Jürgen Wrede, 2-4 players, 45-60 mins, ages 8+, 2004) Another game with a tipping point, but this time you completely change the mechanics. In the first half, you populate Pompeii via card play. While in the second you bathe it it in lava (with tiles) while trying to get your citizens out – and cutting off those of your opponents. An oddly grizzly yet hilarious theme and one of my absolute favourite family games.
(Sébastien Dujardin, 2-4 players, 60-90 mins, ages 12+, 2014) An excellent tableau-building card game where cards of the same colour trigger when you play another one, giving excellent combo/engine building opportunities. The addition of a modular board adds a solid spatial element, as well as a second way for the game to end, keeping players on their toes.
(Sid Sackson, 2-4 players, 30 mins, ages 8+, 1980) Maths made fun by the sadly departed but never forgotten Sid Sackson. It’s simplicity itself, as you roll dice to claim numbered columns. Roll four dice, and make two numbers. If one matches one of your columns, you’re OK – but you only have three columns per turn. You keep going until you choose to stop, either letting probability guide you – or not. But miss your numbers and you lose all progress.
(Mac Gerdts, 2-5 players, 90-120 mins, ages 12+, 2013) For me, still the best example of taking the deck-building mechanism and sliding it into a bigger, more complex board game. Gerdts kept the simple, snappy turn mechanisms he was known for but replaced the rondel with a small deck of cards. It works beautifully, as you expand your territory across a beautiful board while trying to keep the tight economy in check.
(Stefan Feld, 2-4 players, 90-120 mins, ages 12+, 2013) My second favourite game (spoiler alert!) from Feld’s brilliant ‘point salad’ heyday. At first it may look like a mess of mechanisms on a slightly garish board. But for me its the perfect blend of tactics and strategy, with a little bit of luck and interaction delivered via a dice-as-actions mechanism. And personally I think it looks brilliantly vibrant on the table.
(Reina Knizia, 2-5 players, 60 mins, ages 10+, 1999) What Knizia does best – takes a mathsy mechanism – this time, bidding – and gives it a clever twist. One of the few bidding games that players who don’t normally like it can fall in love with. As you have just a few bidding chips, making the bidding part snappy. There are various forms of set collection, plus push your luck, in a lovely looking and fast playing gem.
(Etienne Espreman, 2-5 players, 1-2 hours, ages 12+, 2013) A brilliant euro game with a unique art style. All the constituent parts interact beautifully, while there’s very strong passive interaction in practically all the elements – which range from worker placement to constantly shifting area majorities. This creates a surprisingly aggressive tactical experience that also needs a strong strategic mind to play well.
(Michael Kiesling, 2-4 players,45-60 mins, ages 8+, 2017) A quite simply brilliant abstract game. The colourful Bakelite pieces make it beautiful to look at. But don’t let its pretty façade fool you. This is a knife fight in a phone booth, where your best laid plans can crumble before your eyes in a single round. Very simple tile laying, pattern building and scoring made special by a simple yet genius tile claiming mechanism.
(Donald X Vaccarino, 2-4 players, 45-60 mins, ages 8+, 2011) The first of two controversial Spiel de Jahres winners in my Top 10. This fast-playing area influence game turns things on their head, forcing you to play on a particular colour of hex on the board each turn. A variety of randomly selected bonuses and ways to score keep it interesting, while a raft of strong expansions take it to the next level.
(Jens Drögemüller & Helge Ostertag, 2-5 players, 2-3 hours, ages 12+, 2012) Still my favourite ‘heavy’ euro game after a decade of play. Its an action selection game and territory building game, with a passive euro-style area control element. But the asymmetric powers make it sing, as players try to change the land to their preferred type to build – then use their unique abilities to get the edge over their opponents.
(Alan R Moon, 2-5 players, 1-2 hours, ages 8+, 2004) The gateway game I’ve most successfully used to introduce people to our brilliant hobby. Simple board game route building meets simple card set collection. Tension is built by limited ways to get between locations, as well as knowing you’ll lose points for the (secret) routes you don’t complete. A game you can teach anyone, nicely married to a neutral theme, makes it a real winner.
