Review: Tembo – Survival On The Savanna

I’ve been described by friends as many things over the years, but my personal favorite is “a fully functioning idiot.” Honestly, I think that’s a fairly accurate assessment.

That same quirkiness extends to my taste in board games, which is probably why my enthusiastically recommending a cooperative game about escorting elephants across the African savanna sounds completely out of character.

Generally speaking, I don’t like cooperative games, regardless of theme, but theme is rarely the problem for me.

Why sign up to review a cooperative game if, in general, I don’t like cooperative games? This picture is the answer. I saw this and thought to myself, that is one beautiful game I would like to see in person. The use of color, wonderful components, and amazing art really brings this game to another level. I figured if I end up liking it, it will be an easy sell.

Even more strangely, when I do like one, it rarely seems to be the ones everyone else loves. I have no explanation for this phenomenon other than the possibility that I’m simply wired differently somehow, or I’m a cooperative gaming hipster. Who knows!?

Take Pandemic, for example, one of the most beloved cooperative games around. I actively dislike it. Pandemic Legacy did nothing to change my opinion; it was just an extended version of the same game with the same problems. Gloomhaven bored me to tears. I still maintain it’s essentially shitty Dungeons & Dragons with all the roleplaying surgically removed, and I never understood the obsession with Clank! either. Its repetative if it’s anything.

Clearly, I’m the problem? Perhaps. Perhaps not.

So why has a cooperative game about herding elephants managed to win me over?

The answer has surprisingly little to do with elephants.

What I enjoy most about cooperative games is genuine adversity. I want a game that repeatedly beats us into the dirt before we finally scrape together a victory through experience, better teamwork, and a little bit of luck. That moment where everyone around the table erupts because you’ve finally solved a puzzle that seemed impossible three games earlier. That’s the magic of cooperative gaming to me and coincidentally, it’s what makes for a good solo game as well.

Which checks out. Among the cooperative games I love, you will find games like Lord of the Rings: The Card Game. An absolutetly brutal and unforgiving deck builder and the lesser-known Peloponnesian War by Mark Herman, a game, if you can win, you should call the designer, he will be impressed! Both are great games to play cooperatively, but for me, these are just fantastic solo games.

Peloponnesian War is a historical war game and technically a solo game. Yet, I found Tembo reminded me of it a bit because it’s this really great puzzle that you have to solve, and I love living inside my head, obsessing about a game that is just absolutetly crushing me as they say “is the juice!”. The Peloponnesian War was the last game I played solo that did that, and it’s exactly what I got out of Tembo, which was really great. I love a good challenge.

Tembo delivers exactly that energy.

I’ve also discovered over the years that there are three things I absolutely cannot stand in cooperative games.

First, I dislike “alpha gamer” designs where one experienced player effectively takes everyone’s turns for them. Pandemic has always been the poster child for this. Once someone at the table knows the optimal strategy, everyone else gradually becomes an unpaid intern carrying out instructions.

Second, I have very little patience for cooperative games that secretly don’t want you to lose. You know the type. They’re less games than guided theme park rides where the illusion of danger is far greater than the actual challenge. If failure requires the combined tactical brilliance of a potato, something has gone wrong.

Finally, I want games that earn their victories.

If my group beats a cooperative game on the first attempt, chances are it wasn’t difficult enough. That’s admittedly a slightly unfair benchmark because the people I regularly play with are seasoned hobby gamers. We tend to solve difficult games faster than most groups. Fate: Defenders of Grimheim is a good example. I genuinely believe it’s an excellent challenge, yet we’ve somehow managed to beat it every single time it’s hit the table on the highest difficulty level.

Tembo is different. I’ve now played it well over a dozen times. I’ve won once. And that’s exactly why I keep coming back.

Even the introductory challenges continue to force me into difficult decisions. Every defeat leaves me convinced there’s a better strategy waiting to be discovered, another approach I haven’t considered, another tiny optimization that might finally tip the scales in my favor.

That’s exciting. That’s the sort of cooperative game I want to play.

Behind the adorable artwork, charming elephants, and wonderfully approachable rules lies a genuinely demanding puzzle, one that’s far cleverer than it first appears.

And for someone who generally doesn’t enjoy cooperative games as a whole, that’s about the highest compliment I can give.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(3.85) Great Strategic Puzzle

The best way I can describe Tembo is as a deceptively simple puzzle that’s constantly trying to outsmart you.

The objective itself couldn’t be more straightforward. You’re guiding a herd of elephants across a randomized savanna, escorting them safely from one side of the map to the other. If all your elephants make it to the destination, you win.

Unfortunately, the game seems to have taken that simplicity as a personal challenge.

The first obstacle is that your herd can’t simply march to the finish line. Along the way, there are six key locations that must be visited before victory is even possible. Every detour costs precious time and resources, forcing you to constantly weigh short-term efficiency against long-term necessity.

Checking off the different locations before you march your elephants to the finish line is the big catch here, but the complexity is tripled down on because you have to manage this little trip around the savanna while avoiding lions and staving off the Matriarch cards.

Then there’s your energy supply.

Energy is brutally limited and slowly drains away as you play certain cards. You can replenish it by visiting certain places scattered around the board, but doing so often requires abandoning the route you actually wanted to take. Ignore your energy, and you’ll eventually grind to a halt. Chase it too aggressively, and you’ll waste so much time that victory slips away anyway.

It’s a wonderfully uncomfortable balancing act. The elephants themselves introduce another layer of complexity.

Your herd must always remain connected, forming an unbroken chain stretching across the landscape. Periodically, you’ll need to play a Matriarch card, relocating the lead elephant somewhere else in that chain before gathering up the rest of the herd and beginning the journey again from that new position. It’s a clever mechanism that constantly forces you to rethink your route instead of simply extending the same line across the board.

As if that wasn’t enough, you’re also building the savanna as you play.

The terrain itself is created by laying down landscape cards, determining not only where your elephants can travel, but also providing the resting places needed to recruit additional elephants into your growing herd.

The game is further complicated by lions that will periodically activate and hunt your elephants, which, when successful, will permanently remove members of your herd and weaken your chances of success.

The lions can absolutetly devastate any attempt at a victory, no matter how brilliant your strategy, they are the big trump card that you must be ready for at all times. In most scenarios, their starting location really determines just how difficult a scenario will be.

Individually, none of these systems are particularly difficult to understand. Collectively, they’re fiendishly difficult to master.

That’s where Tembo really shines.

Every turn feels like you’re solving a Rubik’s Cube where twisting one side somehow rearranges three others. You finally solve your energy problem only to discover you’ve broken your elephant chain. You build the perfect route only to realize you’ve skipped a mandatory objective. You manage to get your chain set up correctly, only to have it cut by a lion attack. Every solution creates two brand-new problems, and somehow that’s exactly what makes the game so satisfying.

For all of those reasons, I absolutely adore Tembo.

Interestingly, though, I don’t think the cooperative aspect is actually its biggest strength.

Don’t misunderstand me, it’s an excellent cooperative game I would recommend to any group of gamers. Sitting around a table with friends trying to untangle this puzzle is hugely rewarding, particularly after several failed attempts. Everyone contributes ideas, everyone spots different opportunities, and those eventual victories feel thoroughly earned.

But for me……the real magic is the solo game.

I’ve been slightly obsessed with Tembo for the better part of two weeks. I’ve replayed the opening challenges more times than I care to admit, and despite losing, well, pretty much always, I keep coming back for “just one more attempt.”

That’s the sign of a great puzzle to me, if it feels like I can’t solve it, that drives me to try over and over again.

Every defeat feels deserved. Every loss convinces me I was only one or two better decisions away from success. Every new game teaches me something I hadn’t noticed before.

I’ve only managed to beat the game a handful of times on the most basic difficulty levels after two weeks of trying. Either I’m stupid, or this game is hard!

Normally, that would frustrate me. Instead, it just makes me want to shuffle the cards and try again.

That’s probably the strongest recommendation I can give. Tembo isn’t simply difficult.

It’s addictively difficult, and for players who enjoy slowly unraveling a beautifully constructed puzzle, I think that’s exactly what makes it special, and it’s the main reason to get into this game.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Looks great, feels great, is great.  Quality publication with an eye for great art.

Cons: You would have to be pretty picky to find a problem here.

Reviewing components has become a slightly strange exercise these days. Twenty years ago, component quality could make or break a game. Today, the industry standard is so consistently high that most productions simply clear the bar. It has almost become a pass-or-fail category rather than a meaningful differentiator.

Tembo is a perfect example of that.

Everything in the box is exactly what you’d hope it would be. The cards are excellent, the modular board tiles are thick and durable, the wooden elephant tokens are charming, and all of the cardboard components feel like they’ll comfortably survive hundreds of plays. Long before the components begin to show any wear, you’ll almost certainly have exhausted the game itself.

The presentation deserves particular praise. Once everything is laid out across the table, Tembo does a wonderful job of evoking the African savanna. The warm color palette, inviting artwork, and clean graphic design all come together to create a game that’s simply pleasant to look at.

Tembo is more than just pretty, its very functional. Good use of iconography, a very well laid out rulebook, and good reference material make learning to play and executing this game that much easier. This is the standard I think all games should meet.

The insert also deserves a quick mention. It’s thoughtfully designed, keeps every component neatly organized, and makes setup and teardown refreshingly painless. It sounds like a small thing, but after wrestling with enough poorly designed inserts over the years, I’ve learned to appreciate the ones that simply do their job.

If I had one criticism, it’s that the production occasionally wanders into the realm of unnecessary spectacle.

The cardboard standees used for trees and location markers certainly look nice on the table, but functionally, they don’t add very much. A simple token or tracker could have communicated the same information while reducing both production costs and setup time. I understand the designers were aiming for immersion, and aesthetically it works, but it also feels like an easy place where the game could have been streamlined without sacrificing the experience.

That’s a relatively minor complaint, though.

Overall, Tembo is a beautiful production. The artwork is gorgeous, the components feel premium without being excessive, and everything has clearly been designed to withstand repeated play. More importantly, the production serves the game rather than distracting from it. The iconography is clear and easy to remember, and there are plenty of cheat sheets and reference material, so you don’t have to go searching through the manual to answer the few questions you might have during play.

In the end, I really don’t have much to complain about.

It’s a polished, attractive package that feels every bit as refined as the gameplay inside.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: The art sells this theme, and for a strategy puzzle game, the theme comes across surprisingly well.

Cons: This family-friendly theme may result in a disconnect between expectations and reality.  It may look like a family game, but this is definitely a complex strategic puzzle that casual gamers will struggle with.

For games that are fundamentally abstract puzzles, theme often takes a back seat to mechanics. Whether you’re moving cubes through a medieval marketplace or elephants across the African savanna, the underlying puzzle usually remains the real attraction.

Tembo is no exception.

I’m a sucker for a pretty game with pretty colors, but at the end of the day Tembo’s theme and eye candy is not the main attraction here; this game lives by the wonderful strategic puzzle it presents, the eye candy is just a cherry on top.

That said, if you’re going to wrap a puzzle in a theme, marching a herd of elephants across the African savanna is a pretty inspired choice.

There’s something immediately calming about it. The artwork evokes the same feeling as a lazy Sunday afternoon watching a wildlife documentary, complete with the soothing narration of Sir David Attenborough gently explaining why the elephants are, once again, making better life decisions than the humans.

The artwork deserves particular praise.

The color palette is absolutely gorgeous. Warm oranges, rich greens, and soft earth tones combine to create a board that is both inviting and unmistakably African safari. Every illustration feels carefully considered, giving the game a personality that’s difficult not to appreciate. It’s one of those games that naturally draws people over to the table simply because it looks so attractive.

The adorable presentation is both one of the game’s greatest strengths and, oddly enough, one of its greatest deceptions.

Everything about Tembo screams “friendly family game.” The rules are straightforward, the elephants are charming, and the presentation couldn’t be more welcoming.

Then the game proceeds to repeatedly crush your spirit.

It’s almost comical how vicious the puzzle hiding beneath those cute illustrations actually is. I can easily imagine families picking this up expecting a relaxed cooperative adventure, only to discover they’ve accidentally signed up for an advanced logistics course run by elephants.

That contrast is strangely endearing.

The theme itself isn’t deeply woven into every mechanism, but it provides enough context that every action makes intuitive sense. You’re exploring the savanna, guiding your herd, managing their energy, and carefully navigating the landscape toward safety while avoiding predators. The mechanics never feel disconnected from the story the game is trying to tell.

As I understand it, Tembo is part of a broader series of nature-themed games, although I haven’t had the opportunity to play the others.

My understanding, mind you, I did the absolute minimum amount of research here, is that Deep Blue is a member of the game series that Tembo completes. Looking at the wonderful use of color here, that would not surprise me. It definitely piqued my interest.

What I do know is that designer Asger Granerud has developed a reputation for elegant designs with memorable themes. Between Flamme Rouge, Heat: Pedal to the Metal, and now Tembo, there’s a clear pattern of taking relatively straightforward mechanisms and wrapping them in themes that immediately resonate with players.

The theme isn’t the reason I keep coming back to Tembo. The puzzle is.

But the beautiful presentation, charming artwork, and wonderfully peaceful atmosphere certainly don’t hurt. They make repeatedly losing feel just a little less painful, which, given how difficult this game is, might be one of its smartest design decisions.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: The simple rules disguise a very complex puzzle that requires a lot of game knowledge and experience before you succeed.  Great challenge.

Cons: Despite best efforts from the design perspective, some games you will simply lose because of a bad draw, and some you will win because you got lucky.

Whenever I review a game, there are two questions I always ask myself.

The first is simple: Have I played this game before?

Not literally, of course. But most games borrow ideas from somewhere. Worker placement, deck building, tableau building, drafting; modern board games are built on decades of fantastic design, they are usually evolutions, not revolutions. But every now and then, a game presents a puzzle that feels genuinely fresh, a design that makes me stop and think, “I haven’t quite seen that before.”

