My Top Ten Favorite Board Games (late 2017)

Tastes constantly evolve, so as I mentioned in my previous versions, I intend to periodically revise my top ten games to see how things change and share any new games that have impressed me.

Ground rules:

  • This reflects my favorite things to play. I love everything on this list. Order is pure personal preference and whole list HIGHLY subject to change and reshuffling, as ten is a small number to cover all the great games I’ve played and something’s bound to be missing.
  • Narrowing things down to just ten games is always difficult. Some games have been replaced here simply because of other games that suit my current tastes (and those of my group) just a little more. Blueprints, Euphoria, Mysterium, and The Duke are all still fantastic games well worth seeking out / trying.
  • Expansions I have are considered with the base game and won’t be listed separately.
  • The write-ups for reappearing games were changed only as needed.
  • Links to further reviews included as available.


Outside Looking In:

Here are some honorable mentions of games I’ve enjoyed that very well could make this list as I play them in the future: Ars Alchemia, Magic Maze, Near and Far, Ravens of Thri Sahashri, Trickerion, Yokohama, and many more…


10. Viticulture


The debut game from Stonemaier, which instantly made them one of my favorite publishers. Beautifully realized worker placement game that is just completely infused with the unlikely theme of winemaking. The Tuscany expansion adds several great aspects that make it even more amazing, and the game scales incredibly well and feels like the same game no matter the player count. As usual with Stonemaier the production quality is absolutely unreal, with individually shaped building pieces and gorgeous art elevating the immersion.




9. Yamatai


Yamatai is a great area claiming game that’s reasonably accessible yet achieves significant depth due to modular setup, the variety of action choices available, and needing to properly exploit boats/resources placed by opponents. There are a lot of  -interesting choices every single turn and subtle underlying strategy and tactics to experiment with. I’ve played two and three players and the dynamics were quite different while still retaining the same feel and appeal. This is a fantastic new addition to my collection.


8. Castles of Burgundy 


Castles of Burgundy  is a wonderfully unique, and it shines in the unusual way uses dice to determine both which tiles a player can buy and which purchased tiles can be placed on their personal player boards. There are a lot of “moving parts” and things to keep track of, but it’s all logically laid out and intuitive once you get the hang of it. There’s tons of replayability and different viable strategies, even before considering the numerous different player boards available. I fall more and more in love with this game each time I play.



7. Scythe

Scythe definitely has a learning curve and is Stonemaier’s heaviest game yet, but I was pretty well acclimated after a single game and I adore the way it comes together. This is a unique game that won’t necessarily appeal to all fans of Jamey’s other offerings, but players who can take it for what it is and enjoy adapting to (somewhat) constantly changing situations and balancing needed actions with required currencies will find a thoroughly enjoyable (and quite possibly addictive) experience here. Extra praise is deserved for a great included solo player variant that captures the same feel as the “regular” game. If I had more opponents up for this and thus more opportunities to play it would likely be ranked even higher.



6. Ghost Stories


Fantastic co-op game that’s fairly easy to teach but has a lot of variation and depth. Best on its own or with Ghost Moon (Black Secret has fallen flat with my group so far). Notorious for its difficulty, but we’ve found it challenging rather than frustrating. The changing board, player powers and enemy cards make every game significantly different, which greatly aids its longevity. It’s also great to have a go to co-op game on hand, as many of my “non-gamer” friends have really enjoyed trying something that has them working with, rather than against, the rest of the group. I played a LOT of excellent co-ops lately that are nipping at Ghost Stories’ heels, but for now this is still the standard bearer for the genre.


5. Hanamikoji


Hanamikoji‘s gameplay design is phenomenal. A selection of four specific actions, all of which must be used eventually, determine how cards must be played in attempting to play more matching “gifts” for each central geisha card on your side of the table. The depth and brilliance of the game come from actions that involve picking several cards from your hand, of which your opponent then gets to choose some for themselves. You can essentially only ever guarantee a single card in your hand each round is going to count for your own scoring, and the psychology and  strategy of picking what options to give your opponent are vexing in the best possible way. This is quick, surprisingly deep, and addictive.