(Jacob Fryxelius, 1-5 players, 2-3 hours, ages 12+, 2016) A brilliantly sprawling card combos sci-fi experience. There are definitely elements of Race for the Galaxy, with its engine building and having to keep a close eye on your opponents to see how and when the game may end. But it turns this into a longer, more involved experience that works as the perfect long experience to compliment the much snappier Race.
(Andreas & Karen Seyfarth, 2-4 players, 60-90 mins, ages 8+, 2006) controversial SdJ winner number two. Although I think it gets more love nowadays, and deservedly so. As with Ticket to Road, you’re set collecting and route building. But here the jeopardy is moved to the card collection element, with failed push-your-luck having potentially game-changing consequences. And there are two routes to end the game, keeping everyone on their toes.
(Stefan Feld, 2-4 players, 90-120 mins, ages 12+, 2016) Not a common choice for a ‘favourite Feld’, but I love Delphi. It has all the multi mechanism mayhem you’d expect. But the point salad is replaced with a race element that’s perfectly executed via its pick-up-and-deliver mechanisms. There’s some super risky push-your-luck if you want it too. And it looks magnificent on the table, while the modular board makes it eminently replayable.
(Thomas Lehmann, 2-4 players, 30-60 mins, ages 12+, 2007) I’m closing in on 300 plays of Race. And that doesn’t include online plays. And I’m nowhere near bored of it. It’s an engine-building card game with the perfect blend of tactics and strategy. Sure, have a plan. But you have to play the cards you’re dealt, as this can genuinely be a race. A brilliant iteration of the Puerto Rico action selection idea, even if the mass (mess?) of icons make it hard to learn.
If you’re looking to play anything from my best board games 2022 list, many of them are available to play online, usually for free. Check out the following websites:
The Varuna board game is also known as Demeter 2. I reviewed the original Demeter here not so long back. And as the rules are incredibly similar, I didn’t want to go over much of the same ground here. Instead, I’ll just talk about the differences and compare the two experiences.
But briefly, this is a small box flip-and-write game that costs just over £25 (check out Board Game Prices to buy online). It takes about 30 minutes to play once you’re used to the rules. And while the box says ages 14+, gamers of around 12 should be fine. Or perhaps slightly younger if they’ve already played Demeter (which is a little simpler).
As each player uses their own sheet and makes choices from the same card pool, numbers are essentially unlimited (the box simply says 1+). But it’s quite a complex game, so I wouldn’t suggest playing with many more than four. If you’ve played the original, you’ll find its the same artist and designer. The component quality is also pretty much identical, which for me is a good thing. But the sheets is just as busy. However at least this time the dinosaurs are very clearly different shapes, making some bonuses easier to identify.
What does Varuna bring to the party?
Setup and play basics are largely the same. You have the same five piles of action cards, plus a bunch of bonus tiles. Each turn one card from each pile is flipped and you choose one to use – first doing its action (could be anything) and then its bonus action (based on colour and how many times you’ve chosen that colour). There are 13 rounds instead of 12, so you discard two cards from each deck before play.
Probably the biggest addition to the game is damage. You’re now in a submarine, studying underwater. So the sub is your lifeline. Some action cards now have damage (up to five) instead of a main action (you still get to do the bonus action). If you take an action wit damage, you avoid it – but obviously do less stuff. And if two or more cards have damage on them, you’re going to have to deal with some of it. On the plus side, you can claim bonuses that give you shields. And you’ll need them. As racking up damage loses you points. And if you take too much, you can even be eliminated from the game.
Card changes in the Varuna board game
The study (yellow), upgrade (purple) and wild (grey) actions work identically to Demeter. However, there are no cards actions that make buildings. Instead, doing this is incorporated into the upgrade action via several new paths you can choose. The biggest departure here though, are the blue and red card actions.