Those games always get my attention.

The second question is equally important: Can I solve it immediately?

If the optimal strategy reveals itself during the first play, my interest tends to fade rather quickly. What keeps me coming back are games that slowly reveal themselves over repeated plays. Games where every defeat teaches you something, every victory results in you uncovering another layer, and you’re constantly left wondering if there’s an even better approach waiting to be discovered.

Tembo ticks both boxes.

On the surface, it looks like a pleasant little family game about escorting elephants across the African savanna. The rules are approachable, the artwork is adorable, and nothing about the presentation suggests a strategic monster lurking beneath. And perhaps Tembo is not exactly that, but it’s certainly a lot more than what’s on the tin suggests.

That’s wonderfully deceptive. As I’m writing this review, I’ve played Tembo roughly fifteen times. I’m still discovering new ideas. I’m still excited to play.

What’s interesting is that my first impression was actually fairly lukewarm. After my opening games I remember thinking, “This is interesting… but I’m not sure there is much more here than a push your luck game.”

Then I lost. Again. And again.

Losing at Tembo is not hard to do; things can escalate and get out of control pretty fast, especially once the lions get close to the herd. It can be a bit frustrating at times.

Those defeats bothered me enough that I refused to write this review until I’d actually beaten the introductory scenario. More importantly, as I lost, I could see that it wasn’t luck that was driving my defeats.

Eventually, I did win. That’s when the obsession started.

Instead of feeling satisfied, I immediately wanted to tackle the next challenge. Then the next one. Then the next. Every victory revealed another layer of the puzzle, and what initially looked like a pleasant family game gradually transformed into one of the most fascinating strategic puzzles I’ve played in a while.

The best way I can describe Tembo is that it rewards thinking several turns ahead without ever becoming mechanically complicated, with some luck management. The rules remain wonderfully straightforward, but the game is a lot deeper than the rules suggest.

The strategy doesn’t end with solving one of the puzzles; there is a lot more to learn after finishing the first couple of scenarios.

Whether you’re playing solo or cooperatively, I think three elements combine to make the game exceptional.

Every Puzzle Feels Different

The first is the dynamic map.

Every scenario changes the layout of the savanna, but the map tiles themselves also rotate between games. Add to that the impact of the locations of the lions and suddenly every puzzle demands a different approach.

Some layouts reward speed. Others reward caution. Some practically force you to detour for energy, while others encourage aggressive expansion before the lions begin closing off your options.

How you build up the savanna with cards is vital to any strategy, but you’re always working with the constraints of the cards you have drawn. There is a lot of nuance in this little card game built into Tembo, it takes several games for the lights to come on.

The game constantly asks you to reassess your plan rather than relying on whatever worked last time.

Information Is a Resource

The second thing Tembo quietly expects from its players is card counting.

Keeping track of how many Matriarch cards remain in the deck, how many Lion cards have already appeared, and what your odds are on the next draw becomes increasingly important as the difficulty ramps up.

It’s a little like Blackjack. Your odds of winning feel random until you card count, and then suddenly it feels far more strategic. Vegas refers to using strategy in Blackjack as cheating, because it’s that effective. Though card counting here is an intended element, there is even a reference card that helps you do it, and of course, it’s considerably less complicated to count cards here than in Blackjack. It’s an obvious part of the strategic expectation designed into the game.

You never have complete control over what happens next, but understanding the probabilities dramatically improves your chances of making the right decision.

Ignoring the deck is possible. Winning while ignoring is not unless you get really lucky.

Resource Management Is Everything

Finally, and most importantly, there’s resource management.

Energy and rested elephants are the lifeblood of the game. You’ll never have enough of either.

Energy constantly disappears, forcing difficult decisions about when it’s worth diverting from your route to replenish it. Running out is one of the endgame loss conditions, so its nescessary to keep your levels up. Meanwhile, your elephant herd gradually shrinks as lions become more aggressive and the board grows increasingly hostile.

Managing those two resources while simultaneously planning your route, tracking the deck, and preparing for future Matriarch resets creates an astonishing number of possible board states.

Every turn feels meaningful. Every mistake has consequences. Every successful move feels earned.

It’s very easy during your first few games to fall into the trap of simply hoping things work out.

“I’ll probably draw the card I need.” “Hopefully the lions don’t appear here.” “Maybe I can squeeze out one more move…”

Sometimes you’ll even get away with it. Tembo quickly teaches you that hope and luck is not a strategy.

The greater difficulty scenarios demand careful planning, disciplined resource management, and a willingness to think several turns into the future. That’s where the game truly comes alive.

Interestingly, while the cooperative and solo experiences are mechanically almost identical, I actually prefer the game solo. The cooperative restrictions around discussing cards create a slightly different challenge, and it’s still an excellent multiplayer puzzle, but it was the solo mode that completely hooked me. It’s where I’ve spent most of my time, and it’s where I think Tembo truly shines.

What I love most about the design is that it never advertises any of this.

On the surface, Tembo looks like an approachable cooperative family game with adorable elephants. And it kind of is, but hidden underneath that theme is one of the smart, very satisfying strategic puzzles well worth exploring by veteran gamers.

That’s a wonderful achievement. And it’s exactly why I think Tembo is a very underrated game. It deserves more attention in my humble opinion.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: It’s going to take a lot of replays to complete all of the difficulty levels, and you’re definitely getting your money’s worth.

Cons:  Eventually, the puzzle will feel solved, and the game will run out of steam permanently.

Replayability is perhaps the most difficult category to score in Tembo because the answer depends entirely on what you’re expecting from the game.

From a pure value-for-money perspective, I don’t think there’s much to complain about. At roughly the €35–40 price point, Tembo offers a tremendous amount of gameplay. It took me around fifteen plays just to consistently solve some of the introductory scenarios, and I suspect the later challenges will demand at least that many again before I feel like I’ve truly mastered them. Then there is the potential of introducing it to new players and enjoying their discovery and experience.

Frankly, that’s already more plays than many games in my collection ever receive.

There is a campaign mode that comes with Tembo, and for this review, I did not even attempt it. I think it’s for an advanced level of play. Just reading the instructions, I could see how very difficult a challenge that will be, but it does give the game a bit of extra longevity.

When I look across my shelves, the list of games I’ve played thirty or forty times is surprisingly short. Tembo is well on its way to joining that club, and that’s saying something.

That said, I don’t think Tembo is the sort of game you’ll play forever. At its heart, it’s a puzzle. And puzzles, by their very nature, have an endpoint.

I don’t necessarily mean they’ll ever be completely “solved.” The randomized maps, card order, and dynamic board states ensure there’s always some variation from game to game. But eventually you’ll reach a point where the game has taught you most of what it has to teach. The surprises become less frequent, the strategies more familiar, and your decisions increasingly instinctive.

For some people, that might sound like a weakness. I don’t see it that way.

Not every game needs to become a lifestyle game that lives permanently on your table. Sometimes a game simply needs to provide dozens of hours of engaging, memorable gameplay before gracefully stepping aside for the next experience.

Tembo strikes me as exactly that kind of game. It’s a journey with a destination.

Eventually, you’ll reach the end, feel immensely satisfied that you made it, and happily place it back on the shelf knowing it earned every play it received.

I think there’s something rather fitting about that. After all, every migration eventually comes to an end.

Conclusion

When I sat down to write this review, I honestly wasn’t sure where I was going to land. If anything, I expected to be fairly lukewarm on Tembo.

Cooperative games and I don’t exactly have the best relationship, and if I’m being completely honest, I wasn’t particularly excited when I first agreed to review it. There was even a small part of me that regretted saying yes.

I’m very happy to report that I was completely wrong.

Tembo didn’t just surprise me; it quietly became one of my biggest gaming obsessions of the past few weeks.

It’s an unusual game. A cooperative strategy puzzle about escorting elephants across the African savanna isn’t exactly the sort of pitch that immediately grabs my attention, yet behind that simple, yet charming presentation lies one of the most satisfying and cleverly designed cooperative puzzles I’ve played in quite a while.

What impressed me most wasn’t the difficulty. It was the very subtle depth brought out slowly, even if it was a bit frustrating at times.

Tembo is one of those rare games that’s incredibly easy to learn but remarkably difficult to master. The rules are concise, intuitive, and approachable, yet the strategic puzzle hiding beneath them took me well over a dozen games before I felt like I truly understood what the designers were asking of me.

That’s exactly the sort of challenge I enjoy and certainly wasn’t expecting it from Tembo, a game about herding elephants.

I love going into a game with low expectations and being pleasantly surprised; it’s actually one of my favorite things about being a tabletop games reviewer.

Although Tembo plays wonderfully as a cooperative experience, it was the solo mode that completely won me over. It captures everything I love about solitary puzzle solving: the constant experimentation, the gradual discovery of better strategies, and the satisfying feeling that every defeat is teaching you something rather than simply wasting your time.

Yes, sometimes the game just beats you because of bad luck, not unlike a bad beat in poker, and that is going to happen now and again, but the more you play, the less often it happens, and that is experience kicking in. It might seem random, especially at first, but this game hides a lot of strategic subtlety.

If you enjoy cooperative puzzle games that genuinely expect you to think, titles like The Crew, The Gang, or even the more puzzle-oriented side of Spirit Island, I think you’ll find a lot to love here.

I also think it makes an excellent family game, with one important caveat.

Don’t mistake approachable rules for an easy game.

Tembo is genuinely difficult, and younger players or more casual families may find the constant defeats frustrating. Fortunately, the designers anticipated this. The support cards provide valuable assistance, and there are optional rules that soften the challenge for groups who simply want a more relaxed experience, like playing without event cards. Personally, I recommend keeping the event deck in play. It adds another layer of unpredictability and keeps the puzzle feeling dynamic, even if it occasionally results in spectacular failure.

Spectacular failure, in my opinion, is half the fun.

Tembo won’t be for everyone. If you’re looking for a light-hearted cooperative game where victory is almost guaranteed, you’ll probably bounce off it.

But if you’re the kind of player who enjoys wrestling with a difficult puzzle, learning through repeated defeats, and finally earning a victory that feels genuinely deserved, Tembo is an easy recommendation.

A beautifully produced, deceptively deep, and wonderfully addictive puzzle game that earned its place on my shelf the hard way, by making me want to play “just one more game” fifteen times in a row.

That’s about as high a compliment as I can give.

Review: First Giants (2026)

First Giants is a wonderfully straightforward tableau-building card game about excavating dinosaur fossils and assembling museum displays to score victory points. Mechanically, it’s about as simple as modern Euro games come. You’ll acquire cards, convert them into points, improve your efficiency, and repeat. It’s a gameplay loop that has been explored countless times over the past two decades, to the point where releasing a game in 2026 that relies almost entirely on this formula feels, at first glance, a little old-fashioned.

And yet… That’s exactly why I think First Giants succeeds.

The elegant rules, gorgeous illustrations, exceptional rulebook, and effortless teachability combine to create something that’s becoming surprisingly rare in today’s hobby: a genuinely approachable strategy game. One that doesn’t require an hour-long rules explanation, twenty different icon references, or a veteran gamer sitting beside you translating every symbol on the table.

Looking through other reviews, I couldn’t help but notice a common theme. Most approach First Giants from the perspective of experienced hobby gamers, asking whether it offers enough mechanical innovation and depth to compete with other games in this genre. Often comparing it to much more involved and complex games like Elysium. Let me save you the agony here: it does not, not even a little bit.

That makes a lot of sense on the surface, but I think that’s an approach that answers the wrong question.

First Giants isn’t trying to reinvent tableau building quite intentionally. It’s trying to introduce it, more specifically, it’s trying to introduce it with a theme beloved by kids, in a way that kids can get their heads around it. I have been board gaming now for over 40 years, and I can tell you that in all that time, if any kids between the ages of 8-15 come into my office to pick a game, they will grab one with dinosaurs on it 100% of the time. It’s just how it is, kids love dinosaurs! Hence, a game about Dinosaurs has to be for kids.

If you’re looking for the next Ark Nova, Terraforming Mars, or Earth, this probably isn’t the game that’s going to blow your socks off. But if you’re looking for a game you can comfortably put in front of your children, your parents, or friends who think UNO represents the pinnacle of modern board game design, First Giants suddenly becomes a much more interesting proposition.

Lots and lots of dinosaurs, that’s what this game is. It’s a theme masquerading as a strategy game. The point here I think, is that when you want to get kids to the table, you need a good hook. Dinosaurs are easy to sell.

Wrap that universal appeal around a genuinely solid gateway game, and you’ve got something that’s arguably far more valuable than yet another mechanically brilliant Euro destined to be played exclusively by people who already own fifty mechanically brilliant Euros.

Sometimes a game doesn’t need to innovate. Sometimes it just needs to be exactly the game someone is ready to discover. That is the target audience for First Giants, people taking their first steps, and most importantly, kids.

Overview

Final Score: christmas_starchristmas_starchristmas_starchristmas_star(4.05) Great Family Game 

First Giants takes one of the hobby’s most familiar mechanisms, card-based tableau building, and strips it down to its absolute essentials. There are no elaborate engine-building chains, no sprawling technology trees, and no half-dozen subsystems all competing for your attention. You buy cards, build a collection of dinosaur fossils, use their abilities as efficiently as possible, and eventually convert those collections into museum displays worth victory points.

And……that’s pretty much the entire game.

Normally, that might sound like criticism, in most reviews I read for First Giants, that was in fact the criticism levied against it. The game doesn’t innovate established mechanics, it lacks depth, and it’s, in a word, too simple. I see an issue with that approach to First Giants, this is a game that does those things very intentionally.

At no point did I get the impression that the designers lacked the ability to make the game more complex with greater strategic depth. Quite the opposite. There are countless directions they could have taken the design, additional resources, more player interaction, asymmetric powers, multi-stage fossil excavations, set collection bonuses, evolving museums, the possibilities are practically endless.