4. La Citta


La Citta is over fifteen years old and feels so timeless and classic I’m actually surprised it’s not older. Wonderfully thematic game that combines tile laying and resource management as players try to build the most attractive cities and lure the greatest population (the game’s victory points) to them. Details like needing water sources to grow beyond a certain point, having to produce enough food to feed your population, and a changing priority system signifying what people value most in their cities each round make this a fantastically deep, balanced game.



2. (tie) TIME Stories



The best part of T.I.M.E Stories is how engaging it is. The sense of foreboding and immersion, as well as the depth of gameplay, achieved with just a deck of various cards is INCREDIBLE. The artwork and graphic design are both exquisite and work in tandem to fulfill both functional and thematic demands perfectly. We were completely invested on surviving the game and completing our mission, and extremely intrigued with the mysterious happenings we were thrown into. It really felt like we were exploring and investigating, which again is amazing given everything is represented by and explained on cards. The puzzles and situations are appropriately challenging without being impossible, and it all further enhances a strong core story that has some great twists.

This really comes together brilliantly and blew me away in all aspects of design, immersion, and fun, as evidenced by the fact that it actually tied my previously clear cut favorite game of all time…



2. (tie) Princes of Florence


For the first time in a great many years I’m not only ranking something equal to Princes of Florence, I’m ranking something else higher. But make no mistake, it’s still the bar for me in terms of design and longevity.

It incorporates what’s usually one of my least favorite mechanics (the auction) in a quick and enjoyable way that enhances the balance of differing strategies greatly. At any point if an opponent’s strategy seems to be working too well, the others players need to be making them pay more for the needed components. The way the different elements that can be purchased and used come together is wonderful and allows deep and varied gameplay. The combination of resource management, strategic choices and maximizing opportunities is just perfect and I could (and probably will) play this a million times.


1. Tragedy Looper



Here’s the juggernaut that finally toppled Princes from it’s perch atop my favorite games. Tragedy Looper is unlike anything else I’ve played and I absolutely adore both the atmosphere and the way its core mechanics combine mystery elements with those of a logic puzzle. It’s somewhat of a tough game to get your mind around, given unusual mechanics and a non-trivial learning curve, but once you do it’s a great mystery game (a genre that’s underrepresented and hard to do well).  It’s asymmetric, with players who are time traveling and trying to prevent a tragedy, and a gamemaster that is trying to stop them. There are limitations on possible actions based on the scenario and various stats of the characters being controlled, which is where clues about what has happened and how to prevent it come from. It requires the right group of players, but is highly enjoyable once you’ve found them.



And that’s it for this time. Will be interesting to track how this list changes in the future. What are everyone else’s current favorites?

Magic Maze Review

Real time cooperative games are a growing genre with a lot of potential for innovation. I enjoyed Escape: The Curse of the Temple and loved Project: Elite, and was extremely curious when a friend introduced me to another unique, imaginative entry into that general category of games.




The premise of Magic Maze completely ridiculous. The pawns represent a party of adventurers that need to resupply and have decided to rob the … local mall. Yes, really. 🙂 The players share control of all four of them and try to map out the mall, get each adventurer to their favorite shop simultaneously, then get everyone out.




There’s several catches that make those objectives difficult, and Magic Maze a ton of fun. First, this is again a real time game, so players are not acting sequentially but all at once while an hourglass relentlessly winds down.

Second, each player specific actions they are limited to. I may only be able to move pawns North, while other players are responsible for the other three directions. Only one person will be designated to add new tiles to the board when pawns are in position to discover them, etc. Finally, all the teamwork that the previous limitations give rise to in order for players to be successful and win must be done in silence. Player can only tap a special pawn in front of other to indicate that want the other person to do something, without talking, pointing, or otherwise indicating what it is that needs to be done.

That last twist gets a lot of odd looks when trying to teach the game, but it’s an absolutely essential aspect and actually one of the most engrossing things once people start playing. The tension of others not quite seeing what you are or moving towards a different goal or not noticing time running out is palpable and incredibly compelling. Everything comes together wonderfully and the feeling of accomplishment as how to play effectively starts to click is great. There’s definitely a learning curve here, but the time nature of the game means those first couple of games needed just to get a feel for how things work go quick and the game’s uniqueness means it’s immediately compelling even during the inevitable early mistakes and failures.




The replayabiliy is incredibly high here, between increasing complexity and difficulty through additions like more tiles, special abilities, and restrictions, modified strategies needed at different player counts, and varying which players get which moves/powers.

So far I’ve played several two player games of this trying around five of the difficulty levels and a few with eight people at the introductory level (well, level 2 technically with each pawn having their own exit). The challenge ramps up naturally with the new additions, which all fit well within the basic framework. The game is incredibly well designed and balanced.

Playing with two, where each person controls two directions and some of the special actions (use stairs, warp to portals, or place tiles) is quite different than with eight where everyone has a single direction but all are duplicated (and the special actions are spread out among three players). But both were great and felt balanced. My inclination is other possible counts will present other nuances, and I’m looking forward to trying them out. Again, put all of the above together and this seems exquisitely built to stay intriguing and challenging through a ton of replays. Perhaps best of all, it always feels like a full experience while playing in (a max) of 15-30 minutes.


Overall Magic Maze is a fantastic real time co-op that features phenomenal design and brings something new and fun to the genre. It made a strong positive impression on everyone I’ve played with, and is a great addition to the game closet.


Quick Thoughts: Bears vs Babies and Shahrazad

Some quick impressions on my experiences with a couple of new to me games.


Bears vs Babies




As I’m sure is beyond clear from the title and box art, this card game is completely absurd and ever so slightly disturbed. Players build frankenstein monstrous creatures by stitching together body parts to fight off approaching hordes of hideous babies and eat them if victorious. Highest combined value of eaten babies at end of game (collected points) wins. Three different types (land, air, and sea) of attacking babies and defending monsters, as well as the players being in control of when babies attack and thus able to perhaps force other players into action before they’re ready form the backbone of the game’s strategic elements.

The gameplay’s ok but seemed limited. It might have been a bad draw, and/or the player count leading to a limited number of actions per turn. Although I feel I got a good enough feel for it to know there are better games in this vein. But the ridiculous theme is main draw anyway. If grafting a pair of lobster claws onto a body wearing a tutu with tank treads for legs and a beaver head to fight deformed babies sounds hilarious the shallow mechanics likely won’t matter much. Wasn’t quite enough for me though.







In Shahrazad the goal is to lay out the twenty one tiles in such a way that no tile touches a lower value to its right and every tile is connected to the first and last columns via direct left to right path. After tiles that do not meet those conditions are eliminated score is determined by the largest connected sections of each color.

There are two player co-op rules, but this really feels like it’s primarily a single player puzzle, and that’s how I’ve played. It’s interesting and I had fun with it, but I think I’m done. The (admittedly reasonable) limits on column height makes it feels “solvable” in the sense of having a best strategy/layout to go for that doesn’t change much. The randomness of the two tiles in the player’s hand at any time doesn’t do enough to get by that. The second round where “eliminated” tiles from round 1 aren’t used can actually be more interesting because of having a different number of tiles, but it’s a direct result of playing poorly in round 1.

Overall I did really enjoy this for a little under ten games and do recommend it on a short term basis, but it unfortunately lacks in longevity.



Hope to be back with more soon.

Exit: Secret Lab & Abandoned Cabin Board Game Reviews

I adore the Escape Game phenomenon, and have previously played the first of ThinkFun’s home version. I’d heard a lot of positive things about another series with a slightly different approach to the concept of adapting the experience. Here’s a SPOILER FREE look at two of the Exit games.



Exit games are similar to the Escape the Room version in that there’s an introductory booklet that basically just sets the stage and explains how to check your answers via the decoder disc. The disc is really well implemented here with colors and numbers on three different rings to be lined up with whatever symbol matches the puzzle to be solved, revealing a card number to check. There’s also a chart determining a final score depending on how long players take to solve everything and how many help cards they choose to consult. Reasonable enough way to provide incentive without real penalties for needed time/assistance.

From there Exit games become unique in the way they try to simulate the feeling of being trapped in a room with locks to unlock and puzzles to solve. The box is small and warns that the game can only be played once, as game materials will be marked up, folded, and torn. The main components are a booklet and a deck of cards, usually with a couple of additional “strange objects” which players are told to ignore until a called for.

Players start by diving into the booklet and “exploring” the environment by looking at the various puzzles, pictures, and maps inside. Whenever a picture of a card is found that card is removed from the deck and enters play. Many of the puzzles will involve a number of cards with new information, so there’s a real sense of unfolding discovery.  It reminds me a bit of T.I.M.E Stories somewhat in the excellent and innovative way cards are used and incredible amount of atmosphere and immersion achieved with only a booklet and deck of cards.

I was also reminded of the puzzle book Journal 29 in the clever way the format was used to enhance the puzzles. I won’t go into further details to avoid spoilers, but I was very impressed with the execution in both Exit games I’ve played.

Another nice touch is the presence of help cards, which are coded to the puzzles with the same symbols that are used on the solution wheel. The first help card for each puzzle lists in full what materials are needed to solve the puzzle (so players know if they’re trying to solve a puzzle prematurely) and provide a small clue. The second a more pointed clue and guide for solving, and the third gives the solution. This is a great way to allow players to control the difficulty and prevent anyone from becoming permanently stuck.

The decision to make these disposable, one time experiences actually serves the games well, as they aren’t limited in puzzle construction by needing components to be preserved. This all combines to make these feel much closer to an actual escape room than the other types I’ve tried. Add in the fact that they found a way to pack a lot of gameplay and information in a small package to keep the cost down and I think their approach is fantastic.

As for the specific two I’ve played, both The Secret Lab and The Abandoned Cabin were engaging and fun with interesting puzzles. I think I liked Cabin better by just a touch, but I recommend either as a starting point into this great series of games. Great stuff overall, and I can’t wait to play more of them.

The Captain is Dead Board Game Review (First Impressions)

Here’s a “survive dire straits” scenario as the players are crew members on a damaged starship under attack by aliens and the captain has just been killed. Can a random assortment of lower level crew hold off the aliens and stem the damage long enough to repair the jump core and escape to safety?




I wasn’t sure what to expect going into this curiously themed cooperative game, dripping with Star Trek homages and a combination of tongue in cheek humor and impending doom.

If ever there was a game that exceeded my expectations, it’s The Captain is Dead. The odd premise is incredibly fun and engaging from the moment the game begins, as well as being ingeniously integrated into the gameplay and highly engrossing.There’s a real sense of entropy that the players need to get ahead of to succeed.

The mechanics are solid and really conductive to the game’s feel of being able to respond just enough to the ever increasing pressure.  Little touches like random starting damage to the ship and distinct, useful player abilities contribute to the immersion. The implementation of the starships various “systems” is a fantastic hook. In general powered up versions of basic actions are available until/unless that system goes down. It makes it important to repair things and gives the players important decisions while still allowing a minimum level of effectiveness and choice when things are damaged/destroyed.

The group will need to react to the situation as needed, so there is the possibility of some players could have to to run a lot of “damage control” and end up doing the same things over and over. A willingness to adjust play style to what’s needed is key, so this admittedly might not necessarily appeal to players who prefer to be proactive and have total control over their role in the game.

The replayability for this looks to be incredibly high. The random elements in terms of the order of increasingly severe obstacles and a simple but deep card based approach to skills and actions provide great variability from game to game on their own. On top of that though is a variety of player roles with unique powers that have a big effect on gameplay. Changing just one of the four characters we were paying with would have completely changed our strategy and made for a significantly different experience.

With four players (three of us were new to the game) things seemed balanced at like the game would scale well to different player counts. With a bit of luck we survived by the skin of our teeth on “Veteran” difficulty (the exact middle of the seven possible levels), which seemed reasonable with a couple of seasoned gamers at the table. Success felt difficult but possible, which is exactly what a good co-op should strive for.

Great co-op all around. Maybe not something I’d want to play constantly due to its specific nature, but definitely one I want to revisit at some point. Highly recommended for anyone who’s ok with reactive gameplay and the quirky sci-fi setting.


Thunder and Lightning Board Game Review (First Impressions)




Thunder and Lightning is a unique card game that combines hand management and elements from the classic game Stratego in interesting ways. The latter part particularly intrigued me. 

Cards are played face down on opposing sides in (up to) 3 by 4 grids. Your first row can challenge your opponents first row Stratego style, with the higher value winning and staying on the board while the lower is discarded. There are a lot of little details that add up to surprising depth, such as the number of actions a player gets depending on how many columns they have in play, specific card actions and abilities, and the ability to decided which cards are kept in hand versus on the table. 

All of it put together means the game has a rather steep learning curve with regards to strategy. The mechanics are easy to grasp, but I fumbled around during first game in terms of trying to win, only starting to get feel for how I should be playing towards the end. As such while I think I really like it, it will take more plays for a final verdict.

It’s nice that there are a few ways to play/win (such one player not being able to use all their actions on a turn), although finding the opposing ring/crown does seem like it’d be the game ender 90% of the time. I think the alternate conditions are there to prevent certain stalemates, which is good foresight.




The art is beautiful, and the components of good quality. The player markers are nice but completely unnecessary, feeling tacked on to justify the asking price. I have mixed feelings on the oversized cards. It makes reading the text easier and emphasizes the aforementioned excellent artwork, but it’s really awkward for the (up to) 8 row setup and the powers are worded such that it’s often necessary to reference the rulebook anyway (which lessens the ease of reading advantage). I kind of wish the cards had been designed/printed horizontally instead of vertically, although that would have admittedly made the hand management aspect more difficult. 

Overall I enjoyed my first play of Thunder and Lightning and am looking forward to the opportunity to try it again and see if I have a better feel for strategy and how everything is supposed to work together.


Quick Thoughts: Century: Spice Road and Einstein

Some quick impressions on my first experiences with a couple of new games.


Century: Spice Road




This is a decent little engine builder where you use various acquired cards to get and swap “spices” (colored cubes) in order to get the proper combinations to trade them for victory point cards.




Not much to say positive or negative about this one. It’s accessible and solid but a little bland for my tastes and nothing about it stands out enough for me to be in a rush to play again. Would likely be a good gateway game though, and what it does it does well so it’ll definitely appeal to a fair number of gamers more than it does to me.

I’ve heard this compared favorably to Splendor, but I personally can’t speak about that as I’ve never played the latter.





Einstein: His Amazing Life and Incomparable Science



That full title is a mouthful. Einstein is a quick, fun game that’s simple to play but has a nice sense of depth. Each player has the same number of four set shapes to play (representing different academic disciplines) but unique “ideas” (compound shapes) on cards in their hands that they are trying to create in the central play area. The catch is any basic shapes of your opponents’ that you use give them bonuses. The shapes fit together well and in interesting ways and a general pool of “major idea” cards that anyone can complete add nice options. Cool little light abstract.



Will be back with more soon. 🙂