In Varuna, you can’t just mark off any dinosaur you choose. You start the game marking off your submarine’s position next to one of the top three dinosaurs on the sheet. Lines now span between all the dinosaurs, with spaces between lines also holding bonuses. Using blue actions lets you fill in those lines, as you submarine moves around. Both scoring bonuses and opening up other dinosaur types. The red cards are your sonar, working similarly to the old observatory cards. These give bonuses like the old ones, but also open up new dinosaurs without having to make your submarine go to them first.
How much does it change the game?
These alterations make more difference than you might think. Damage can be a big deal in the Varuna board game. It adds a tension that didn’t really exist in the original. While also giving players the opportunity to roll the dice and largely ignore it, in the hope the worst cards are back in the box (two of each stack are removed secretly before play).
The fact you have to open up the different dinosaur types, either with the submarine or sonar, means there’s less initial flexibility. But you can soon open these avenues up if you want to. On the other hand, choosing your upgrades (the old buildings) via standard purple actions means you can choose a strategy early, rather than just hoping the right building comes up.
Objectives are also a little different. The old A-D scoring objectives still exist, but are triggered by a player when they achieve them (like the discovered species bonuses, which are unchanged). If you score one, it is similarly flipped over. But now it is harder for other players to score, while giving the same points. Just another reason why you need to keep an eye on what your opponents are doing.
There’s also now a third type of randomised objective. When you trigger a Discovery Token, you can choose any one of the four available – and could gain all four during the game. Each gives a different immediate benefit. But at the end of the game, you’ll multiply your tokens by your different discovered dinosaur types. Again, it’s just another thing to think about.
Comparing the Varuna board game with Demeter: Which to choose?
Demeter feels like the simpler game. And also the more random. Having to wait to see what buildings come up isn’t very satisfying strategically. Where here you have more agency when defining your chosen path. Generally, Varuna feels lie a more controlled experience.
But the addition of damage, and the extra way you can claim objectives before an opponent, mean the Varuna board game has also lost nothing to Demeter in the tactical department. And not only that, the threat of damage adds genuine jeopardy. I’ve not had someone lose their sub yet, but some have come close.
Generally, Varuna feels like Demeter 2.0, rather than Demeter 2. all the tweaks add to what was an already good game. Even small things, such as all the dinosaurs looking properly different, seem to have been taken note of from the first game. It largely feels like a group of small steps forward, rather than a straight alternative. Unless you really loved the luck and simplicity of the original.
I don’t think many gamers will feel the need to own both games. And for me, Varuna is clearly the better game. Your get more control and strategy with very little extra complexity. The slightly lower barrier to entry may make some choose Demeter. But I’ll be keeping Varuna on my shelves for sure. And it may become a Top 40 contender in future.
Here we go again! It’s my 9th year of doing a ‘favourite games of all time’ list. And while little changes at the top end, I still find it an interesting process. It’s a time to reflect on whether some old favourites are losing their shine. And to see if any recent acquisitions have really made the grade.
As usual, the bottom 10 were the hardest. The top 25 pretty much chose themselves. But I then had around 30 to narrow down to 15. So honourable mentions go to Bad Company, Rokoko and Finca (numbers 41-43), which were last to fall from the list and the hardest choices I had to make.
Links in the game titles go to full reviews elsewhere on the site, which is why the entries are quite short. I’ve reviewed pretty much all of these games. And these are just some of the 200 reviews you’ll find here (there’s a link to all the reviews at the top of the page). I’ve played thousands of games over the years, so anything that has made my Top 40 is – for me – pretty special.
If you want to support this site, please follow this link to Board Game Prices before making any purchases online. Every little helps! And if you find something you like via the site, please let me know in the comments. It’s a great feeling knowing that people are getting some joy from finding these great games.
My Top 40: Numbers 31-40 (alphabetical)
NEW! Almadi (2021, 2-5 players, 56-60 mins) Online: BGA A simple tile/tableau building game that gets just about everything right. It’s a properly thinky puzzle experience with lots of interesting decisions to make. Plus some really satisfying moments when you chain things together, or complete a tricky challenge. There’s not a huge amount of interaction, but you are competing to complete a limited number of bonus tiles. This can swing the game, so certainly makes a difference.