They simply chose not to. That restraint says far more about the designer’s intentions than their ability.

Mathew Dunstan and Brett Gilbert are perfectly capable designers who gave us the amazing Elysium, a card-driven tableau builder First Giants has a lot in common with. It’s a deep and rich strategic game that takes the very basic concept in First Giants and goes crazy with it.

First Giants knows exactly what it wants to be.

This isn’t a game designed for hobby veterans looking for their next heavy Euro obsession. It’s a game about dinosaurs aimed at families and younger players, officially recommended for ages 10 and up, although I wouldn’t hesitate to play it with children in the 6-8 age range.

And that’s where everything suddenly clicks.

The fun isn’t found in optimizing an economic engine or calculating the perfect scoring combo. The fun is discovering dinosaurs.

When I played First Giants with kids, the strategy quickly became secondary. They weren’t excited because they had found the most efficient card. They were excited because they had found their favorite dinosaur. Every new fossil sparked questions, conversations, and enthusiastic declarations about which prehistoric giant was the coolest.

That tells me the game succeeded.

The artwork deserves enormous credit here. Every card is beautifully illustrated in a soft watercolor style that feels more like the pages of a children’s natural history book than a traditional board game. Combined with the thick, oversized components, everything about First Giants feels welcoming, tactile, and wonderfully inviting.

The production continues that philosophy with one of my favorite inclusions in the entire box: the dinosaur appendix.

On paper, it’s simply a reference booklet explaining each card, organized by dinosaur types.

In reality, it feels like the kind of guide you’d pick up at the entrance to a natural history museum at that exciting moment right before you get to see all those wonderful giant monsters on display.

When I introduced First Giants to younger players, that booklet quickly became the most popular component in the box. They passed it around, argued over who got to read it next, and spent far more time asking me questions about dinosaurs than they did asking about the rules of the game.

That’s the moment where First Giants reveals what it’s really trying to accomplish.

It’s not simply teaching children how tableau building works. It’s encouraging curiosity.

When I was growing up educational games that were supposed to be “fun” while they taught, were boring tests of knowledge we had no hope of having acquired. It was silly. I’ve always believed that using games to inspire, rather than teach, was far more effective.

I suspect that’s exactly what the designers were hoping would happen. In fact, as I read the bios of Bret Gilbert and Mathew Dunstan, the two designers behind First Giants, I could almost imagine the conversations they had as they made this game.

As someone with a large extended family, where “Uncle Chris’s house” has slowly become synonymous with board games, I have absolutely no doubt First Giants will see plenty of table time over the coming years. It occupies a space in my collection that very few games do, a genuinely engaging gateway game that children actually want to play because the theme captures their imagination before the mechanics ever have a chance to, and strictly speaking, need to.

I don’t think First Giants will become the next great strategy classic. I don’t think it was ever trying to.

What it is is a beautifully produced, thoughtfully designed family game that understands its audience perfectly.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Great chunky components that feel and look fantastic on the table.  Great rules reference.

Cons: As a family game, a bigger, more deluxe production would have been worth the investment.

First Giants comes in a surprisingly compact box packed primarily with cards, alongside a handful of chunky cardboard components used to track your expeditions and construct your museum displays and various tokens.

Everything that is in the box is exceptionally well-made.

There is a silly amount of “stuff” in this small box, but the production quality is top-notch. No expense was spared, and the entire thing looks amazing on the table. Everything you want out of a good family game.

The cards are beautifully illustrated, the cardboard is thick and durable, and everything is uniformly designed with purpose. Throughout the production, there’s a consistent feeling that the designers expected this game to spend most of its life on family tables rather than sitting shrink-wrapped on a collector’s shelf.

One detail I particularly appreciated is that almost everything is just a little larger than it strictly needs to be. The components are easy to pick up, easy to read across the table, and sturdy enough to survive the sort of enthusiastic handling children are famous for. Anyone who has introduced board games to younger players knows exactly what I’m talking about. Components aren’t just played with, they’re squeezed, bent, stacked into towers, and occasionally inspected with fingers orange from cheese snacks.

First Giants feels built for that reality.

If I have one criticism, it’s almost an odd one. Part of me wishes there were a deluxe edition.

Not because the game needs more components mechanically, but because kids are naturally drawn to spectacle. A giant box filled with oversized dinosaur meeples, plastic fossils, excavation trays, or elaborate museum pieces would have absolutely no impact on the gameplay… but it would have an enormous impact on getting younglings excited before the first card is even dealt.

Sometimes, presentation is a key part of the experience, and in the case of First Giants, I think it’s doubly so.

Even without that hypothetical deluxe treatment, though, First Giants is an excellent production. The artwork is gorgeous, the components feel fantastic in the hand, and everything has clearly been designed with durability in mind.

Given its target audience, I honestly can’t think of much more I could ask for.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros:  As a family game, the dinosaur theme is a homerun.  Beautiful art, appealing aesthetic, sells the entire thing long before any rules come out.

Cons: I have never met anyone who doesn’t like dinosaurs.

The choice of theme for First Giants is about as close to perfect as you could hope for. In fact, I’m not convinced the game would have had anywhere near the same appeal had the designers chosen almost anything else.

Dinosaurs sell.

Kids are fascinated by them, adults are fascinated by them, and there’s something universally appealing about uncovering creatures that ruled the Earth millions of years ago. The theme immediately sparks curiosity before a single rule has been explained, and that’s a tremendous advantage for a family game.

Better still, the mechanics support that theme remarkably well.

The theme in First Giants sticks the landing exceptionally. You can explain the game in thematic terms while explaining the rules, without it feeling like a stretch. It all just clicks.

Your little wooden explorers travel to excavation sites, uncover fossils, add those discoveries to your collection, and eventually transform them into museum displays. Every step of the gameplay reinforces the narrative of building your own natural history museum, and because the actions are so intuitive, teaching the game becomes surprisingly effortless.

That last point is more important than it might sound.

When introducing kids to board games, explaining mechanics in purely mechanical terms is often a losing battle. Telling a child they need to “optimize their tableau” or “manage their engine” is a great way to watch their eyes glaze over.

Tell them they’re archaeologists searching for dinosaur fossils to display in their very own museum, and everything falls into place for them.

Everything on the table has an obvious purpose. There are excavation sites to explore, fossils to discover, a museum to fill, and prehistoric giants waiting to become the centerpiece of the next exhibit. The rules almost explain themselves because every action naturally follows the story the game is telling.

The artwork deserves special recognition here. Quite simply, it’s gorgeous.

The soft watercolor illustrations give every dinosaur an almost storybook quality that immediately captures attention. Before long, players stop asking which card is worth the most points and start asking, “Can I have the Triceratops?” or “Look at this one!”

That’s exactly what you want.

The artwork transforms the cards from game pieces into discoveries, and for younger players, that’s an important distinction. They’re no longer collecting points.

They’re collecting dinosaurs.

That’s a subtle difference, but it’s one that First Giants understands perfectly.

For a family game, I honestly couldn’t have asked for a better thematic execution. The theme is engaging, the mechanics reinforce it at every opportunity, and the artwork does the rest. It’s a wonderful example of a game where every design decision pulls in the same direction, making the whole experience feel natural, intuitive, and just a little bit magical.

I can imagine, however, that for more serious gamers looking for a strategic experience, this probably won’t quite do the trick. Sure, dinosaurs are cool, but for most seasoned gamers, collecting dinosaurs because dinosaurs are cool is going to be insufficient for a sales pitch.

Gameplay

Score: christmas_starchristmas_star
Tilt: christmas_star

Pros: Simple rules that are easy to teach and learn make it ideal as a casual, kid-friendly family game.

Cons: There is just insufficient strategic depth or variability to hold your typical board game enthusiast’s interest.

When it comes to playing First Giants with children, I’ll say it plainly. This is a wonderful game.

Collecting dinosaur fossils, building museum exhibits, and scoring points is already more than enough to keep younger players engaged. Better yet, the game is simple enough that the rules disappear into the background, allowing children to focus on what they’re actually doing rather than how they’re doing it. Judged as a family game, First Giants delivers exactly what it promises.

Viewed through that lens, I’d happily give the gameplay five stars.

Let’s put on the seasoned gamer’s hat for a minute.

While I genuinely love the presentation, the production, and the overall concept, mechanically First Giants never really develops beyond its opening act.

That isn’t because the game is simple.

Simple games can still possess incredible strategic depth. Ticket to Ride, Small World, and Wingspan are all relatively accessible games, yet they reward repeated plays because players gradually discover richer decision spaces, stronger combinations, and increasingly subtle strategies.

First Giants never really gets there.

It’s not really a flaw in the game that the gameplay is ultra simplistic, lacking meaningful depth, as these things add complexity, and you don’t want that here. This is a family game, that’s where it lives for better or worse.

Most dinosaur cards either provide an immediate one-time effect or a passive ability that only rarely and mostly unreliably triggers while the card remains in your tableau. The problem is that there’s very little incentive to keep those cards around. Once they’ve provided their play value, you’re almost always better off converting them into museum displays and scoring the points at the first opportunity.

There simply isn’t enough engine building, if there is any at all, to create interesting long-term decisions.

Likewise, the museum objectives remain extremely straightforward and the same each game. You’re either collecting dinosaurs of the same species across multiple colors, or assembling sequential dinosaurs within a single color. On top of that, players receive bonus points for constructing the largest museum exhibit in each color.

That’s the puzzle. And unfortunately, it doesn’t evolve beyond that.

Because the objectives never change from game to game, the decision space quickly becomes fairly obvious. You draft the cards that best fit your current collection, trigger any useful abilities along the way, and convert them into points as soon as the opportunity presents itself.

There are certainly decisions to make.

Some cards work better together than others, timing matters, and paying attention to what your opponents are collecting is worthwhile.

But the strategy rarely feels particularly surprising or interesting.

There aren’t many moments where a clever engine suddenly comes online, an unusual strategy emerges, or a risky long-term investment pays off spectacularly. Most of the “correct” plays reveal themselves fairly quickly, and once you’ve understood the scoring system, subsequent games tend to follow the same patterns.

Perhaps the biggest limiting factor is how dependent the game becomes on the card market. Since you have very little control over which dinosaurs appear and player order determines who gets first choice, success often comes down to whether the right fossils become available at the right moment. You can certainly make mistakes, but the optimal decisions are usually quite obvious once the available cards are revealed.

For experienced gamers, that means repeated plays don’t uncover much hidden depth. The puzzle remains largely the same.

That’s perfectly acceptable for the audience First Giants is trying to reach. In fact, constantly introducing new systems or complicated strategies would probably work against its greatest strength as an approachable family game.

For hobby gamers, however, I think the experience is a different story.

Even as a filler, First Giants is probably too lightweight to keep seasoned players engaged for very long. It’s enjoyable, charming, and beautifully presented, but mechanically it never asks enough of its audience to remain interesting over repeated plays.

And that’s perfectly okay. Not every game needs to be designed for veteran gamers.

Sometimes the best family games are the ones that know exactly where to stop before complexity begins getting in the way of fun. First Giants understands that balance exceptionally well, even if it means veteran gamers will likely move on after a play or two.

Replayability and Longevity

Score: christmas_star
Tilt: christmas_star

Pros: As a family game, the theme will keep this one alive for a lot longer than the mechanics.

Cons:  Once you have played this game once, you have seen all there is to meaningfully see in this mechanic.

Replayability is one of those categories where the target audience matters more than almost any other.

When it comes to younger players, replayability is rarely driven by mechanical depth. It’s driven by emotional attachment. Children don’t ask whether the decision matrix has enough strategic variance or whether the scoring objectives are sufficiently dynamic. They ask whether they get to collect dinosaurs again.

First Giants absolutely delivers on that front.

The theme, artwork, and tactile components are engaging enough that I can easily see families returning to this game again and again. Children love repetition, particularly when they’re still discovering the world the game presents. I certainly don’t imagine many complaints from the younger audience this game was designed for.

Veteran gamers, however, are a different story.

For experienced players, I think First Giants probably has one or two really enjoyable plays before most of what it has to offer has been explored.

The first reason is that the game’s objectives never change. Every play uses the same museum collections, the same scoring conditions, and ultimately asks players to solve the same puzzle. Once you’ve identified the optimal ways to pursue those objectives, subsequent games feel very familiar.

The second issue is the card deck itself.

Every card is included in every game, and because cards are never permanently removed from play, it’s relatively easy to keep track of what remains in the deck. You may not see every dinosaur every game, but you quickly learn which collections are still viable and which ones can safely be abandoned. The uncertainty gradually disappears, taking some of the excitement with it.

For seasoned gamers, that’s probably the game’s greatest weakness.

There simply aren’t enough moving parts to make repeated plays feel substantially different. There are no variable objectives, no modular setup, no alternative strategies waiting to be discovered after your fifth or sixth play. Once you’ve experienced the game once or twice, you’ve largely experienced everything it has to offer mechanically.

The lack of diversity in the victory objectives means the game will get very repetitive and predictable. I think even for a family game, once the theme runs out of steam, this might be insufficient replayability long term. A good expansion with variations on the victory objectives could fix this.

That sounds harsher than I actually intend. Because I don’t think First Giants was ever designed to become someone’s forever game.

It was designed to be a family’s dinosaur game. Those are two very different goals.

As a gateway game for children and casual families, I think it will enjoy a long life simply because the theme continues to capture imaginations long after the mechanics have become familiar. For hobby gamers chasing the next endlessly replayable strategy game, however, I suspect First Giants will quickly become a pleasant memory rather than a permanent fixture on the shelf.

Conclusion

First Giants fills a very specific role in my collection, and it’s a role that comes up far more often than you might expect.

At my house, it’s perfectly normal for nieces, nephews, and the neighborhood to come over and ask, “Can we play a board game?” When that happens, I don’t want to spend twenty minutes explaining rules or worrying that the game will be too complicated. I want something that’s easy to teach, immediately engaging, and capable of capturing their imagination.

A game about collecting dinosaurs does exactly that.

I also think First Giants makes an excellent gateway into modern board gaming. It introduces players to tableau building, resource conversion, and light engine-building concepts without ever overwhelming them. Those are mechanics they’ll encounter throughout the hobby, and First Giants teaches them in perhaps the gentlest way possible.

Those two qualities alone are enough to justify its place on my shelf.

If you’re a seasoned hobby gamer looking for your next strategic obsession, I suspect you’ll bounce off this one fairly quickly. The puzzle simply doesn’t evolve enough over repeated plays to keep veteran players engaged for the long haul.

I think that’s judging the game by the wrong standard, but it is a far more common standard in the hobby today.

If your collection already has plenty of heavy strategy games but lacks something you can confidently teach to children, families, or complete newcomers to the hobby, First Giants is an easy recommendation.

Big Board Gaming Weekend: 10th Anniversary

Summer can only mean one thing for my gaming group and I. It’s time for our annual board gaming weekend. Once a year, we escape to a sleepy little Swedish town called Hassela for four glorious days dedicated to BBQ, beer, and an unreasonable amount of board games. Over the years, it’s become far more than just another gaming event for us. It’s a tradition, a reunion, and the one weekend of the year where the only schedule that really matters is deciding what game hits the table next, and other critical decisions like whether to drink another beer or two more beers. It’s fucking glorious!

This year, one of the guys built a disc golf course around the property. I don’t think I have mentioned this before, but the entire crew is big into disc golf, so between games we were throwing plastic. It was the first time we did this during Hassela weekend, but I suspect a new tradition has been born. There is no such thing as too much disc golf!

This year, however, carried a little extra significance as we celebrated the 10th consecutive year of this tradition. Reaching that milestone felt worth acknowledging, even if the core formula remained largely unchanged year after year. There was a slight sparkle of nostalgia to the whole weekend.

As always, I’ll be taking you through every game we played, in the exact order they hit the table. We are going to talk about some old favorites that never disappoint, some new exciting discoveries, and a few weak links that even a great gaming weekend couldn’t salvage.

So pour yourself a drink, settle into your favorite chair, and enjoy the list.

Feast of Odin (BBG Rank 27)

Dare I say it, but right out of the gate, I think this one was the highlight of the weekend for me. I really like this one a great deal, fantastic discovery, awesome game!

We kicked off the weekend with Feast for Odin, a Viking-themed worker placement game that most people would comfortably place in the heavier end of the hobby. Whether game complexity can really be measured on a single scale is another discussion entirely, but let’s just say this isn’t the game you introduce to someone whose previous gaming experience begins and ends with Monopoly.

This is one I’ve had my eye on for years. Ever since its release, I’ve heard people sing its praises, yet somehow I’d never managed to get it to the table. Since we only had four players for our opening game, it seemed like the perfect opportunity to finally discover what all the fuss was about. It would turn out to be a great way to kick off the weekend.

One thing became clear almost immediately: Feast for Odin isn’t your typical worker placement game. In fact, I’d argue that the worker placement mechanism isn’t really the star of the show. Instead, it’s the engine that drives an intricate puzzle made up of resource management, economic planning, and a wonderfully addictive tableau-building system that often feels more like a game of Tetris than a traditional Euro.

There’s certainly no shortage of things to think about. Our rules explanation took the better part of thirty minutes, yet I was surprised by how naturally the game flowed once we got started. Veteran Euro gamers, in particular, should find the core gameplay remarkably intuitive despite the intimidating amount of cardboard spread across the table.

The turn structure itself is refreshingly simple. Place your workers, perform the corresponding action, and continue building your strategy. The brilliance lies in the sheer number of available actions. The board is packed with options, each demanding different numbers of workers and presenting difficult decisions about efficiency, timing, and opportunity cost. That worker allocation quickly becomes a resource puzzle in its own right, and that’s before you even begin wrestling with your ever-growing collection of goods, upgrades, occupations, and that delightfully brain-burning polyomino board.

There is a lot going on in this game, so many options, so many decisions, and despite it all, the game felt tight and constrained. I always felt like there just weren’t enough moves, never enough resources, always so much more I wish I could do.

Feast for Odin really deserves a review of its own, because calling it “A great worker placement game” feels like doing it a disservice. Yes, many of its individual mechanics are familiar, but the way they’re woven together creates something that feels surprisingly fresh. It’s an ambitious design that never feels clever for the sake of being clever, this is just solid, well-organized, and well-tested gameplay.

Despite its intimidating table presence, I found it to be remarkably streamlined. It’s undeniably fiddly, with mountains of components constantly changing hands, but everything serves a purpose. The production is excellent, the artwork fits the theme perfectly, and the strategic depth was almost endless. I’d happily play this one again and can already see why it has remained a modern Euro classic for nearly a decade. It’s certainly not a game I’d recommend to casual gamers, but for anyone who enjoys deep strategic Euros, Feast for Odin absolutely lives up to its reputation. Judging by the smiles, thoughtful nods, and immediate post-game discussion around the table, I wasn’t the only one who walked away impressed.

Fantastic Game, it gets a gold star!

Fate: Defenders of Grimheim (BGG Rank 2199)

I have said it many times, and I guess I will say it again, I’m not a huge fan of cooperative games; I find them kind of dull in general. Fate is one of those rare exceptions.

Next up was Fate: Defenders of Grimheim, a cooperative tower defense game from FryxGames that I reviewed earlier this year, where it earned a very respectable 3.95 out of 5 stars. Seeing it languishing somewhere around the 2000 rank on BoardGameGeek genuinely baffles me. Cooperative games are more popular than ever, and this little gem seems to have slipped almost completely under the radar. That’s even more surprising when you remember it’s published by the same people who gave us the amazing Terraforming Mars. Apparently, not every Viking gets invited to Valhalla.

To me, Fate is as much an activity as it is a game. It’s the sort of title you can throw onto the table without anyone sighing as a three-foot-long rulebook appears. Within minutes, you’re rolling dice, defending the village, and wondering how everything has already gone horribly wrong.

What I enjoy most is where it fits in a gaming weekend like this one. After spending several hours calculating twelve turns into the future in a heavy Euro, sometimes your brain simply files for bankruptcy. That’s where Fate shines. It’s engaging without being exhausting, challenging without being punishing, and quick enough that nobody starts checking the clock halfway through.

Don’t mistake its accessibility for simplicity, though. Fate has a nasty habit of lulling you into a false sense of security before unleashing wave after wave of increasingly unpleasant monsters. Just when you think you’ve stabilized the board, Grimheim politely reminds you that it has absolutely no interest in your plans. It’s the board game equivalent of finally plugging one leak in a boat only to discover three more.

The artwork is gorgeous, the turns fly by at a brisk pace, and the constant pressure keeps everyone involved from beginning to end. If you’re looking for a cooperative game that actually puts up a fight instead of holding your hand to victory, Fate is well worth your time.

A fantastic game, and one I continue to think deserves far more attention than it’s currently getting.

Suhi Go (BBG Rank 662)

Making its first appearance at one of our Hassela weekends was Sushi Go, a game that has quietly become something of a modern classic in the filler category. If I had to compare it to anything, I’d call it the hobby equivalent of UNO. The difference, of course, is that it doesn’t suck.

At its heart, Sushi Go is an incredibly simple drafting and collection game. You pick a card, pass your hand, repeat, and somehow those few simple decisions become surprisingly engaging. Better yet, it introduces players to one of the hobby’s most fundamental mechanics: drafting. If you’re planning on exploring modern board games, you’ll encounter this mechanism over and over again, and Sushi Go is probably one of the gentlest introductions you could ask for.

I’ll admit that I don’t spend much time reviewing fillers. Most of them do exactly what they’re supposed to do, entertain for fifteen minutes before making way for the next big game. They’re the opening act, not the headliner.

That said, I firmly believe every collection needs games like this. If your goal is to introduce new people to the hobby, you don’t start by dropping Twilight Imperium on the table and casually mentioning that setup is only forty-five minutes. You start with games like Sushi Go, it’s that first taste to get them started. They’re approachable, charming, easy to teach, and most importantly, they leave people wanting to play another game rather than making excuses to go home.

If I ever write a “Ten Games Every Collection Should Own” article, I have a feeling Sushi Go will be somewhere on that list. Not because it’s the deepest or most innovative game ever made, but because it does exactly what it sets out to do with remarkable efficiency. Sometimes that’s all a game needs to be.

Star Wars Bounty Hunters (BGG Rank 5315)

It was ok.

Next up was Star Wars: Bounty Hunters, a lightweight card game built around collecting bounty hunters, hunting down targets, and completing contracts for points. Mechanically, it’s all about assembling the right combinations of cards. The elevator pitch, however, is considerably shorter: “It’s Star Wars.” And… well, that’s about all it has going for it.

And to be fair, that does a lot of the heavy lifting. The artwork is excellent, the production is solid, and if seeing Boba Fett, Bossk, Cad Bane, and friends spread across the table makes you smile, the game scores a few easy points before you’ve even shuffled the deck.

Unfortunately, once the game actually begins, things become a little… quiet.

My biggest criticism is the almost complete lack of player interaction. Everyone is essentially sitting at the table solving their own little optimization puzzle, occasionally glancing up just long enough to confirm that yes, it is now their turn. It’s less “bounty hunters competing across the galaxy” and more “four people politely doing paperwork together.”

That’s a real problem for a filler game in my opinion.

To me, fillers have a very specific purpose. They’re there to break the ice, reset everyone’s brain after a heavier game, or introduce new players to the hobby. They’re supposed to generate conversation, laughter, dramatic groans when someone steals your card, and the occasional “Oh, come on!” from across the table. They’re social lubricants disguised as games.

Star Wars: Bounty Hunters doesn’t really do any of that.

Instead, it feels like four people independently playing solitaire while occupying the same table. And if I’m going to play solitaire, I’d at least like the courtesy of not having to wait for everyone else’s turn.

It’s not a bad game. It’s perfectly competent.

It’s just… there.

Epochs: Course Of Cultures (BBG Rank 5178)

Epochs: Course of Cultures was another game I reviewed earlier this year, earning a respectable 3.6 out of 5 stars. Despite what I’m about to say, I genuinely think it’s a very good game and one I’m always happy to see hit the table.

My biggest issue with Epochs isn’t really the game itself. It’s the expectations it creates.

At first glance, everything about it screams “civilization builder.” You’ve got technologies, expansion, a map, different cultures, and the familiar journey through history. Naturally, I went in expecting something that would scratch the same itch as Civilization, Through the Ages, or any number of empire-building classics.

It doesn’t.

Not because it’s a bad game, but because beneath the historical artwork and civilization theme lies a very elegant Euro resource management game wearing a Civilization costume. It’s like turning up to what you thought was a Viking reenactment only to discover it’s actually an accounting seminar. A very well-run accounting seminar… but still.

Mechanically, the game is excellent. Resources are tight, every decision matters, and there’s a constant balancing act between short-term efficiency and long-term scoring opportunities. It’s exactly the sort of puzzle Euro fans love to sink their teeth into.

Where it falls short for me is in creating the illusion that I’m actually guiding a civilization through history.

Take technology, for example. In many civilization games, researching a new technology feels like making an important strategic decision. Do you pursue military dominance? Scientific advancement? Economic superiority? Those choices shape your civilization’s identity.

In Epochs, technology is largely another cog in the resource engine. You’ll draw a card, play it, gain some resources or a useful ability, and continue optimizing your point-generating machine. Mechanically, it works beautifully. Thematically, it rarely feels like your civilization has just invented writing, discovered gunpowder, or unlocked electricity. It feels more like you’ve collected another efficient converter.

That’s really my criticism in a nutshell. The game is so heavily abstracted that the historical theme sometimes feels like wallpaper. Attractive wallpaper, certainly, but wallpaper nonetheless.

Ironically, I think that’s also one of the game’s greatest strengths. By stripping away much of the thematic overhead, the designers created a remarkably streamlined strategy game that moves at an impressive pace. There are very few wasted turns, plenty of meaningful decisions, and enough strategic depth to keep experienced Euro gamers thoroughly engaged.

So no, Epochs doesn’t satisfy my craving for an epic civilization experience. When I want to watch an empire rise from mud huts to moon landings, I’ll probably reach for something else.

But when I’m in the mood for a clever, highly competitive resource management game with a civilization theme draped over it like a very convincing Halloween costume?

Epochs is an excellent choice because it’s an excellent game.

Battle For Rokugan (BBG Rank 981)

It’s a fine mechanic and cool, condensed war game, but I think veteran gamers who have been around the block once or twice will probably find it a bit random. There is just too little control in the game for it to fall into the category of “strategic”. There is no dice, yet it manages to be chaotic just the same.

Battle for Rokugan has made several appearances at our Hassela weekends over the years, but this time it landed with something of a thud.

Part of that is simply the nature of war games. They’re a very particular breed of board game, and they tend to shine only when everyone at the table is in the mood to bluff, threaten, negotiate, and occasionally stab one another in the back. If half the table is looking for a relaxed evening, a war game can feel like showing up to a pillow fight wearing full plate armor.

That said, I think the bigger issue this time was Battle for Rokugan itself.

The core idea is fantastic. Each player secretly draws six command tokens representing attacks, defenses, raids, diplomacy, and various special actions. Those tokens are placed face down across the map, creating a tense battlefield where nobody quite knows what anyone else is planning.

In theory, that’s brilliant.

In practice, it often feels like everyone is making wildly confident tactical decisions based on almost no useful information whatsoever.

You’re being attacked from three directions. You’re launching attacks of your own. Someone has fortified a province. Someone else has placed a diplomacy token. Somewhere on the map lurks a devastating bluff… or maybe it’s absolutely nothing.

The problem is that you rarely have enough information to make what I’d call genuinely informed decisions. You don’t know how strong an attack is, where the real threats lie, or whether you’re walking straight into disaster. There are a handful of ways to gather intelligence, but for most of the game you’re essentially fighting a war while wearing a blindfold and hoping your instincts are better than everyone else’s.

Now, there’s certainly a place for uncertainty in war games. Hidden information creates tension, and tension creates memorable moments. But Battle for Rokugan sometimes crosses the line where uncertainty starts feeling less like clever bluffing and more like educated guesswork.

It’s impossible not to compare it to Game of Thrones: The Board Game, which clearly served as one of its inspirations. There, the hidden information lies primarily in the orders players assign to their armies. The armies themselves are visible, their strengths are known, alliances can be inferred, and experienced players can often piece together what their opponents are trying to accomplish.

Battle for Rokugan hides almost everything.

As a result, many of your decisions feel reactive rather than tactical. Instead of outsmarting your opponents, you’re often hoping your hidden token happens to be better than theirs.

What’s interesting is that I probably wouldn’t have written this a few years ago. In fact, Battle for Rokugan actually appeared on my Top 10 War Games list back in 2020. Since then I’ve played a lot more war games, and I think my expectations for the genre have changed. If I were rewriting that list today, I’m not convinced Battle for Rokugan would survive the cut.

That’s not to say it’s a bad game.

Quite the opposite, really.

It’s fast, incredibly easy to teach, has virtually no rules overhead, and manages to deliver a condensed war game experience in under an hour without rolling a single die. That’s an impressive achievement, and it’s exactly why I still think it deserves a place in my collection.

If someone asked me to introduce them to area-control games, I’d happily pull Battle for Rokugan off the shelf.

If they asked me to play Risk instead…

…I’d mysteriously remember that I have somewhere else to be.

Battle for Rokugan may no longer be one of my favorite war games, but it’s still a perfectly respectable gateway into the genre, and for that alone, it’s worth keeping around.

Broom Service (BBG Rank 671)

This 2015 Kennerspiel des Jahres winner has comfortably earned its place in my collection over the years, and judging by the reactions around the table, it made a pretty good impression on the rest of the crew as well.

At its heart, Broom Service is a wonderfully streamlined game about flying witches around a colorful fantasy landscape, delivering potions for victory points. The strategic objective couldn’t be simpler. You can usually identify exactly where you want to go, what potions you need, and which routes will get you there most efficiently.

Actually getting there, however, is where things get interesting.

Every round, you select just four cards from a deck of ten, each representing a different character with a unique ability. Whenever one of those characters is played, every player holding the same card must also play it and must also decide whether to play it as Brave or Cowardly.

Being Brave gives you the powerful version of the action, unless someone after you in turn order is also feeling brave. In that case, they steal your action, and you get nothing, and your fearless witch suddenly looks considerably less heroic.

Choosing the Cowardly action guarantees you’ll get to do something, but it’s a much weaker and less efficient version of the effect. A Mountain Witch, for example, can both move and deliver a potion when she’s feeling brave, but if she’s cowardly, she’ll merely shuffle up the mountain and call it good enough.

It’s such a brilliantly simple mechanism because every decision becomes a psychological game. Do you risk the stronger action, hoping nobody else has the same card? Or do you play it safe and settle for the weaker effect?

Better yet, every card played forces every other player holding that card to reveal their intentions immediately, so the round develops into this wonderfully tense sequence of deductions, educated guesses, and the occasional spectacular act of overconfidence, while at the same time may completely break the sequence of players intended for their cards.

There’s an amusing tension around turn order. Going first lets you dictate the flow of the round and which cards will be played first, but it also paints a giant target on your back. The earlier you declare a Brave action, the more players there are who can gleefully ruin your day.

It’s one of those mechanics that’s incredibly elegant because it creates constant interaction and tension without adding complexity. Every turn keeps everyone engaged, and there’s always a reason to pay attention to what everyone else is doing.

I’ve loved Broom Service ever since I first played it; its accolades are well deserved. It’s not really a heavy gamer’s game, and it isn’t trying to be. It sits comfortably in that sweet spot between family game and gateway Euro, where the rules are simple enough for almost anyone to learn, yet the decisions are interesting enough that experienced gamers still have a great time.

It’s quick, easy to teach, delightfully interactive, and just plain fun.

If you’ve got a family that enjoys board games, or you’re looking for a game that can bridge the gap between casual players and hobby gamers, Broom Service remains an easy recommendation.

Bang The Dice Game (BBG Rank 889)

Bang! The Dice Game is more than just another filler in our collection. At this point, it’s practically a Hassela tradition. Every year it finds its way onto the table, and every year it delivers exactly what it’s supposed to.

That’s because Bang! isn’t really about the mechanics.

In fact, if someone asked me to recommend the very best social deduction game on the market, Bang! There would be a long list that didn’t include Bang!. There are games that are deeper, cleverer, and mechanically more refined.

But very few create an atmosphere quite like this one.

Within minutes, accusations are flying across the table, alliances are being forged and immediately broken, and someone is loudly insisting they’re “obviously the Deputy” despite having just emptied a revolver into the Sheriff. It’s complete nonsense… and it’s glorious.

That’s exactly what I want from a filler game.

I don’t necessarily want a brilliant strategic masterpiece between heavier games. I want something that wakes everyone up, gets people talking, generates a few memorable moments, and leaves the table laughing before we move on to the next big event. Bang! nails that job like a pro.

The premise couldn’t be simpler. Everyone is secretly assigned a role. The Sheriff and Deputies are trying to bring law to the Wild West. The Outlaws are trying to gun down the Sheriff. The Renegade is… well… complicated. They ultimately want the Sheriff dead too, but only after everyone else has been dealt with. It’s the sort of life plan that requires impeccable timing.

The Sheriff is the only player whose identity is public. Everyone else spends the early game trying to work out who they can trust, all while desperately trying not to reveal their own allegiance too early.

Gameplay itself is driven by Yahtzee-style dice rolling. You’ll be shooting other players, healing yourself, collecting Indian arrows that inevitably come back to haunt everyone, and occasionally unleashing the infamous Gatling Gun, which has all the subtlety of solving an argument with a flamethrower.

The beauty of the game is that nobody really knows who they’re supposed to be shooting at during those opening rounds.

Was that attack an honest mistake? Is your neighbor secretly an Outlaw?

Did your teammate just accidentally shoot you… or was that “accidentally” doing a lot of heavy lifting?

Eventually, the masks come off, bullets start flying in earnest, and someone inevitably realizes they’ve spent the last three rounds enthusiastically helping the wrong team.

It’s stupid, silly fun.

Cut Throat Caverns (BBG Rank 2468)

It’s a fun game for the first four or five monsters, but it just drags on a bit too long.

Cutthroat Caverns holds a special place in Hassela history. It wasn’t just one of the games we played at our very first gaming weekend ten years ago… It was the first game.

So bringing it back for our tenth anniversary felt strangely appropriate. There was a healthy dose of nostalgia around the table, mixed with the realization that most of us could barely remember how to play it. It had been so long that the opening turns almost felt like discovering the game all over again.

Then the backstabbing started.

The premise is absolutely brilliant and feels tailor-made for a group of old RPG nerds. You play a band of adventurers descending into a dungeon to defeat a series of terrifying monsters. Sounds heroic enough.

Except everyone secretly wants to be the hero.

You earn prestige by landing the killing blow on each monster, so while everyone needs to cooperate to survive, everyone also wants everyone else to do just enough work that they can swoop in at the last second, dramatically stab the beast through the eye, and loudly declare, “You’re welcome.”

It’s wonderfully evil. The game constantly asks one simple question:

“How helpful can I afford to be?”

Help too much and someone else steals all the glory. Sabotage your companions too aggressively and suddenly, nobody is strong enough to kill the monster. Congratulations. Your selfishness has successfully doomed the entire party.

It’s probably the most accurate simulation of a dysfunctional Dungeons & Dragons party I’ve ever played.

That push-and-pull creates some genuinely hilarious moments. Temporary alliances form and collapse within minutes, players quietly count damage around the table trying to engineer the perfect finishing blow, and everyone becomes just a little bit suspicious whenever someone claims they’re “only trying to help.”

Conceptually, I still think it’s fantastic. Unfortunately, there’s two glaring problems that are impossible to ignore.

For one, the game simply goes on for too long.

The first few encounters are excellent. Everyone is learning the monsters, testing the waters, and gleefully sabotaging one another. The tension is high, the jokes are flowing, and every fight feels different.

By the seventh, eighth, and ninth monster, however, the magic starts to wear off. The core joke has already landed…Several times.

What should feel like an epic final showdown instead becomes a finish line everyone is quietly hoping to reach quicker. That’s never where you want a game to end.

It’s a shame because the underlying design is genuinely clever. Trim the experience down to four or five encounters and I honestly think this could have been a cult classic.

The problem is that the balancing is such that the monsters are not really a huge danger; you really need a lot of encounters and several intentional failures to kill the monsters that wear down the party for there to be any real threat of getting knocked out of the game, and that aspect of balancing can and does extend the game even longer.

For example, in our game, I could have continually sabotaged a specific player who was ahead, but it would have added half a dozen rounds to the game for that strategy to be successful enough to take them out, and honestly, I just let them win to avoid having to play that many more rounds. It was already taking forever.

As it stands, I’m really glad we dusted it off for the tenth anniversary. Revisiting old favorites is part of what Hassela is all about.

That said…

…I think I’ve had my nostalgia fix for another decade.

Smartphone(BBG Rank 450)

I’ve never reviewed it, but I suspect it would rate very high. Absolutetly brilliant.

Despite sitting comfortably inside the top 500 on BoardGameGeek, Smartphone Inc. remains, in my opinion, one of the most criminally underrated board games ever made. It’s one of the most elegant, innovative, and brilliantly designed Euros I’ve ever played, and it has never failed to impress every time it’s hit the table.

In fact, I genuinely believe that if more people actually played it, Smartphone Inc. would be a serious contender for the Top 50 on BoardGameGeek. Maybe even the Top 10. I’m completely convinced of it.

So why isn’t it?

My best guess is the theme… and that wonderfully questionable box cover featuring a bearded hipster who looks like he’s about to pitch me his latest cryptocurrency startup. It’s hardly the kind of artwork that screams, “One of the best economic strategy games you’ll ever play.”

Which is a shame. Because underneath that slightly uninspiring cover is an absolute masterpiece.

Smartphone Inc. is an economic game about developing, manufacturing, marketing, and selling mobile phones across competing global markets. On paper, that sounds about as exciting as reading a quarterly shareholder report. Yet, despite that depiction, I think it’s phenomenal.

Every round is packed with agonizing decisions. Every choice matters. Every market feels fiercely contested. The game strips away almost all unnecessary complexity, leaving behind an incredibly clean and focused economic puzzle where every action has meaningful consequences.

Whenever someone asks me for a Euro recommendation, Smartphone Inc. is almost always the first title that comes to mind. It’s become something of my hobby’s best-kept secret, a hidden gem that somehow slipped past far more people than it ever deserved to.

What makes it even more impressive is how approachable it is.

Smartphone delivers the satisfaction and strategic depth of games like Brass: Birmingham or Ark Nova, but without asking you to dedicate an entire afternoon. The rules are surprisingly straightforward, the gameplay flows effortlessly, and the advertised playtime is one of the rare occasions where the box isn’t lying to you. Even with five players, you’re looking at roughly ninety minutes from setup to final scoring.

In today’s world of sprawling three-four and even five hour Euros, that’s almost refreshing.

The game is polished to an almost absurd degree. Every mechanism feels refined, every system feeds naturally into the next, and there’s barely an ounce of wasted design anywhere in the box.

That said, I do think there’s one caveat. You really want five players.

I’ve played Smartphone with three and four players plenty of times, and it’s still a very good game. But add that fifth player and something magical happens.

Suddenly, every market becomes fiercely contested. Every pricing decision is absolutely game-defining. Every expansion plan collides with someone else’s ambitions. Instead of executing your own strategy in relative peace, you’re constantly adapting to the decisions of two or three opponents trying to accomplish exactly the same thing.

The competition becomes ruthless.

There are no comfortable engines quietly humming along in the corner. No one gets left alone for very long. Every victory feels earned because every point has been fought over.

To me, Smartphone at five players isn’t just better than Smartphone at three or four. It’s an entirely different experience.

If there’s one game from this entire Hassela weekend that I’d love to see receive the recognition it deserves, it’s this one. Smartphone Inc. isn’t simply underrated.

It’s one of the hobby’s great hidden treasures.

And if you consider yourself a Euro gamer and haven’t played it yet, I’d go as far as saying you’re missing out on one of the best designs of the last decade.

Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre (BBG Rank 2663)

Some games are best thought of as activities rather than games in the traditional sense. Epic Spell Wars of the Battle Wizards firmly belongs in that category.

I’m not even entirely convinced it’s a strategy game. At least not if your definition of strategy involves carefully planning your moves and consistently making better decisions than your opponents. Epic Spell Wars is a spectacular collision of outrageous card combinations, take-that mechanics, and just enough randomness to ensure that even the best-laid plans can explode in your face without warning. It’s less about executing a strategy and more about embracing the chaos.

The premise is wonderfully absurd. Each player is a battle wizard constructing increasingly ridiculous spells by combining different cards in an attempt to obliterate everyone else around the table. The goal is simple: be the last wizard standing. How you get there is another matter entirely, because the game delights in throwing unexpected twists, broken combinations, and moments of glorious misfortune at every player.

Mechanically, it’s perfectly serviceable, but that’s not why anyone remembers Epic Spell Wars. The real star of the show is its presentation. The artwork is absolutely phenomenal, genuinely some of the best gonzo comic-book-inspired illustration you’ll find in any board game. Every card is packed with personality, and the over-the-top spell names are worth reading aloud simply because they’re so wonderfully ridiculous. Half the entertainment comes from watching someone proudly announce the horrifying magical abomination they’ve just assembled.

That’s ultimately what makes the game work. Nobody sits down expecting a finely balanced strategic masterpiece. They sit down expecting complete nonsense, ridiculous moments, and plenty of laughter, and Epic Spell Wars delivers exactly that. It’s loud, juvenile, unapologetically silly, and knows precisely what it wants to be.

It’s the perfect game for a table full of friends, a few drinks, and a weekend where nobody has anywhere else they’d rather be.

Cascadia (BBG Rank 60)

When I saw Cascadia sitting at number 60 on BoardGameGeek, I genuinely did a double-take. Not because I think it’s a bad game, quite the opposite. Cascadia is a clever, elegant little design that I thoroughly enjoyed playing.

What surprised me is just how high it sits.

No matter how I look at it, I struggle to see this as one of the sixty greatest board games ever made. Personally, I would have expected it somewhere much further down the rankings. Not because it’s lacking in quality, but because it doesn’t really do anything particularly new or surprising, we are talking about a basic tile-laying game made in 2021.

Then again, BoardGameGeek rankings have always existed in their own strange little universe. We live in a world where Crokinole, a game designed in 1876 that essentially involves flicking wooden discs across a board, is ranked even higher. Clearly, trying to rationalize BGG rankings is a fool’s errand.

Cascadia is, at its heart, a very straightforward tile-laying game. You draft a terrain tile and an animal token, add them to your growing landscape, and score points by arranging everything as efficiently as possible. It’s clean, intuitive, and remarkably easy to teach, but that’s it, there is nothing else.

The thing is, almost every mechanic in the game feels immediately familiar. If you’ve played a reasonable number of modern board games, you can practically guess the rules just by looking at the board. There’s no flashy twist, no surprising hybrid mechanism, and no big “aha!” moment where the design suddenly reveals something you’ve never seen before.

That’s not necessarily a criticism. Sometimes executing familiar ideas exceptionally well is enough.

For me, though, Cascadia feels almost too streamlined. It’s like a worker placement game that consists entirely of placing workers, or a deck-building game where the only thing you ever do is buy better cards. Everything works exactly as intended, but I kept waiting for the game to reveal that extra layer, that little spark that would elevate it from “very good” to “something special.”

It never really arrived.

Ironically, I think the designers probably felt something similar, considering the number of expansions that have appeared since release. They all seem to add the sort of additional wrinkles I found myself looking for during the base game.

None of this is to say Cascadia isn’t a good game. It absolutely is.

In fact, I completely understand why it’s become such a hit. It’s approachable, relaxing, beautifully produced, and has that rare elegance where almost anyone can sit down and understand it within a few minutes.

Personally, though, if someone asked me to recommend a tile-laying game, Cascadia wouldn’t be my first choice. I’d happily point them toward Harmonies, for example, which I think delivers a more interesting puzzle and a more satisfying gameplay arc.

One thing I will say about Cascadia is that, like Sushi Go, it introduces a very basic principle of board gaming you are going to see in a lot of games (Tile Laying), so in that way, it makes for a pretty good introduction to board games.

Would I play Cascadia again? Absolutely.

Would I rank it among the sixty greatest board games ever made?

…that’s where you lose me.

Hansa Teutonica (BBG Rank 147)

On the drive home, one of my friends summed up Hansa Teutonica by calling it “clever, but boring.” I couldn’t help but laugh because, honestly, that’s probably how I’d describe most classic Euro games.

Excitement has never really been the selling point of games about medieval trade routes and little wooden cubes. If you’re looking for cinematic moments, dramatic storytelling, or thematic immersion, you’ve taken a wrong turn somewhere. What classic Euros offer instead is elegant design, fascinating decision spaces, and the satisfaction of solving an intricate strategic puzzle. They’re less about living a story and more about exploring a mechanical system, and that’s exactly what defines the genre. Rarely is a game you play once and discover something wonderful; Euro cube pushers demand repeat plays.

So yes, I actually think “clever but boring” is a perfectly fair description of Hansa Teutonica.

The theme is about as dry as board games get, and the gameplay loop can be summarized almost entirely as “put cubes on the board.”

Yet despite that, Hansa Teutonica still sits at number eleven on my own Top 20 Games list, and I’m more than happy to defend that position.

The reason is simple. It does something that surprisingly few Euro games are willing to do: it forces players into direct conflict.

Not the usual passive-aggressive Euro interaction where someone quietly steals the action space you wanted. Hansa Teutonica demands genuine competition. Every move has consequences, every route is contested, and every decision creates opportunities for someone else. You’re constantly manipulating the board while simultaneously manipulating your opponents.

The strategic depth is remarkable. Beneath the deceptively simple act of placing cubes lies an intricate web of efficiency puzzles, engine building, timing windows, and tactical positioning. Winning isn’t about discovering some hidden strategy. It’s about consistently finding the most efficient move, turn after turn after turn.

What makes repeated plays so rewarding is how dramatically the game changes depending on the experience level of the people around the table.

There simply isn’t enough room for everyone to pursue every strategy. You have to carve out your own niche while constantly reacting to everyone else’s plans. If your opponents ignore you for too long, you’ll quietly build an unstoppable engine. Conversely, if you can force someone to spend turns disrupting your position, you’ve often created opportunities elsewhere that benefit you even more.

That push and pull creates some wonderfully subtle mind games.

At one point during our game, I found myself getting genuinely annoyed by a move one of my friends made because it looked like he’d just handed another player a game-winning opportunity. From where I was sitting, he was king-making.

Only later did I realize what had actually happened. He wasn’t helping our opponent at all. He was baiting me. And it worked.

He knew I couldn’t ignore the move; it would have been insane for me to do so. He knew exactly how I’d respond, and by forcing me to deal with it, he’d quietly opened up the part of the board he really cared about. I walked straight into the trap, exactly as he’d planned.

I hate when people do that. I also absolutely love games that let them.

Those little traps, feints, and counterplays are where Hansa Teutonica really shines. The more experienced everyone at the table becomes, the richer those interactions get.

I’ll freely admit this isn’t a game for everyone. It’s dry, unapologetically abstract, and probably about as exciting to watch as an accounting convention.

But if you’re the sort of player who enjoys elegant systems, razor-sharp interaction, and the satisfaction of outthinking your opponents rather than out-rolling them, Hansa Teutonica remains one of the finest Euro games ever designed.

Ten years after I first played it, I still think it’s one of the best cube pushers the hobby has ever produced.

Condottiere (BGG Rank 1064)

Another permanent fixture of the Hassela weekend is the magnificent Condottiere, a game that is now thirty years old and has somehow refused to age. It’s one of those rare designs that feels just as fresh today as it did when it was released, and every time it hits the table I’m reminded why it’s remained in my collection for so long.

At first glance, Condottiere looks like a straightforward trick-taking card game with a simple area-control board tacked on. In reality, it’s the marriage of those two mechanics that makes the game so special.

The objective couldn’t be simpler. Win battles to place your cubes on the map, and be the first player to connect three adjacent territories to claim victory.

Easy. Except it isn’t.

Every battle is a miniature game of timing, bluffing, and resource management. Your hand of cards represents your army, but unlike most trick-taking games, winning every battle is often the fastest way to lose the war.

The reason is that your cards are a finite resource. The ten cards you receive may need to carry you through multiple battles, and new cards are only dealt when nobody is willing, or able, to continue fighting. Every powerful card you spend now is one you won’t have available when the battle that might actually matter begins.

That single design decision completely transforms the game.

Suddenly, every battle becomes a negotiation. Is this province worth fighting over? Can I bluff my opponents into spending valuable cards while I quietly pull my troops from the battlefield? Should I sacrifice this battle entirely in order to dominate the next one?

Those questions are where Condottiere truly shines.

Adding even more depth are the various special cards that manipulate combat strength, cancel effects, or completely change the state of the battlefield. It’s rarely enough to simply play your highest-valued card and hope for the best. Success comes from luring opponents into committing their resources before revealing the clever little trick you’ve been holding all along.

Meanwhile, the board itself slowly tightens like a noose.

Once a cube has been placed, it never leaves the map. Safe territories disappear, critical choke points emerge, and every remaining battle becomes increasingly important. By the late game, a single province can determine the winner, and everyone around the table knows it.

I’ve been singing the praises of Condottiere for years, and this latest playthrough did absolutely nothing to change my opinion.

It’s elegant, interactive, wonderfully tense, and proof that great design never goes out of style.

Quite simply, it’s one of the finest card games I’ve ever played, and if you’ve never experienced it, I think you’re missing one of the hobby’s true classics.

Blood Rage (BBG Rank 66)

Blood Rage occupies a unique place in the history of GamersDungeon. In well over a decade of reviewing board games, it remains the only game I’ve ever awarded a perfect 5 out of 5 stars. Ten years later, having played many games since that review, I wouldn’t change a single word.

It remains, in my opinion, one of the finest board games ever designed.

Everything about Blood Rage feels deliberate. The mechanics, the theme, the artwork, the miniatures, the pacing, the replayability, it all comes together with an elegance that’s incredibly rare. It’s one of those games where every system reinforces every other system, creating an experience that’s greater than the sum of its already impressive parts.

It’s also become something of a Hassela tradition. At this point, I’d be more surprised if Blood Rage didn’t make an appearance.

What I love most about the design is that it’s really three different games seamlessly woven together.

First, there’s the drafting phase, where players build their strategy by selecting cards that shape everything they’ll attempt during the coming Age. Every draft feels meaningful because you’re not only improving your own position, but you’re denying powerful combinations to your opponents.

Then comes the area control game. Clans spread across the map, battles erupt over provinces, monsters stomp into play, and everyone races to pillage the richest territories before Ragnarök inevitably wipes parts of the world from existence.

On paper, that’s already an excellent game. But the real game…

…is watching everyone else.

Blood Rage is one of the few area control games where paying attention to your opponents is more important than executing your own strategy. Every drafted card, every troop placement, every suspicious move tells a story about what someone is trying to accomplish, and there is far more to gain from denial than anything else. Success isn’t simply about building the strongest engine or winning the biggest battles. It’s about identifying everyone else’s plan and finding the perfect moment to dismantle it.

That’s where Blood Rage separates itself from the crowd. For all its brilliance, though, it isn’t a forgiving game.

There are very few safety nets here. No generous catch-up mechanisms. No rubber-banding. If you make poor decisions during the first Age, you’ll often spend the rest of the game trying to recover while stronger players steadily pull away. Blood Rage rewards good play and punishes mistakes with remarkable efficiency.

Personally, I love that. When I lose a game of Blood Rage, I almost always know why.

The good news is that despite offering all the depth of a sprawling area-control game, it remains remarkably quick. That advertised 60 to 90 minute playtime is refreshingly accurate, making it easy to get to the table far more often than many games in the genre.

It also scales beautifully, though I still think five players with the expansion is the definitive way to experience it. More players means more conflict, more competition, more spectacular betrayals, and more opportunities for those unforgettable moments that Blood Rage consistently delivers.

I’ve said it before, and another playthrough only reinforced the point.

Blood Rage isn’t my favorite area-control game, but there is no question it’s one of the finest board games ever made, and more than a decade later, I still haven’t played anything that has convinced me otherwise.

And that’s all, folks!

It was another amazing year, and sitting here writing about it reminds me of the tragedy of having this fantastic event behind me. I have to wait a year to do another one!

That doesn’t mean there won’t be BBQ’s, Beers and Boardgames between now and then, but the Hassela weekend is special, it’s unique, and as nerdy and as immature as it might sound, it’s very important. Traditions are one of the corner stones to a happy life, it gives you something to look forward too and I already can’t wait until next year!

Happy Gaming!

In Theory: AI Art In Board Games

While I generally try to avoid controversy on this site and stick to what I enjoy most, reviewing games, talking about games and, well… more games, now and then a subject comes along that is simply impossible to ignore.

This is one of those subjects.

As someone who reviews board games, I’m increasingly running into games that use AI-generated artwork, which means I have to make a decision about how I’m going to treat them. Do I ignore it? Mention it? Penalize it? Celebrate it? Pretend it isn’t there and hope nobody notices?

Sooner or later, I have to put my cards on the table, explain my position and live with the consequences. The internet being what it is, remaining silent makes you complicit, while saying anything at all guarantees that one tribe or the other will decide you’re the villain of the week. It’s a remarkable system we’ve built for ourselves in which you are always left with a lose-lose scenario.

I’ve touched on AI artwork in a few previous reviews, most recently Syncanite Foundation and Kingdom Legacy, and those conversations have helped me work out where I stand. But scattered comments buried inside reviews aren’t enough anymore. I need to make dealing with AI art work part of my rating system, so that I can respond to it in an objective and fair way.

So this article will be the official GamersDungeon position on AI artwork in board games, how I’m going to approach it as a reviewer and, most importantly, how it will impact the rating/scores that games receive going forward.

The Controversy

Unless you’ve been hiding under a particularly large and comfortable rock, you’re probably aware that AI is everywhere. In the tabletop hobby, and especially in board games, role playing games and miniature games, AI-generated artwork has become one of the most divisive subjects around.

Mention it in a comment section, and you’ll usually have enough material for a three-day flame war.

While there are dozens of individual arguments and plenty of grey areas, the debate generally revolves around three major points.

The first is that generative AI art is fundamentally a form of theft. The argument is that AI models are trained on existing artwork created by real artists and then produce derivative images without permission, attribution or compensation. In other words, the machine is standing on the shoulders of artists who never agreed to hold it up.

Adobe Firefly combats Generative AI theft by training it’s AI on public domain images and images willingly provided by artists. This is just one of many unique methods that put to question the argument that Generative AI images are theft. Hence the problem with this argument.

The second argument is economic. Every AI image used by a publisher is potentially one less commission for a human artist. If a company can generate an illustration in minutes instead of paying an illustrator, more profit stays with the publisher, while fewer opportunities exist for the people who built the artistic foundation AI relies upon. To critics, it isn’t just replacing jobs, it’s replacing them with something built from the work of those same artists.

Finally, there is the quality argument. Critics often describe AI art as soulless, repetitive, and creatively hollow, produced by systems that consume enormous amounts of computing power and energy simply to flood the internet with an endless stream of technically competent but artistically disposable images. The term AI slop didn’t appear out of nowhere.

There are plenty of smaller arguments, edge cases and philosophical rabbit holes that could fill an entire series of articles, but these three points are the heavy hitters. If I can explain where I stand on them, then I can also explain how AI artwork will be treated in reviews here on GamersDungeon going forward.

First, however, we have to talk about the elephant in the room.

Circumstances Matter

I’ve never had much patience for ivory tower thinking or the modern habit of treating every issue like it’s a football match where you have to pick a side and spend the next six months screaming at the other team.

The real world is a lot messier than that.

Real people have real jobs, real businesses, real families and real bills to pay. Artists, publishers, designers, consumers and even the people building AI tools all have different incentives and different circumstances. Any position that completely ignores one side in favour of ideological purity is, in my opinion, more interested in winning an argument than solving a problem.

Kingdom Legacy and Fryxelius Games is a great example of circumstances mattering. This is a family run business of creative people who are doing their best to bring great games to us. They however like all businesses have to make compromises. In the case of Kingdom Legacy, your talking about producing art for 140 quardruple sided cards requiring around 500 images for a game that can’t cost more than 10-15 bucks for it to be marketable. Had Fryxelius games hired an artist to create these images this game would never see the light of day and if it did it would cost more than anyone would be willing to pay for a game that is effectively a box with 140 cards in it.

That isn’t particularly useful to me.

So I’m not going to approach AI artwork from the perspective of absolute morality, nor am I going to pretend that technological progress can simply be wished away. My position has to account for the many people affected by it, which means it’s inevitably going to be a compromise.

To put it plainly, I’m not taking the easy route of saying “I refuse to review games with AI art” and I’m equally not going to shrug and say “I don’t care, embrace the future.”

Somewhere between those two extremes is a position that I think is both fair and practical. Whether you ultimately agree with it or not, I think it’s worth explaining how I arrived there before I tell you what the policy will be.

AI Art is Stealing

This is probably the biggest argument against AI-generated art, and it’s also the one I find the hardest to apply in practice.

Not because I know it isn’t true, but because I don’t know that it is.

I’m not an AI engineer, and I’m certainly not qualified to explain exactly what every image model is doing behind the scenes. More importantly, not every AI is trained the same way. Some models are trained on enormous collections of scraped images, while others are built from artwork that has been voluntarily submitted or properly licensed by the artists involved.

Those are very different situations.

A good example is Kingdom Legacy. After doing some research for that review, I discovered that the publisher uses an AI trained on artwork freely contributed by artists. If that’s the case, then the blanket statement that “AI art is theft” simply doesn’t apply.

The problem is that I can’t realistically investigate the AI training methods behind every game that uses AI-art I review, and even if I tried, publishers have no obligation to explain their workflow or be completely transparent about it.

So what am I supposed to do? Assume everyone is guilty until proven innocent? Or assume everyone is acting ethically until proven otherwise?

Neither approach seems particularly reasonable.

For that reason, I can’t base my review policy on the argument that AI art is inherently stealing. There are simply too many variables, too many different models and too many different ways of using the technology for me to conclude that every instance of generative AI is automatically unethical.

That’s not the same as saying the concern isn’t valid. It’s saying that, as a reviewer sitting behind a keyboard trying to decide whether a board game deserves a 3.5 or a 4, I don’t have enough information to make that judgment consistently or fairly.

So, for the most part, I set this argument aside. Not because I dismissed it, but because I don’t think it provides a practical foundation for a review policy.

They Took’ma’job!

I’m going to keep this one relatively short. Technology replaces people. It always has.

The printing press replaced scribes, photography replaced portrait painters, tractors replaced farm workers, digital distribution replaced video rental stores and the internet made life very uncomfortable for anyone who thought selling encyclopedias door to door was a long-term career plan.

We can resist it, protest it and argue about whether it’s a good thing, and sometimes those arguments are completely justified. History, however, has a habit of continuing anyway.

Dragonfoot Forums, one of the oldest D&D forums in existance has recently taken the decision to ban AI art from their forums and will moderate AI created material published through their site. This sort of reaction to AI art is common. Gamers everywhere are rejecting AI normalization and for good reason. Art is culture and AI is erasing it.

My personal philosophy has always been simple. Adapt and survive. Do I think it’s a good thing if artists lose work to AI? Absolutely not. But that isn’t actually what influences my reviews.

What influences my reviews is that I have yet to see AI-generated artwork that was worth replacing a human artist for in the first place.

That’s the important distinction.

I’m not making a moral judgment about technological progress. I’m making an artistic judgment about the end result.

And, quite frankly, I’m not impressed.

To me, AI artwork is shallow, repetitive and creatively uninteresting. I have no desire to sit here debating whether a particular image is “good AI” or “bad AI” any more than I want to debate whether instant coffee is “good coffee.” At best, it’s mediocre. At worst, it’s visual wallpaper that exists solely because someone needed a dragon by Tuesday afternoon.

Talent is something people develop over years of practice. Style is something people earn through experience, experimentation and failure. If the artwork in a game can be produced by me, my neighbour and a reasonably motivated golden retriever typing prompts into the same generator, then I struggle to assign much artistic value to it.

As a reviewer, that matters.

If I believe components contribute to the overall experience of a board game, then artwork is part of that equation, and artwork that I consider generic, uninspired or interchangeable should naturally be reflected in the score.

But even that isn’t really the heart of the issue.

The real reason AI art matters to me is something much more fundamental.

AI Art Has No Soul

This is the argument that ultimately matters to me.

I’ve already said that I’m unconvinced by the blanket claim that all AI art is theft and equally unconvinced that I can somehow stop technological progress by refusing to acknowledge it.

None of that changes the simple fact that I don’t like AI art. Not a little. Not “when it’s used badly.” I don’t like it at all.

The ecological cost, the enormous computing resources and the economic disruption only reinforce an opinion I already have, which is that the end result simply isn’t worth it. It’s an extraordinary amount of effort and energy being spent to produce something that, in my eyes, is artistically mediocre.

To me there is no masterpiece hiding inside AI-generated artwork, only different flavours of competent wallpaper. It can be technically impressive, visually striking and even useful, but I have yet to see anything that makes me stop and appreciate the person behind it.

Because there isn’t one.

Syncanite Foundation is one of those rare exceptions where I thought the AI art was well curated. It was the first review I ever did for a project with AI art however and I wasn’t sure what to do with it. In the end, I chose to just judge the art as I would any other, but it felt wrong. I don’t want to judge AI art, it felt empty, like I was speaking to a void rather than complimenting a persons hard work. This is what I want to avoid having to do in my reviews.

What makes art meaningful to me isn’t perfection. It’s the evidence that another human being sat down with a skill they spent years developing and created something that could only exist because they chose to make it. The mistakes, the style, the personality and even the imperfections are part of the experience.

That’s the soul.

AI removes the very thing I value most about art and replaces it with automation. It turns creativity into manufacturing, and while that may be efficient, efficiency has never been the quality that made me love board games, role playing games or miniature games in the first place.

So this is where I draw my line. Not because I think AI should be banned. Not because I think everyone who uses it is acting unethically. And not because I believe technology can be put back into the bottle.

But because, as a reviewer, I want to reward human creativity wherever I find it. Choosing a human artist over a prompt is, in my opinion, an investment in the very creative spirit that makes this hobby worth celebrating.

That’s my protest.

To me, replacing genuine artistic expression with AI artwork is like spray painting over a beautiful mural. The person holding the can may have perfectly reasonable motivations and the paint may even look neat from a distance, but something uniquely human has still been covered up in the process.

And that, more than any legal or economic argument, is why AI artwork will matter in my reviews.

Conclusion

I should probably end with a confession. I use AI art in my own projects.

When I wrote my D&D adventure The Lost Citadel, a project I’m genuinely proud of, I used AI-generated artwork for one very simple reason. I couldn’t afford to hire an artist, or perhaps more accurately, I didn’t want to afford hiring an artist. It was a hobby project, I did it for fun, not as a business venture.

That doesn’t suddenly make the artwork great.

If anything, I fully accept that the book is artistically less than it could have been. The illustrations do their job, but they don’t define the identity of the book the way a human artist could have. They lack personality, style and, for want of a better word, soul.

And if someone looked at The Lost Citadel, decided it was AI slop and chose not to buy it, I wouldn’t hold it against them for a second.

I understand the position because I understand the compromise I made.

As a reviewer, however, I don’t think the answer is to draw a line so extreme that any game containing AI artwork is immediately dismissed as worthless.

A board game is more than its illustrations.

It is mechanics, design, theme, writing, balance, playtesting, production and countless hours of work by real people who may have chosen AI art for reasons ranging from budget constraints to simple practicality. Just as I don’t want my own work dismissed solely because I couldn’t afford an illustrator, I’m not going to do that to someone else.

But I also think there should be a clear acknowledgement that AI artwork is not something I value as an artistic contribution.

So this is the new policy at GamersDungeon.

Any game that uses AI-generated artwork will receive a maximum of 1 star in the Theme category of my reviews.

That doesn’t mean the game is bad. It doesn’t mean I won’t recommend it. It doesn’t mean the designers are lazy or unethical.

It simply means that, in my view, AI-generated artwork does not meaningfully contribute to the artistic identity of a board game and therefore cannot receive a higher score in a category where artistic presentation is a major consideration.

Everything else will still be judged on its own merits. Great mechanics will still be great mechanics. Brilliant design will still be brilliant design. An exceptional game can still receive an exceptional overall score.

In fact, Kingdom Legacy: Exploration managed a respectable 3.15 out of 5 despite receiving only 1 star for Theme.

So this isn’t a boycott. It’s a statement of values.

If you choose AI artwork instead of human artistry, I’m not going to refuse to review your game, and I’m not going to pretend the rest of your work doesn’t matter.

Gamersdungeon.net rating system will be updated with the new AI based rule put into effect. For me, this is a compromise and the most appropriate way to handle AI. It may change in the future, but for now I feel like it’s good middle ground I can work with.

I’m simply going to score the art exactly as I see it. The absence of effort, the equivillant of copy/pasting it from some other source, a non-contributor.

And from this day forward, that’s how AI-generated artwork will be handled on GamersDungeon.net.

And that’s all, folks!

Review: Kingdom Legacy: Exploration Expansion

When I reviewed Kingdom Legacy back in March, it walked away with a respectable 3 out of 5 stars. That’s probably worth explaining because, unlike much of the internet, I don’t believe anything short of perfection deserves to be launched into the sun. A three-star score is a very solid game in my book and absolutely worth playing. Anything above two stars is worth consideration.

That said, Kingdom Legacy wasn’t flawless from the standpoint of objective review. It had a few rough edges, and typically, I would say this is exactly why expansions exist. They’re often a second chance, the patch note in physical form, the opportunity to take a good game and turn it into a great one.

Kingdom Legacy, however, is a unique beast; the exploration expansion, like the many expansions that proceeded are not intended to fix balance or adapt playstyle, they are in a sense, a way to continue your legacy experience as you build up your own personal little world. It’s a bit more like a sequel or director’s cut with extra scenes for something you already love. This expansion isn’t trying to fix anything, for better or worse.

Unlike many of the other expansions for Kingdom Legacy, Exploration is not a modest little add-on either. There are almost as many cards here as in the original box, which means there is an awful lot of new content to explore. Yes, the pun is entirely intended, and no, I refuse to apologise for it.

So the question here isn’t whether Kingdom Legacy: Exploration fixes the game; the question is more about how it expands on the already awesome gameplay you know and love.

Overview

Final Score: christmas_star christmas_starchristmas_star( 3.15 out 5) Good Game!

One thing worth pointing out about my rating system is that it’s not necessarily a reflection of how much I like a game. Instead, it is an attempt to score games against a consistent structure that’s intended to be as objective as possible and fair as possible across all game reviews.

If you don’t believe me, consider that Blood Rage is still the only game in GamersDungeon.net history to receive a perfect 5 out of 5 stars, yet it does not even make my personal top twenty games of all time list. Meanwhile, Great Western Trail has sat comfortably on that list for nearly a decade despite earning only 3 out of 5 stars in my review. What I play and what rating a game gets using my rating system are not always going to align. Preference is not the same as judgment.

I consider Blood Rage to be a master class in game design and publishing. It is a perfect game, but that doesn’t necessarily mean that it flies to the top of my playlist. I enjoy it, but perfection and preference are not always bedfellows.

Kingdom Legacy falls into exactly that difference and, ultimately, so does Kingdom Legacy: Exploration.

If you asked me over a cup of coffee what I think of Kingdom Legacy, I would tell you it’s one of the most addictive solo card games I have played in years. It has occupied an embarrassing amount of my table time, and this expansion simply gives me even more reasons to keep shuffling cards instead of doing something sensible with my time.

As my wife says when she catches me on the deck shuffling cards, “Are you gonna do that all day?”, The answer is, yes, now fetch me a beer, wench!, I have a kingdom to run! (Note: this joke was approved by the wife; no husbands were injured or killed during the writing of this joke.)

Kingdom Legacy is an exceptionally simple game to learn and an addictive game to play that is just perfect as a solo experience. It has a ton of nuanced decisions that will have you asking the question, what if I… quite a bit.

In fact, this happens often enough that I am seriously considering adding a personal score to future reviews just to separate objective analysis and my personal preferences.

Kingdom Legacy: Exploration does quite a bit to change the overall rating of the original game, not so much because the latest edition of the game (2nd edition) changes anything, but my entire reflection on what this game is and how it is played was vastly altered by adding an expansion to it. Not that it changed how you play, but more like it opened a new avenue of understanding just what this game is about and what about it makes it so brilliant while also simultaneously exposing some of its flaws as a product.

In Exploration, you will find lots of cards that play off each other, but you won’t get them all in play, so there are some tough choices to make that you will have to ponder, but as was the case in the base game, it’s not always 100% clear how these will impact you in later stages of the game. That is the fun part with this system: you do stuff to see what happens.

If you already enjoy Kingdom Legacy and your first thought after finishing a campaign was “I wish there was more of this,” then congratulations, your wish has been granted ten times over. This expansion adds more cards, more scoring opportunities, and more crucial decisions to the expansion of your kingdom than the core game did to this point.

On the other hand, if the base game never clicked for you, Exploration is unlikely to perform some sort of cardboard miracle. It is unapologetically an expansion for existing fans, and there is absolutely nothing wrong with that. While many expansions try to patch weaknesses or inject additional or new systems to attract new players, Exploration instead looks at Kingdom Legacy, nods approvingly, and says, “Here, have more.”

All of the new content focuses on the later stages of the game, where your kingdom is already sprawling, but like the core game, every decision has layers of consequences attached to it. Just like the base game, you will only see a fraction of the available cards in any single campaign, meaning it will take many plays before everything reveals itself. In a way, that is a flaw with Kingdom Legacy as a product, as it is a legacy game designed to be played once.

Thankfully, the designers anticipated that. Unlike the core box, Kingdom Legacy: Exploration is designed to be played twice, meaning two base game campaigns (two kingdoms) can make full use of a single expansion.

And, as has become almost standard practice with this legacy game, sleeving the cards allows you to preserve and reset the experience if you prefer your kingdoms recyclable rather than disposable.

So what new treasures does Exploration offer? Well, if you’re a fan of this game, you’re in for a treat!

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Good card quality cards with great documentation and online support for the game.

Cons: No major flaws, but there is nothing awe-inspiring; it’s just good.

Component quality in Kingdom Legacy: Exploration is identical to that of the core game, which is to say, quite good.

There is admittedly not a great deal to discuss here because, at the end of the day, it’s still a box full of cards. Thankfully, they are good quality cards with a nice finish and perfectly in line with what you would expect from a modern collectible card game. They shuffle well, hold up to repeated play, and serve that aesthetic and addictive process of card handling we all love perfectly.

The instructions for integrating the expansion into the base game are clear and straightforward, avoiding the all too common expansion tradition of making you search three rulebooks and a forum post from 2022 just to figure out where one deck is supposed to go.

It also benefits from the same excellent online support as the core game, making setup and rule questions easy to resolve.

Most importantly, the expansion feels completely consistent with the original release. Nothing about the presentation feels rushed or tacked on. It looks, feels, and plays like it was always intended to be part of the Kingdom Legacy experience, and for that reason, it earns exactly the same score as the core game, which is to say there is nothing particularly awe-inspiring; it’s just good.

Theme

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Mechanics and theme connect to create an addictive engine-building game with personality.

Cons:  The use of AI images absolutetly kills this game’s spirit, it makes it feel generic and uninspired with many poorly curated images.  It’s all rather soulless.

The central theme of Kingdom Legacy: Exploration is exactly what the title promises. Exploration opens up vast new lands to discover, unique buildings to construct, interesting people to recruit, and specialised equipment to uncover. All of this greatly expands the number of scoring opportunities available while also giving the impression that your kingdom has matured and is entering a much more robust level of growth. It’s all thematically well-connected.

In terms of expansions, there is no official order in which expansions for Kingdom Legacy are to be played, but to me, it felt quite right to have exploration be the first; it just feels like a natural fit.

Mechanically, I would not say the expansion dramatically changes the experience. It’s very much just more of the Kingdom Legacy you already like, which is exactly what fans are looking for. There are a handful of new events and scoring opportunities that are genuinely clever and produce the same little moments of surprise and satisfaction that made the base game so addictive. Nothing here fundamentally changes my opinion of the theme, but there are plenty of memorable moments that will leave you smiling just the same, and that is all I can say about that without spoilers.

Unfortunately, there is one grim topic that still hangs over Kingdom Legacy like an unwanted random event card, and it is more relevant now than when this game was first released.

Neither the second edition nor the Exploration expansion addresses the game’s reliance on AI-generated artwork; in fact, it leans fully into it as if this is not a major controversy in the board gaming world, a major miscalculation on the part of the publisher. The visual style remains inconsistent, with AI images that often look poorly curated and disconnected from one another.

This is a very common opinion about the use of AI images in board games. I would recommend that anyone publishing a board game in the future avoid AI art like the plague; whatever the benefit is, it’s not worth the backlash. AI art used to be disliked; at this point, using it makes you a pariah.

My position on the use of AI in board games hasn’t changed, which is to say, I don’t really care that much about it for hobby projects and small struggling publishers trying to get their game out, but I recognise that it’s an obvious shortcut, and it typically quite dramatically reduces the quality of a game. This is very true for Kingdom Legacy; it’s a considerably lesser game because of the use of AI images.

When I reviewed the original Kingdom Legacy release, I was willing to overlook AI in the rating because Kingdom Legacy was clearly a passion project from a small team experimenting with a new idea, and I was happy to give it the benefit of the doubt that this shortcut was taken out of necessity.

That argument and the leeway given are no longer appropriate. Kingdom Legacy has found an audience. It received a second edition. It has successfully launched many expansions. It is no longer an unknown experiment but an established product from a successful and prominent publisher with a proven record of success.

Simply put, any excuse given by an established publisher about why they use AI Images rather than hiring a real artist simply does not fly and should be vigorously opposed.

I think board game fans are justified in not supporting AI-generated games, as it damages the hobby as a whole. The more people that do this, the more it will normalise, and the less distinct and unique games will become. As hobbyists, we should fight against, speak out against, and reject AI art in our games, especially from established publishers who should know better and have the means to do better.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: It has that addictive, just one more turn presence, lots of cool surprises for existing fans.

Cons: The legacy component of this game is out of place; it’s more a nuisance than a feature.

Writing a gameplay review for a legacy game is a strange challenge because the entire point is that I am not supposed to tell you what happens. It’s a bit like reviewing a detective novel by saying, “The ending is great, trust me,” and hoping everyone simply accepts that.

So I am going to dance around the spoilers as gracefully as I can.

Kingdom Legacy: Exploration focuses, like all of the Kingdom Legacy expansions, on the late stages of your campaign. The core game is all about building your tiny kingdom from a few acres of land. The expansions are where you get to take that creation out for a victory lap and see what else it can become.

I think that is one of Kingdom Legacy’s greatest strengths. That feeling of civilisation building.

By the time you reach Exploration, you’ve already made dozens of unique decisions that shaped your kingdom. You have watched opportunities come and go, suffered through disasters, stumbled into unexpected successes and built something that somehow feels distinctly yours. It’s just a deck of cards, yet it develops a surprising amount of personality.

That is also why Kingdom Legacy is so addictive.

The attachment is not really to the mechanics but to the story that emerges from your choices and micro experiences that feel great in solitude. You want to see what happens next, even if what happens next is another tax collector demanding resources you no longer have.

Exploration gives you exactly that. It hands you another toy box filled with new lands, new scoring opportunities and new cards to weave into your existing kingdom. It’s undeniably fun, and there is plenty to discover.

At the same time, I never felt that the expansion fundamentally refreshed the experience in some meaningful way. Unlike most expansions to games, there wasn’t this “oh wow, ok that changes everything” moment. It was basically the same game with new cards.

By the time your kingdom is fully developed, when you complete the base set, those additional rounds in the expansion feel more like extending a great evening than starting a brand new adventure. I enjoyed every minute of it, but there is an unavoidable sense that you are still playing with the same systems and the same ideas.

The best comparison I can think of is playing Magic: The Gathering with your favourite deck after adding a handful of exciting new cards. The deck is better, you have a few new tricks, and you are happy to keep playing it, but part of you is also looking forward to the next expansion that introduces an entirely new set and shakes everything up so that you can build new decks.

There were also a few moments that genuinely caught me off guard.

Without spoiling anything, Exploration hides several clever little surprises that feel almost like easter eggs for dedicated players. Those moments produced exactly the kind of grin that made me keep turning over cards long after I probably should have gone to bed.

The expansion also introduces some additional resources and gameplay elements. Whether these originated here or appeared in other expansions first, I can’t say, but they were new to me. They add some welcome variety and interesting decisions without dramatically changing the flow of the game.

I realise this entire section has been frustratingly vague, but that is the price of reviewing a legacy game without ruining the experience.

So let me keep the gameplay conclusion simple.

If you enjoyed Kingdom Legacie’s mechanics and addictive just one more turn nature, then Exploration is an easy recommendation. There is a huge amount of content packed into the box, plenty of new ways to develop your kingdom, lots of satisfying scoring combinations and a handful of genuinely delightful surprises waiting to be discovered. It never reinvented the game for me, but it absolutely reminded me why I enjoyed it so much in the first place.

Replayability and Longevity

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_star

 

Pros: The experience of building up your kingdom is dramatically enhanced by a large library of new cards to explore and add to your kingdom

Cons:  It’s too confined and short; you’ll finish this expansion in a single sitting, and then it’s over forever.

Replayability in a legacy game is always a slightly awkward subject because, technically speaking, there is none.

The game is designed to be played once, experienced once and then retired. It is an engine built with a finite amount of fuel; eventually, the tank runs dry.

Kingdom Legacy: Exploration is essentially an extra fuel tank bolted onto the side of the original game. It extends the journey, gives you more places to visit and more things to discover, but eventually you arrive at the same destination.

There is something genuinely satisfying about the finality of that experience. Picking up a kingdom that you thought was finished, dusting it off and giving it one last adventure feels surprisingly nostalgic. Your little collection of cards has history. You remember why that building is there, why that character survived and why you still refuse to forgive that one event card that nearly ruined everything.

The problem is that while the game’s end is satisfying, it’s not a game end where you’re done with the game forever.

One of the most common comments you will see about Kingdom Legacy is that everyone is trying to figure out how to avoid the legacy component. It’s just a bad fit for this game.

That is perhaps the greatest strength and the greatest weakness of Kingdom Legacy.

When you finish, your immediate reaction is not relief or closure. It is the overwhelming urge to shuffle everything up and play again, because that is what we do with games we love. Replayability is, after all, one of the defining reasons this hobby exists.

Thankfully, Kingdom Legacy offers a very easy way to bend the rules. Sleeve the cards, use removable markers and suddenly the entire legacy experience becomes reusable. It is not difficult to do, and it is absolutely the approach I would recommend to anyone buying the game.

However, I have to judge replayability based on the experience the designers intended, not the one clever players can engineer for themselves.

Viewed through that lens, Kingdom Legacy: Exploration is still a one-time journey. It is an excellent journey, a memorable one and a longer one than before, but once you reach the end of the road, there are no official turns left to take.

You can always get another expansion, though, so there is that.

Conclusion

As a system, as a gameplay mechanic and as an overall experience, I think Kingdom Legacy and Kingdom Legacy: Exploration are fantastic. I have absolutely no hesitation recommending them to anyone who enjoys card games and is looking for a satisfying solo experience.

In particular, if you enjoy engine-building games that capture the feeling of growing a tiny settlement into a thriving civilisation, Kingdom Legacy delivers that experience in abundance. Every new card feels like another chapter in the story of your kingdom, and that sense of progression remains one of the most addictive gameplay loops I have encountered in recent years.

That said, I would be remiss if I did not climb onto my soapbox for a couple of minutes.

The first issue is the legacy component itself.

I have never quite shaken the feeling that Kingdom Legacy does not actually want to be a legacy game. It is almost as if someone designed an excellent solo engine builder and then, somewhere late in development, another person walked into the room and declared, “What if we made players throw it away when they finish?”

Nothing about the underlying design really benefits from being disposable, and unlike most legacy games, Kingdom Legacy is too short to give you that sense of finality and closure when you’re done playing.

In fact, I would argue the opposite. Once you understand the systems and discover the different paths available, the natural instinct is to immediately start another campaign and try something completely different. The game is packed with meaningful choices and interesting combinations that beg to be explored.

That is the mark of a highly replayable game. Yet, by design, replayability is intentionally limited.

Yes, you can sleeve the cards and preserve everything, and I strongly recommend doing exactly that, but I still find the official approach to be an unnecessary restriction on an otherwise brilliant design.

The second issue is the continued use of AI-generated artwork.

I genuinely do not understand why publishers continue to ignore what has become one of the loudest conversations in modern board gaming. Whether you personally love AI art, hate it or fall somewhere in the middle, it is impossible to deny that a majority of the hobby simply does not want it in professionally published games.

Art is one of the cornerstones of board games; it is a thriving place of creativity and imagination, to trade that in for AI slop, which is all you will find in Kingdom Legacy, is a tragedy. This game deserves so much better!

It’s so unfortunate because beneath those visual shortcomings lies one of the most charming solo card games I have played in years. Kingdom Legacy: Exploration expands everything that already works, adds meaningful content and provides several genuinely memorable surprises without losing the addictive engine-building that makes the original so compelling.

FryxGames understands and is perfectly capable of producing great art for their games, as was illustrated in the amazing work done on Fate: Defenders of Grimheim. The use of AI in Kingdom Legacy was a conscious business decision, and FryxGames has been quite open about it, offering its own take and justification for its use. The debate regarding AI in board games is far from settled, though the most likely conclusion is that we will continue to see its use with increasing consistency.

For existing fans the recommendation is incredibly easy.

There is more kingdom here, more discoveries, more clever interactions and more reasons to spend another evening telling yourself, “Just one more turn.”

If, however, you’re protesting this game because it uses AI art, know that I get it; The publisher does as well. In fairness, the official position of the publisher is that it’s too expensive to have that much art in a small, cheap solo card game, and that very well may be the case and logic behind its use. That may even be sufficient justification, a reasonable excuse, but there are plenty of other ways to work around the cost associated with art; people have been printing games without AI art for a very long time. There are other solutions; this is not a new problem.

Dedicated To All Things Gaming