Archaeology: The Card Game (2007, 2-4 players, 30 mins) This small box card game is an impressive take on simple set collection mechanisms. You’re basically trying to collect colour sets to score points. There is no hand limit. So it should be easy, right? Well. Some cards let you steal from opponents. While others create sandstorms, making all players put half their current cards into a shared central area. This push-your-luck element really makes it shine.
Basari: Das Kartenspiel (2014, 3-5 players, 30 mins) A fabulous negotiation and bluffing game in a small box. It plays fast and, with the right people, is such good fun. You each play a card each turn, trying to collect gems and points. There are only three card types and if you’re the only one to choose an option, you do it. If more than two choose the same one, you all do nothing. But if two choose, you negotiate with gems. And with all info visible, its a great game of bluff and counter bluff.
Caverna (2013, 2-4 players, 2-3 hours) The Caverna vs Agricola debate will roll on forever. I like both, but prefer the openness of Caverna to the front-loaded experience of Agricola. What you get is a long and involved worker placement game with multiple paths to victory.
Caverna rewards long term strategy, but the competition for worker spots means you often have to pivot tactically to get what you need. For me, one of the best games in the genre and my favourite Rosenberg design.
RE! Just One (2018, 4-7 players, 20-60 mins) I love a good word game and this is just that. The game is incredibly simple – One player chooses a word blind from several on a card (they’re numbered), and the other players write down just one word that gives a clue to it. They then compare their words, and any duplicates are removed. Leaving the guessing player to deduct their own word from those that are left. Families, gamers, anyone can play and enjoy this one.
NEW! Kanban (2014, 2-4 players, 2-3 hours) Online: Boite a Jeux After playing this online, I had to pick up a copy. I’d presumed it would be too heavy for me, but the theme makes sense – which really helps you get your head around the gameplay. Yes, there’s a lot going on. And while it is probably one of the heavier euro games I never find it gets overwhelming. Its largely an action selection game, but timing your moves well is crucial. Generally, you really have to keep an eye on your fellow players.
Lift Off (2019, 2-4 players, 1-2 hours) Online: BGA This card drafting euro went largely under the radar on release. But it found some life during covid thanks to its online implementation on Yucata. There’s a solid element of engine building, as you build up your rockets and launch pad to complete missions. And the drafting is competitive enough to keep you on your toes. And I love the artwork, although some think it should be a smaller box game. I disagree, as it looks great on the table.
NEW! Sobek 2 Player (2021, 2 players, 20-30 mins) Online: BGA The original Sobek suffered from odd scoring and lacklustre card selection, but the set collection part was really nice. Sobek 2 Players replaces and improves the crappy bits and keeps the good one, making for an excellent game. You take tiles from a grid, but your opponent is limited in what they can take afterwards by direction arrows on the tile you choose. This makes every decision important.
Tales of Glory (2018, 2-5 players, 60 mins) Tile laying with a fantast theme and cute artwork. You’re building the legend of your hero, showing where they’ve been and what they’ve gathered by matching tiles to gain rewards. It’s fast, simple and elegant. With enough personality to keep me coming back for more. It really sings with more players, as the competition for tiles is more fierce. This is done with a clever take on bidding/drafting which makes it stand out from the pack.
That’s Pretty Clever (2018, 2-4 players, 45 mins) I could have put any one of the series here, as I only wanted one on the list. And my favourite changes depending on my mood or the group playing. It’s a roll-and-write game where clever choices can lead to hugely satisfying combos. Better still, your dice choices affect your opponents. Which means sometimes its better to take something slightly worse to leave others with even worse ones. Quick, clever and thinky.
My Top 40: Numbers 21-30 (alphabetical)
Adios Calavera (2017, 2-3, 20 mins) A wonderfully clever little two-player abstract game (or three-player with an expansion). The gorgeous ‘day of the dead’ artwork sold me on it, but it has gameplay to match. You’re simply trying to get all your pieces across the board. But you play at right angles, and your opponent’s pieces also count when working out movement speed. So one player is counting rows, the other columns. Ad special powers and you have loads of replayability.
Alhambra (2003, 2-5, 60 mins) Online: BGA, Yucata Another tile-layer, with players building their own tableaus. Walls and having to keep the tiles oriented the correct way creates a great solo puzzle. As do having to buy tiles with multiple currencies. But the majorities scoring by tile colour makes it hugely interactive, as you vie to both accumulate and deny. A raft of mini expansions really help replayability and it looks great on the table.
RE! Castles of Burgundy (2011, 2-4 players, 60-120 mins) Online: BGA & Yucata The first in an unlikely run of three Stefan Feld-designed euro games. This is perhaps his most popular ‘point salad’ game and one of the lighter ones. But don’t be fooled. There’s a lot to think about here as you first but and then place small tiles on your player board by using dice for actions. But the tiles available are limited each turn. So while there’s no direct interaction, you have to quick to get the ones you need. A very satisfying game.
Macao (2009, 2-4 players, 90-120 mins) Online: Yucata One of Feld’s more frustrating euros, but also one of my favourites. You draft cards with various abilities, which need to be activated by collecting cubes. Weaker cards need single colours, but ones needing combos are much more powerful – but you need great planning and some luck to trigger them. I think it gets the risk/reward about right and triggering some of the cooler cards is very satisfying if you pull it off.
Notre Dame (2007, 2-5 players, 60 mins) This is light and fast euro, which seems to be strangely marmitey. There’s a small card drafting element leading to a really tight worker placement mechanism. You always feel as if you don’t have enough of anything, while the constant threat of disease needs to be kept on top of. I love the dread of doom this creates, as you pivot to deal with a surprisingly tough round. But I guess it’s not for everyone!
Orbital (2018, 2-4 players, 60 mins) Yet another tile-laying game, this time with a space station theme. You’re trying to balance your mix of accommodation, recycling, power and farms. Which isn’t made easy by some very strange tile shapes (made up of long diamonds) and an incredibly tight economy in which to buy them. Taking big tiles can be a big help. But if you run out of money, you also run out of choices – which can finish you.
The Rose King (1992, 2 players, 30 mins) Online: Yucata The only pre-2000 design on the list has certainly stood the test of time. This excellent abstract is still in print after 30 years, and rightly so. You’re trying to group your pieces on a tight board. But are restricted by a small number of cards that let you do so. Worse still, your opponent can see all your cards too. So while the card draw is random, shaping play tactically, you are working with perfect information.
Snowdonia (2012, 1-5 players, 90 mins) Online: Yucata A fantastic worker placement game that continues to offer something a little different, even 10 years on from release. The ‘building the railway up Snowdon’ theme is wonderfully leftfield, while the weather mechanism remain one of my favourite unique euro ideas. It sets the speed your workers go at, while a second mechanism sees the game itself finishing part of the endgame requirements for you – which really keeps you on you toes.
Targi (2012, 2 players, 60 mins) Online: BGA & Yucata The third two-player only game on the list and the second from the excellent Kosmos small box series. Targi sees players claiming cards from a 4×4 grid by placing workers around the edges of the grid to claim actions on those spots and the cards at your workers’ intersections. Which in turn creates plenty of opportunities to get in each other’s way while trying to get the cards you need, making for an excellent two-player experience.
Tumblin’ Dice (2004, 2-4 players, 45 mins) What do you get if you cross the idea of darts with dice? Something much like this. Tumblin’ Dice has a lovely wooden board which is separated into increasingly tricky scoring areas. Players flick their dice trying to land in good spots or knocking opponent dice off the board – or preferably both. The fact the dice numbers are multipliers makes it super random, which is a great leveller in a game which is clearly just a bit of fun.
You’ll see a lot of the games above are listed as having online versions. These are all browser based and mostly available for free. Here are the links: