At the start of this summer, I wanted to have a writing project for the blog, something unique to work on when those rainy days come or when I’m up late with a cold beer after the family has gone to bed. It’s something of a tradition for me and has produced articles such as my Battletech Guide series (Part I, Part II & Part III) and my Star Wars: X-Wing guide (Part I, Part II, Part III, Part IV & Part V) for example.
This year’s summer project is to evaluate and write a comparison article on Science-Fiction 4x civilization-building games, a topic that is something of a passion of mine. I have always been a big fan of monster games in general as far back as I can remember, getting my start with classics like Advanced Civilization, Axis & Allies and Shogun back in the 80’s. My love for SF 4x games however comes from the world of PC games with classics like Master of Orion and Galactic Civilization series of games.
For years Twilight Imperium has been the ruling king of the hill of this genre in board game form, it has floated around in my top 10 best games of all time since I started it nearly 10 years ago and remains the mecca of this genre in my opinion. Equally, for the same amount of years I have searched for alternatives for Twilight Imperium if for no other reason than the simple fact that Twilight Imperium is a real pain to get to the table despite its many positive elements. Simply put, it’s a very long, very heavy and conceptually complex game to get into. It demands a bit more than most gamers are willing to give and so I have searched for alternatives that might bring the 4x experience to the table more often with a wider range of players.
My hope was that if I explored this genre in detail, I might find some 4x games that might be a bit more approachable. Going into this project I have no expectations that any of the games I will try will replace Twilight Imperium for me as my ruling favorite, but I am hoping to find some new 4x games to explore.
My research has shown that there are quite a few potentially great SF 4x games in the board game world and it’s my intention to go deep with this article series and do some detailed assessment of what I believe are the most popular of these games that will hopefully act as both a buying guide for those looking to get into the games and a sort of review for each individual game.
The List & Why
There are quite a few games that could go on this list, in fact, arguably to be a proper assessment of the whole genre I think a list of 10-15 would be needed but I wanted to narrow it down to the most widely popular games and I wanted to have some games that hardened veterans of the genre would also approve of which is to say, games that might be more obscure to general mass markets but the experts within consider staples of the genre. This I felt was important because the goal here is to expose you, the reader to something new and interesting and battle-tested, not necessarily a comparison of the most known games.
Twilight Imperium 4th Edition
Twilight Imperium was a very obvious choice, it is considered a hallmark of the genre, ask any fan of SF 4x civilization building to make a list for you, and this one will always be on it. It is widely accepted as one of the best in the genre, arguably the one by which all other games will be judged so it had to be on this list.
Eclipse: Second Dawn For The Galaxy
Eclipse is perhaps the second most widely known and accepted game in the genre and actually has even broader mass market appeal. More importantly, it’s considered the most natural competitor to Twilight Imperium by the gaming community even if the publisher makes no such claims. It is also highly disputed by Twilight Imperium fans as a contender, some argue for it’s shorter play time while others insist it comes up short. I love a good controversy, so it had to go on the list as well.
Star Trek: Ascendancy
A very popular franchise but a less commonly listed game, Star Trek: Ascendancy is a full-fledged 4x game that has had quite a bit of buzz among 4x fans and has seen a number of reprints since its 2016 release which means people are still playing & buying it. One really interesting element of Ascendancy is that many argue its a better, albeit less refined Eclipse and there is a lot of debate about its quality that seems to have created a sort of Ascendancy vs. Eclipse grudge match. From that, it was an easy decision to include it.
Exodus: Proxima Centauri
I was very hesitant to add this one to my list mainly because I own it, I have played it once and neither my gaming crew or I thought much of it. Despite this among 4x circles, it’s considered a staple and standard for the genre and it’s been compared to Eclipse and Twilight Imperium in countless reviews, many feeling this is the superior game. While I have my doubts, the evidence is in its success. It has also not only remained in print but has received a 2nd edition and been nominated for some prestigious awards including the 2013 UK Games expo for Best Boardgame of the year. It’s clearly a competitor, it had to go on the list.
Stellaris Infinite Legacy
The final game on the list comes from Academy Games which attempts to create a board game version of one of the most popular modern 4x PC game franchises in existence, the fan favorite and beloved Stellaris. I know very little about this one but I felt strongly that if someone is going to try to re-create a board game version of one of the best 4x PC games on the market today, it needed to be on the list.
That’s your list, 5 games. I’m committed to play each game a minimum of one time, though it’s likely I will have a couple of plays of each game before this article is complete and I have the advantage of having played some of these games already before I even start. I have no idea how long it will actually take me to complete this article series, but I’m hopeful that it will make for some fun gaming and writing.
How they will be judged
I think it’s important to establish some method or standard for how all the games will be judged to ensure not only that the competition is fair, but that there is at least a general understanding of what the expectations for a 4x game are. Each game will be rated from 1 to 5 on each of the following categories.
Is it a true 4x game
The first category simply ensures that the game meets its advertised goal which is to be a 4x game. 4x is a reference to the four key elements of a science-fiction civilization-building game.
Exploration
Does the game have a fun/interesting exploration mechanic, after all this is a game about building a civilization in space and exploration has to be a part of that.
Expand
This is a bit of a tricky one as the word is intended to have multiple meanings. It’s a reference to the civilization-building component of the game and covers anything that helps to build your civilization from a fledging single planet to a mass empire. Science research, fleet and base building, economic engine growth and really anything else to do with the construction and forward progress of your civilization.
Exploit
Similar to expanding in a way, exploiting is about making sure that the galaxy itself is the source of the struggle in the game and that it breeds player competition for resources to ensure players are forced out of their comfort zone of their homeworld. Exploitation is about the economics of the game and the road to confrontation and the final and arguably most exciting element of the 4x genre, war (Exterminate).
Exterminate
In the end, the exploration, expansion and exploitation of the galaxy should put the players into conflict with each other and lead to the expected eventual outcome which is war. All good 4x games are in the end in some shape or form war games.
The Extras
While the 4x civilization-building genre is very specific, many of these games include concepts like politics, diplomacy, trade, espionage and other elements often associated, but not directly mentioned as part of the 4x mantra. These extras should count and hence they get their own category in the evaluation.
Competitive & Fun
This second category is a bit more opinion driven, it’s about a general judgment and comparison of how competitive and fun the game is. Does it hit those joy centers with its mechanics, do players walk away satisfied, is the game balanced and fair and of course naturally how does it fair in general as a gaming experience.
The Event Status & Presentation
Civilization-building games should be an event, a robust, full-fledged game that everyone is excited about and builds a foundation for a great gaming event. This combines its visual appeal and presentation, its replayability and its status as a game around which an event can be played. 4x games shouldn’t just be board games, they need to generate a much higher level of excitement beyond just a simple game night, they should feel epic in size and scope. This category is a measurement and discussion of its status as an event game and includes its presentation.
Deliver On The Promise
This one is important mainly because I don’t think a game should be judged solely on the expectations and desires of players, but on what the game actually promises. Whether it’s by advertisement on the box or website, we use that information to determine how well it delivers what it promised. Does the game do what it said it would? That is the question we are answering and rating here.
Strengths vs. Weakness
This is the only category that will not be scored so much as listed. I will attempt to outline each game’s strengths and weaknesses and help guide players to the game that is right for their group.
Comparison Ranking
Finally is the comparison ranking. This category will not be included with each game, but rather be an article in its own right where I compare and contrast all of the games and come to a conclusion about where they ultimately rank in this competition. It will be a definitive, top 5 of the best from this list of SF 4x civilization-building games.
Conclusion
Ok so that is the setup for this article series, we have our game list and we have our established method of judgment. I’m uncertain exactly what order these articles will appear or even what approach I will take beyond these simple goals but the plan is first to play all of the games so that I have a strong basis for assessment. I expect this series will go well beyond the summer to complete, but keep an eye out for it in the near future.
Every year in early March my extended family and I take a trip up to the Swedish ski slopes for a week of fun in the snow. Naturally, there’s a lot of downtime in the evenings so we play a lot of board games, in fact, I pack up as much as I can carry and despite bringing a considerable selection we manage to play through everything every year, this year was no different.
Texas Hold’em
Some might not count Texas Hold’em as a game belonging to the world of board gaming but I beg to differ. If Texas Hold’em didn’t exist as a game for gamblers today and was packaged up as a family card game I predict it would be a smash hit.
It certainly is with my family, playing poker is a long-standing tradition and while we never play for money, the games are no less competitive and intense.
For those that have never played, Texas Hold’em is a unique member of the poker family mainly because the game is as much about the cards as it is about the betting and psychology of the game. Most hands of Hold’em are won and lost without cards ever shown. We have 4 kids between the ages of 10 to 17 in the family and they take their poker pretty seriously creating what is without a doubt the most competitive game of the week. This year the kids really showed us some serious skill taking the old dogs down with ease, clearly, we need to step up our game.
Hero Realms
Hero Realms is typically played two-player and it’s a fine game for that purpose but in our family, a free for all 4-6 player mega game is the way we do it and while it can go a bit long and there’s player elimination, this cut-throat competition brings with it various negotiations, alliances and betrayal which the kids love!
Hero Realms is a deck-building card game based loosely on the Dominion concept. The twist here is that each player gets a fantasy character (Thief, Wizard, Fighter etc..) represented by cards in a 10 card deck. In the center of the table are an additional 5 cards always available for purchase into your deck. As players take their turn they play cards from their hand, which include gold cards allowing them to purchase more cards for their deck. As play goes on players build up their decks with bigger and bigger plays possible. Anyone can attack anyone on their turn and so the game is as much about surviving as it is about looking threatening and negotiating to keep people from attacking you.
In the end it’s complete chaos, eventually, someone makes a big attack, that triggers rivalries and the game devolves into an all-out war until there is one hero left standing to proclaim victory.
This is a really fun game, it’s actually a variant on a science-fiction version of the game called Star Realms. It’s easy to teach and learn, while there is some reading required, there is really good iconography for the game that the younger kids pick up on really quickly so no major trouble getting the younger crowd into this one. I would not call it a deeply strategic game, but there is a lot to the deck-building concept, so which card you buy is a key decision point and how you build your deck will ultimately determine how well you combo when it’s your turn to play cards. Like Dominion, it’s all about keeping your deck lean and effective.
Twilight Struggle
This classic cold war card game was for a time a major obsession for me, but it’s really difficult for experienced players like me to bring a new player up to speed to a point where they can be a challenging opponent because of how card knowledge in the game is such a huge advantage.
Thankfully over the last couple of years, I have been slowly but surely training my brother in law and whenever we do family trips like this, TS comes with us and we play a few rounds. He is not quite far along enough yet to beat me, but I offer him a fairly sizable handicap, and it’s starting to click for him. I think a few more games and he is going to be ready to play without the training wheels. My hope is that this will be one of those games the two of us can play together into our retirement years.
Unless you have been living under a board gaming rock, you know what Twilight Struggle is at least by name, but what I think most boardgames miss is that while this game is a historical board game, some might even call it a war game, it does not really fall into the standard historical war game formula. It really is just a great two-player strategy game and I would definitely recommend it for people who are not into historical wars. TS definitely transcends beyond its roots as the designers intended and while I will still argue that Imperial Struggle, the designers follow up to Twilight Struggle is a much better game, it does not cross over as easily as TS does.
One of the best games ever made in my opinion, an unquestionable classic and a fantastic gateway game into the larger world of historical card-driven games from which there are many fantastic titles to choose from.
Endeavor: Age of Sail
This game comes in a big box and has a lot of pieces so I was quite hesitant to bring it with me, but my daughter insisted as she loves this game so I hauled this beast with me despite protests from the wife.
In the end, it turned out to be well worth it. The thing about Endeavor is that it has this great “big board game” feel and table presence but is actually a relatively short and simple game. It looks kind of intimidating and complex but once you understand the basic flow of a turn, it’s very easy to connect the rules to the strategy and players are typically off and running after a round or two. We had an age range between 12-50 and everyone picked it up very easily.
There are many deep and meaningful choices in the game, it’s a bit of a race to victory points, with resource management and much of the strategy is about well-timed execution of the five different actions you can take in a turn. What I find really interesting about this game is that it plays really well at all player counts including 2 player games, but the strategies that work in the game change wildly depending on how many players you have at the table. It’s a very dynamic setup for the game as well so you end up having to “re-think” your approach each time you play.
The version of the game I have is the new deluxe version which comes with a bunch of expansions we are yet to try, so far the base game has been more than enough for us.
This is a great family game having as many if not fewer rules than RISK or Monopoly, but a far more robust and interesting execution. I think my favorite aspect of Endeavor is how it works with a wide range of gaming groups, casual to veterans, it always finds its audience.
King of Tokyo
Between the cartoon art style, the giant monster theme and the Yahtzee style gameplay, to me this is the perfect family game. The rules fit on a napkin and while there is some strategy this is a game of pushing your luck with dice which works really well with the casual crowd, yet makes for a great filler for more seasoned gamers.
It’s a pretty simple concept, you select one classic Japanese-themed monster like King Kong or Godzilla for example and you try to proclaim control over Tokyo in what is essentially a king of the hill game, as you fight all of the other big monsters in the game. You roll dice to do damage, build up energy to purchase special ability cards and simply try to last on the hill as long as you can to score points.
I always say that for every classic old-school game there is a modern replacement that is much better. In the case of King of Tokyo, it totally replaces Yahtzee for that light-hearted simple dice chucker.
A really fun game that produces a lot of big moments that had everyone cheering.
Sheriff of Nottingham
We played this one multiple times during our vacation, it was without question the big hit of the week.
Sheriff of Nottingham is closer to an “activity” than a game as the premise is quite simple. Each player draws six commodity cards (Chickens, Cheese, Bread etc..) at the start of each round and slips any amount of cards into a hidden baggy. One player is the Sherrif each round and that player must decide to either open (inspect) the baggy or allow it to pass through. The trick is that players can lie about what they are trying to get past the Sherrif and there are various “illegal” goods that are worth more than the legal ones. Things like Crossbows and Alchemic potions.
Players can bribe, make promises and deals, pretty much anything goes, but if the Sherrif catches you on a lie and inspects the bag, you have to pay a penalty. If the Sherrif opens the bag and you were telling the truth, the Sherrif must pay you a fee in addition to you getting to pass through with your goods for additional scoring at the end of the game.
Each player gets a turn at being Sherrif and whoever manages to get the most goods through (legal and illegal) wins the game. Typically games are won by the player that manages to get the most illegal goods past the Sherrif so there is a lot of motivation to lie, but if you get caught too often you aren’t likely to win, nor will you win if you inspect too many legal commodities.
The entire premise of the game is about social interaction and while there might be some strategy here, the game is rarely played with that approach. Most players naturally take to the psychology of the game and try to trick each other into opening or not opening the baggies as the case may be.
This game produces a lot of silly moments and when we play it, most of the game is spent hysterically laughing the entire time. It’s an absolute blast and works really well with pretty much any group, cocktails are recommended while playing this one!
We play this one at our summer gaming weekend retreat as well which is made up of many serious veteran gamers and this is usually a major hit there as well so this is one of those games that just always hits well with any sort of group which is why it comes so highly recommended by me.
Seven Wonders
Seven Wonders is a game about card selection and has been a highly rated game for years. This one didn’t hit that well with our little family gaming group and I have had trouble with it in the past as well with other groups.
I think it’s a great game and highly rated for good reason but it’s one of those games that doesn’t make a great first impression for some reason. You have to play it a few times before things click and that can be a hard sell if after a first try if you are unimpressed.
Seven Wonders is a bit like a professional golfer playing golf left-handed for the first time. Everything is familiar and logical, but there is just something off about it and some might see that as a challenge worth pursuing, others just feel like it should work differently than it does.
I have personally always really liked it, but to quote my daughter “It’s like a crappy Seven Wonders Duel”, which I think is a fair assessment. Seven Wonders Duel is a kind of two-player version of Seven Wonders that came a few years after the release of this one and I agree with her of the two games Duel is a much more interesting and less “odd” version of the game. It’s for two players only, so there is that drawback and unlike Seven Wonders there are no expansions for Seven Wonders Duel which notably are rumored to improve Seven Wonders a great deal (I have never tried them). For me personally, I have never had much luck getting anyone excited, it has always landed a bit flat, but I actually do think it’s a pretty fun game.
There were a few other microgames we played including Albion: The Resistance, Coupe, For Rent and The Hand of the King, all great games in their own right but I have talked so many times about these staple games in my collection I will just leave it here as a list.
It was a great week for gaming and skiing, now I need a nap!
I never thought I would get to a point where I have played so many games that it would be difficult for me to trim down my list to a top 20 but here we are and I can say it was not easy. I had to cut pretty deep, it hurt, a lot of really great games did not make this list that I consider great games!
This year one change I made is how I temper the list. Namely, I have made it a point to affect the scores of games that I have not played in a long time. The way I see it, if you’re going to be on my top 20 favorite games of all time list, you need to be something that I push to get to the table.
Alright, enough setup, here we go!
20. Shogun (Dirk Henn version)
Shogun is one of those games where a lot of people will argue is not a war game, while others may adamantly insist that it is. All I will say is that it’s an area control game, there are battles and winning is all about managing chaos, if that isn’t war then I don’t know what is.
Based very abstractly on the civil war conflict of medieval Japan, this is a pre-programming game where you define your actions with limited knowledge about which order actions will be executed in. During the execution phase, this very chaotic game uses a cube tower to resolve conflicts by taking armies represented by different colored cubes, tossing them into the tower and the winner is whoever has the most cubes that come out. This tower traps a lot of these cubes and if you know anything about statistics and the laws of chaos, you know that this is probably the closes thing you will ever come to true randomness in a game. You can have fights where 10 blue cubes go up against 2 red cubes and the battle results are 2 blue cubes and 7 red cubes. Its chaos personified.
I know it’s not everyone’s bag but I have always said that this game wins on-table atmosphere. It’s really the craps of war games, you gamble but the cube tower is just one of those game elements that gets everyone out of their chair. I love this game, always have and while it’s at the tail end of the list it beats out quite a few worthy contenders for the spot.
19. B-17 Flying Fortress Leader
Given that the game is set up on my table several times a year like clockwork, I knew this one was going to appear on this list somewhere. B-17 Flying Fortress Leader by Dean Brown of DVG games to me is a very biased favorite, a game about creating a narrative in my head on a topic I’m very fond of. I don’t actually know if it’s a “good game” in the practical sense though I gave this one a very generous 4 out of 5-star review mostly driven by the success of the theme. This solo game is certainly not without its blemishes and I would not proclaim it to be perfect by any stretch of the imagination. In fact, I have quite a few house rules and corrections I have created and use when playing this game which shouldn’t be necessary for a game I rate so highly. The nice thing about running a blog without a comment section is that I don’t have to listen to people telling me how wrong I am! Though I’m not sure I would vigorously disagree with such statements.
Warts and all I love this game, with a bit of house rule love I find it has a deep meaningful core with intriguing gameplay, challenging scenarios and an uncanny ability to create vivid stories. This is a slightly complex game so I always recommend that if you are completely new to historical war games and solo gaming that maybe you start with something a bit lighter, but it’s a great graduation gift for yourself when you reach that point that you feel ready for something with some meat on its bones. In particular, if you’re like me and find World War II aviation engrossing.
18. War Of The Ring
War of the Ring plunges to number 18 after enjoying years in the top 10 of my lists. It takes a dive because honestly, it has been on my top 10 list for more years than I care to admit and I can count on one hand the number of times I have played it in recent years. It’s just hard to justify a game on this list that collects dust on my shelf most of the time.
That said I still think it’s an amazing game, both from a thematic standpoint and a mechanical standpoint, this is a highly engaging and very traumatic 2 player game tailor-made for Lord of the Rings fans of which I count myself among. The challenge is getting it to the table and there is a lot standing in its way.
It’s a fairly complex game, it’s for 2 players only, it’s quite long, has a very extensive setup (It takes a good 30-45 minutes to setup) and none of the rules are natural or intuitive so pretty much every time I have wanted to play this game I found I had to learn it from scratch. It’s just a real pain to get to the table and while I do think the payoff is so worth it, because it really is amazing, I find these days there are lots of amazing 2 player games on my shelf that are just much easier to get going.
I love it and I keep it on this list because I hope that someday some Lord of the Rings fan will come to me and pull it off my shelf and say “let’s play”. I will do so gladly and without reservation. The War of the Ring wants to be played, it needs to be played, it’s my precious!
17. Field Commander Napoleon
When I discovered DVG with B-17 Flying Fortress, I simultaneously discovered the wonderful world of solo and historical war games and given how much I liked B-17, I googled “best solo historical war games” and Field Commander Napoleon popped up on a number of top 10 lists. I had just come off a stint with Napoleon Imperium which introduced me to Napoleonic era history and I was ready for more so I took the plunge.
I’m so glad I did because all of the accolades and fandom this game has produced is justified, it really is a fascinating and sometimes very challenging solo game. It not only confirmed that DVG games which focuses primarily on historical solo games knows what they are doing but it permanently swung the door open for me on solo games in general which I have been exploring ever since.
This is simultaneously a tactical and strategic game that really places you in a position to solve puzzles across several scenarios that make up the whole of Napoleon’s career. It does a great job of conveying the unique problems in the different types of campaigns Napoleon embarked on while also ensuring the mechanics remain fun and approachable as it maintains its link to history. The only drawback of this game is that once you solve these puzzles the game loses some of its steam and unlike B-17 I haven’t come up with any interesting house rules to revive the game. The good thing is that I have a really poor memory so I expect given enough time I will come back around to this one and re-experience it again. Great game, well worth the investment as these scenarios are going to take some serious hours of playtime before you discover all the nuances that will lead you to easy victories. Pro-tip, the strategy is probably not what you think it is and it’s why you are losing!
16. Star Trek Fleet Captains
I would say that this game much like War of the Ring is a bit of a dust collector in my collection, but unlike War of the Ring it actually is quite intuitive and easy to get to the table in theory, but what it requires is that you know some Star Trek fans. My friends, god love them are not such people and while they tolerate my Star Trek fandom and occasionally humor me and play Fleet Captains with me, they do not get the same enjoyment out of this game as a fan like me does.
This game is Star Trek in the box, it is hands down one of the most thematic and narrative board games I have ever played. It captures the feeling of the Star Trek TV shows perfectly, there is no doubt in my mind that only a true Trekie could have made such a game with so much attention to detail and love for the genre infused within it.
I adore this game, I play it every chance I get which is to say, not very often but it never lets me down when I do and it’s actually so good that even my friends who proclaim loudly “Star Trek sucks” admit that the game is actually pretty fun and that to me is evidence of just how well put together this Fleet Captain is.
If you and your friends are Star Trek fans, this is a no-brainer, it is THE best Star Trek game ever made but no I have not played
15. Washingtons War
One of three of a growing list of Mark Herman games breaking into my favorite games of all time list, Washingtons War appears to be a kind of bastard child of a light historical war game and a distant cousin to Twilight Struggle but what it really is, is a successor to Mark Hermans long time classic We The People. I’ve never met anyone or heard anyone suggest We The People needs a re-print, so this successor really is a replacement for the game and though I have never played We The People it must be doing it justice.
For me personally, the game’s history or lineage really doesn’t matter, for me Washingtons War is my go-to game for introducing casual board gamers into the wonderful world of historical war games. The rules are simple, the strategy exciting but not overwhelming, the subject matter is a piece of history most people are already somewhat familiar with and the game is really pretty usually surprising non-historical war gamers who often think all historical war games are hex and counter ugly ducklings. This one helps me get them to convert to the dark side from which there is no return.
This is not the only reason however Washington’s War finds its way to my list, its true genius and secret is that it’s actually a deep and meaningful strategy game that you can explore repeatedly and it always finds a way to surprise you. Actually, my favorite thing about this game which I believe I have gotten quite good at is that new players pick up on it really quickly and can present a very good challenge, often beating me on their first playthrough despite my experience with the game. It’s a thing of beauty that a game like this is so approachable, easy to pick up yet represents the historical war game genre so well.
14. Twilight Struggle
I think most would argue that this stone-cold classic belongs much higher on everyone’s list, especially mine and to be honest with you a few hundred plays of this ago I would agree with you. There comes a time when you have played a game so many bloody times that you are just sick of it and I do not fault Twilight Struggle as a game for that. For nearly a year I was playing this game 2-3 times a week, plus an additional 2-3 games a night using the iPad app. Playing TS was a daily routine and passion.
Suffices to say for me it is played out for now and drops on my list out of sheer exhaustion. Like a retired boxing champ, it has nothing to be ashamed of, I played this game more times in a year than the rest of my collection combined times five! It’s an awesome game that gets shelved for all the right reasons!
13. Tide of Iron
Tide of Iron has a bit of a strange history with me. When I first got it, I had only a mild affection for it, but it was long before historical war games really found their way into my collection in a big way. I got it because it was a Fantasy Flight Games release and I was something of a Christian T. Peterson fanboy for a while. Twilight Imperium and Game of Thrones (both the board game and card game) were among my favorite games of all time for a very long time. Tide of Iron however never really achieved particularly great heights for me and sort of fell off my radar becoming a coffin box dust collector on my shelf.
Then one day, after I got into historical war games I decided I was going to shop around for a really good squad-level world war II tactical game. I searched and searched and ran across Tide of Irons and realized, shit I already have that game. Pulled it out with a buddy of mine and realized that not only is this a great game, but it’s actually a really great game. Played it twice, three times.. got really into it and it sort of became “the” tactical world war II game for me and I never actually bought anything to replace it to this day.
I still love this game because it’s both a challenging and visual treat, it’s fairly easy to teach and learn, plays relatively quickly and has a crap ton of fan-made content thanks to an awesome community that latched on to this game for a time. For that reason, Tide of Iron comes out of retirement and finds its way back to my best of all-time list. I won’t dirty the waters here and say it’s the best squad-level tactical world war II game out there since I have played a total of ZERO others, but I do think it’s a fantastic game in general.
12. Peloponnesian War
Every year when I make this list, there is some game that appears on the list that I recently played or I’m currently playing and its position on the list becomes inflated due to my current infatuation with the game. Sometimes these games stick and stay on the list becoming permanent residents, often they drop down or even drop off the list with the same ferocity as their arrival. I’m not going to apologize for that, but I will warn you that Peloponnesian War is definitely my current love affair.
I absolutely adore this solo game, it services all of my personal G spots as far as games go from really unique design, clever mechanics and deeply rich narrative. It’s my current obsession and while such infatuation often comes and goes, it’s worth pointing out that it’s simultaneously the 3rd Mark Herman game I have tried and the 3rd Mark Herman game to make my all-time favorite list. The guy never lets me down. I did a review of this one recently if you want some more detail.
11. 1830: Railways and Robber Barons
This classic Francis Tresham has been around since the mid 80’s and it has been fueling my passion for board games for years. I guess I’m saying that I loved this one before it was cool even though I’ve only just recently introduced it to my gaming crew here in Sweden. It was in semi-retirement before that for about a decade.
I love train games, but I would be lying if I said I love train board games. My love for train games largely comes from PC game examples, most notably the Railroad Tycoon series by Sid Meier. This game scratches that itch and though I always warn people that the hype about this game’s legendary status is a bit overcooked, it is a really awesome, very cut-throat and often mean-spirited board game that most people have a love it or hate it response to.
When I introduced it to my crew here in Sweden, it was immediatetly proclaimed a must play in Hassela game which might not mean much to my readers, but our yearly Hassela weekend retreat is a very serious, arguably almost religious matter in our group, so 1830 should be honored!
It’s a long game and there are many variants for this game both official and unofficial. I consider its status on this list assuming a very strict adherence to certain variance I believe elevate this game from a “meh” to an “aha”! One of these days I’m going to have to write an article on the proper way to play this game if you want to get the most out of it, but suffices to say its status on this list comes with that caveat.
10. Ikusa (Shogun)
While I won’t claim Ikusa (Originally Shogun) by Milton Bradly was the first board game I ever played, it is the first board game I played from which I emerged a fully Knighted board gamer. It is my grail game, my birthing chamber.
Now I have played all of the Milton Bradly game masters series classics extensively including Axis and Allies, Fortress America, Conquest of the Empire and Broadsides & Boarding Parties, I loved them all but only Shogun (aka Ikusa) makes the list because to me its the only one that still holds up by today’s standards. I could make an argument for Axis and Allies, but for me that game has been completetly replaced by Larry Harris’s latest brain child War Room (more on that later).
Suffices to say my absolute favorite historical period is medieval Japan, I love a good dice chucker and I love a game with hidden actions, so Shogun fits into that wheelhouse-like glove. This one still sees play today and I almost always bring it out when someone comes up with the crazy idea to play RISK… my answer is… ok you want to play RISK, let’s play RISK but let’s do it proper like.
9. Dune Imperium
Dune Imperium was definitely a contender for the best game I played in 2021, though it was released in 2020. While I still argue that Empires: Age of Discovery is the single best worker placement game in existence, Dune Imperium takes the worker placement genre in a whole new direction with added card play and direct confrontation mechanics that elevate it far beyond your standard Euro games.
It just gets so many things just right. The really tight worker placement mechanic forces painful decisions. The execution of the card building mechanic is perfect, making it just important enough, but not so important it overshadows the rest of the game. The tension-building battle mechanic between players at the end of each round really brings contentious gameplay to this Euro. Finally, the fact that the Dune franchise was used as the theme here just fits perfectly contrary to most Euros that feel like the theme is an afterthought.
Brilliant design, worthy of any game table whether you are a Euro fan or not, this game breaks out of the rut the Euro design space has been in for the last couple of years rehashing the same boring mechanics over and over.
8. Twilight Imperium
Twilight Imperium 3rd edition was my number one pick for many years back to back. This was a game I played extensively with a regular six-man group meeting as often as once per week over the course of several years to play the game. I don’t want to toot my own horn too much, but we were basically masters of this game. We played so often that we knew this game intimately and to such a degree that a typical game for us would only take 2-4 hours, which is saying a lot as the average playtime for most groups exceeded 6 hours.
Twilight Imperium 4th edition came out but by then my group had played this game so much it just didn’t have the same impact on us as many fans of the TI series. That is not to say that we didn’t like the game, we did and we do, in fact, I would argue that 4e is a big improvement and is overall a much better game. We never however got into this new version of the game nearly as much and now only play it once or twice a year for old times sake.
Still, TI ranks pretty high on my personal list, it is the unquestionable king of 4x grand strategy board games and knocks all other contenders out of the ring with minimal effort (I’m looking at you Eclipse!). It is the definitive experience in this genre with levels of depth that exceed expectation by any measure. This is not just an event game but it’s a lifestyle game, the sort of thing that you can build an entire gaming group around. Love it, always have, always will.
7. Empires: Age of Discovery
Age of Discovery has been on my shelf since the gorgeous deluxe reprint was released and though I don’t play it often because I find its best at maximum player count giving this one an event game status, we do play it at least once a year at our annual board gaming retreat in the summer.
Worker placement games are a big thing in my gaming group, though this affection is not usually led by me, but rather certain mega fans of the mechanic in my gaming group. The result is that I have played countless worker placement games over the years and despite all of that available comparison I still think Empires: Age of Discovery is the single best worker placement game I have ever played.
Competitive, not just in a “race” way most worker placement games boil down to but in a more confrontational way. It has a very challenging puzzle to resolve in particular if you play with a full spread of 6 players. Above all else its ultra-simple to teach so really any six players will do, most people get this game right away and can play it reasonably competitively on their first go.
If you like worker placement games and you haven’t played this one yet, you are in for a treat!
6. Through The Ages: A New Story of Civilization
Through the Ages is without question one of my all-time favorite games to get to the table, not only because I love civilization-building games, but from a design perspective I think this is one of the most intriguing and exciting mechanics in board games. I play this game at every opportunity but it drops on my all-time favorite list because it has two inherent and related problems that make it tough to get to the table. The length of the playtime vs. player count.
This is a game that takes 8+ hours to play which puts it square into the “event” game space. Simultaneously this game is best with 2-3 players, which isn’t much of an event. For me personally, with the size of my gaming group this is a real problem area. If I’m having an event at my house where we are going to spend all day playing a game, its unlikely I would end up with such a small player count. 4-6 players is far more typical, more if word gets out.
The result is that this game gets played once in a blue on those rare occasions when I have an event day at my house and we end up short on player count. It happens and I love it when it does, but not often.
That is not a flaw of the game, its just the reality of my compatibility with this game. I love it, its awesome and I have no guilt or reservations about putting it into my favorite games of all time list. There is an ipad/iphone app for this one, its perfect replication of the game, its a great way to try it out.
5. Empire of the Sun
My instinct is to put this one much higher on the list, from a perspective of appreciation, design and sheer experience, this should be in the top 3 of my top 10 list but I have to be a little pragmatic here and say that Empire of the Sun is very difficult to get to the table. Strictly speaking I play it often, but I do so solo and since its not really a solo game, putting it in competition with games that I actually do play with other people just feels wrong.
I love this game and actually enjoy playing it a great deal solo but the complexity of this game, the sheer challenge to learn to play it correctly is so extreme that its nearly impossible to find an opponent willing to put in that effort. Its a real bummer because this IS one of the best games I have ever played. It hits my hobby table 3-4 times a year like clockwork and even as I write this mini assesement I’m itching to play it. Its deep and meaningful strategy combined with its amazing narrative telling of the Pacific Theatre is unmatched. I love this game but I acknowledge the complexity here is a real problem and takes an effort few are going to be willing to make. It just asks too much from a player, sometimes even a bit too much for me.
4. Paths of Glory
While considerably less complex than Empire of the Sun (what isn’t), Paths of Glory too is a very heavy game. I have been fortunate however that I have a regular partner for this one so I actually play it a couple of times a year as well as playing it solo a couple of times a year.
It actually has a lot of similarities to Empire of the Sun, in a way it’s like a World War I version of a similar core concept. It’s also a card-driven game with multiple usage cards driven by operational level play. It uses point-to-point movement rather than hex movement which simplifies it a great deal but it also generally has a lot fewer rules, in particular much fewer exception rules.
Generally, it just flows better and while it also requires a bit of dedication to learn to play, like Empire of the Sun the payoff here in terms of highly addictive and challenging gameplay merged with a fantastic narrative is unmatched. This is the definitive World War I game, though I will be the first to admit I have not actually played any others. I suppose it’s the same situation as Tide of Irons, I found THE World War I game so I sort of stopped searching.
If my recommendation counts, this is an amazing historical war game, or you know, you could listen to the 2 decades of fans praising the game instead.
3. Imperial Struggle
This new arrival to the list debuts quite high, but while I can blame infatuation for Peloponnesian Wars entry to the list, this recent arrival has already proven its stamina well beyond a one-night stand. This member of the Twilight Struggle family absolutely blew me away the first time I played it, but dozens of plays later I’m an even bigger fan. It just keeps getting better every time I play it and because I found myself a regular partner I get to play this one quite often and at peek competitiveness.
There is no question in my mind that Imperial Struggle is here to stay and though it falls into the Historical War Game genre (arguably) and it does have a very fascinating theme based on a really interesting piece of history, this game is really all about deep and meaningful strategic gameplay. That is its center, that is what makes it an unsolvable puzzle that is refreshed with every replay. Easily the single best game of 2020, I have no reservation about its appearance this high on the list.
2. Lord of the Rings The Living Card Game
Lord of the Rings The Living Card Game has been at or near the top of my all-time favorites list since its debut and my introduction to it back in 2017. I own almost everything for this collectible card game, most years it’s my often played game and there are times when I go months at a time playing 2-3 games a night. I generally play it solo, but I do enjoy it with two or small groups.
This is a very strange entry on my list and I feel I like I make this general disclaimer every time I talk about this game. It is the opposite of me. Generally speaking, I don’t like collectible games, I usually hate CCG’s in particular and I can count on one hand minus some fingers the number of cooperative games that I have enjoyed.
This one is an exception on all counts which I think illustrates what I consider the better half of my personality and approach to the hobby, an ability to try anything and keep an open mind. When my friends roped me into trying this one I was not excited, but after a few rounds, Lord of the Rings LCG became an immediate obsession.
Deeply challenging, highly dynamic, constantly evolving and wildly immersive this game has it everywhere it counts. I honestly can’t get enough and while there are times when I think to myself… ok I’m done with this now, a few months go by and it’s back on my table. It comes around again and again. Love it!
1. War Room
Finally, my absolute favorite game of all time (at the moment), War Room by Larry Harris. Man I love this game!
I did a first impression and review of this game, so if you are interested in why this game is such a revelation for me, that is about as detailed an explanation I can offer.
The short version is that this is a mega event game that is tailor-made for me and my group’s style of play. Strategically it’s on a grand scale covering the entirety of the World War II military conflict. It uses hidden orders (pre-programming) which I think just does wonders for strategy games in my opinion. It has a tactically minded resolution system without being overwhelming allowing combat resolution to move at a reasonable pace with a simple enough system that everyone can chuck dice and enjoy it. Most of all however it’s thematically rich with big events taking place every round inspiring narrative imagery and creating stories at the table you’ll be talking about long after the game is over.
I recognize and acknowledge that this is not going to be a game for every type of player or every type of group, but for me and my friends, this just tickles every desire and hope we have for a great event game. It’s big, broad, deep and exciting all wrapped up in an obscenely over-the-top visual presentation that’s simply fun to be around. I’m not going to say always and forever, but I have my doubts about this one being challenged for the top spot anytime soon.
The Fallout
Several games drop off my radar and I always like to leave some commentary as to why.
The Song of Ice and Fire is perhaps the greatest tragedy in gaming. A miniature game that went from the best on the market to a complete and utter clusterfuck inside of a year. Me and my group still enjoy playing it using the old rules and old balance the game had though we have our complaints there as well, but the updated rules and changes that have been made to the game are a complete disaster. The game is outright broken under the new rules and CMON as a publisher leave lot to be desired releasing everything not weeks or months but years behind schedule.
Vampire: The Masquerade Heritage also leaves the list though this should not surprise anyone given that it’s a legacy game. Once you have played through it once, it’s pretty much over permanently and you will have no reason to play it again and even if you wanted to you have to purchase a new copy. It was a nice fling and I did enjoy my time with it, but it never had any hope of being a permanent resident on the list.
While the year is certainly not over, given that everyone is frantically shopping for Christmas presents I thought it prudent to create a list to help potential shoppers out. Here you will find the best games I have played in 2021 and though, I make the disclaimer that some of these games have been released a bit prior to 2021 so it’s not exactly the best of 2021 but more like the best I played in 2021 with Christmas gifts in mind.
In either case, if you are shopping for a boardgame fan, these 5 games come highly recommended!
5. Great Western Trail (2nd edition)
While the 1st edition of this game was released back in 2016 and strictly speaking very little has changed between the 1st and 2nd edition, I still felt it prudent to put this one on this list not only because it remains one of my favorite games to play with my daughter (14) but because it’s such an amazingly unique and fun game.
This new version is largely a cosmetic upgrade, is even prettier than the original if you can imagine that and comes with a few organizational bits that make setup and takedown a little quicker.
Overall Great Western Trail is kind of a uniquely designed game which makes it hard to compare with other games, but it has a very simple to grasp turn progression (you move a little meep each round on a track) so its a very easy game to grasp conceptually while the action spaces, the bread, and butter of the game create a highly cerebral strategic board game that can be played repeatedly with new experiences emerging every time.
Fantastic game that plays up to 4 players, but works great with 2 or 3. It’s just long enough to make an exciting board game evening with the family while short enough to not overstay its welcome. I have had a lot of fun with this one, makes a great Christmas present in the next level family game category, though it should be noted that there are a lot of rules in the game so I would not categorize it as a beginner game, this is more for that board gaming family who is already accustomed to playing modern euro games. Not for the Monopoly-RISK crowd, it’s a notch or two above that.
4. Vampire The Masquerade: Vendetta
My gaming group and I discovered this little gem during our yearly board gaming retreat and it stuck the landing like a pro with us. This rather simple card game falls into the “look them in the eyes” category of gaming as it’s really more of a game of bluffing, counter-bluffing and bluffing the bluff… point is there is a lot of bluffing.
Simple rules and premise, this is a game about using little to gain a lot by using human psychology of people against them. Each round players compete in a fictional world in which vampires rule cities as secret societies based on the classic tabletop RPG Vampire The Masquerade.
Naturally being a fan of the tabletop RPG is a huge boon here but even if you have never heard of the World of Darkness this is actually just a fantastic game in its own right and stands on its own. I would argue it actually makes for a great family game because it really is simple to teach and learn, while being very replayable and competitive, while remaining pretty short game, averaging around 30-45 minutes tops.
Great Christmas present if you want to surprise a boardgamer with something really unique this year.
3. Talisman
The classic adventure game was released all the way back 1983, yet remains in print today and is every bit as fun as it always has been. I always say that if you have kids between the ages of 8-15 and don’t already own a copy of Talisman, this is a very easy decision. Far more interesting than the Monopolies of the world for a family game night, yet, so simple that rules explanation fits on a napkin.
These ultra-simple rules make this an adventure game that never seems to wear out its welcome with the board gaming world. In its 4th iteration, this latest edition still available today uses most of the original art retaining its retro feel for long-time fans, while still gorgeous laid out on the table for today’s standards.
Inspiring fantasy stories, the recognizable cast of characters with any generation and a sense of ownership and self-built into the game that draws players in as they struggle against the game itself while in competition with each other.
The great thing is that if you find it lands well and becomes a family favorite, it’s infinitely expandable which means every year for Christmas you can by any one of a dozen expansions that can create new experiences.
If you are looking for a great family boardgame this Christmas, Talisman has you covered.
2. Imperial Struggle
Ok this one is not for the family, this is a gift you buy for a purist board gamer with a love for history, in particular, if you enjoy games like Twilight Struggle or other 2 player competitive strategy games with a lot of depth.
Imperial Struggle for me personally is the unquestionable king of 2021, it absolutely blew me away and skyrocketed into my top 10 best games of all time like gangbusters!
There is so much to love in this complex strategy game for 2 players based on the historical conflict between Britain and France in the 18th-century colonial period. Yes, it’s heavy, complex, deep and can be quite lengthy (in the 3-4 hour range) but boy do I adore this game.
Of all the games I play this is the one I look forward to the most, it’s a true well of strategy, creating endless opportunities to fine-tune your game while at the same time the game is incredibly dynamic so there are no routines here like their often were in Twilight Struggle its predecessor.
If you have a gamer buddy who loves historical games, this is an auto-buy. It is a modern interpretation of chess if you ask me, the perfect 2 player strategy game.
1. Dune Imperium
Before I wrote a single word for this article I knew that Dune Imperium would be my no. 1 on this list and unless you have been living under a board gaming rock you already know that Dune Imperium IS the game of the year in 2021.
Dune is effectively a fine-tuning of 2 core game mechanics that have swept the board gaming space for the last decade, worker placement and dynamic deck building. It marries the two mechanics in a perfect union, layering it with an amazing science-fiction theme just in time to support the newly released feature film.
This infinitely replayable game is tightly woven which means that every game is going to come down to the wire, it requires deep planning, dynamic thinking and calculated risk-taking. Like all good Euro games there is very little luck involved and each time you play this game you will discover new strategies and opportunities that you will want to explore the next time you play.
The game is gorgeous on the table, very easy to teach and learn while offering wildly different experiences depending on how many players are sitting at the table. Weirdly while the experiences are different depending on player count, I can’t say that one is better than the other. Each brings something different to the table, requiring adjustment to strategies and approaches.
Super fun to play, love this one!
Honorable Metions
There were a few games I played this year that easily could have made this list if I expanded it to a top 10 or 15, so as an added bonus here I will throw out a few more gift ideas.
Vampire The Masquerade: Heritage: This was a really great legacy game based on the Vampire The Masquerade tabletop RPG. It requires a dedicated group to play it over time, but mechanically it’s full of surprises and true to its source material tells a great story of the world of darkness. Fantastic game, but definitely requires a regular group to really get the most out of it.
The Crew: Quest for Planet Nine: This cooperative trick-taking game falls into the puzzle category in a weird way. Essentially players are given missions that ask them to clear the board in a certain order and with specific instructions and the trick to the game is that players must communicate non-verbally through their actions while attempting to coordinate. Tricky but super fun game, great for the family.
Tapestry: While the rules of this civilization builder are simple, the strategy goes so deep it makes your brain explode all over the table. The paralysis analysis in this game is almost painful, but the game is just so good. I mean I find it difficult to recommend as a family game as it’s just a tad too much and it is a pretty long game, so it definitely falls to the hardened veteran crowd, but I haven’t played a game this good in years and it seems to have largely fallen under the radar. This game belongs in the top 10 board games on the geek, at 242 as of this writing it is criminally underrated.
The one thing I always tell people who enter the hobby, people who typically enter the scene through Dungeons and Dragons is that while D&D is an amazing game, it is but a small piece of a much larger world. In today’s list, we explore some of the amazing RPG’s that have been made since Dave and Gary penned the grandaddy of role-playing games decades ago. I have focused this list with advice aimed at Gamemasters looking for great systems, but I think players should find this list entertaining as well. Note also I have only included games I have actually played or run and obviously, I have not played everything that has ever been written. I’ve also tried to focus on games that are actually still available today, obviously giving you a list of RPG’s you cannot buy and play today would probably not be terribly useful.
10. Star Trek Adventures
I was a little bit hesitant about adding this game to the list because frankly, it misses the mark a bit with some of my criteria for this list, but I still think for Star Trek fans this is a great game.
The issue with Star Trek Adventures is that the books are poorly organized, written in a narrative style where rules and story are blended into the text making it difficult to use the books as a reference and the rules are, well, kind of complicated with a lot of high-level concepts that aren’t easy to teach. This makes the game difficult to get to the table and it’s a bit of a chore to run as a GM.
That said, if you can get past this difficulty curve, Star Trek Adventures does an amazing job of bringing Star Trek stories to a group ready to take on the intricacies of the final frontier and I think if you are a fan of Star Trek and want to experience it in RPG form, this is your game and it’s worth jumping through the hurdles.
The difficult thing with bringing Star Trek stories to an RPG, in general, is that it requires a lot of setting knowledge on the part of the players to really bring the stories to life. The terminology, Starfleets command structure and how ships and technology work, are all core knowledge that is required to get the most out of the game. The game does teach you all this, but typically players aren’t the ones reading the books and I think sitting down and explaining the Star Trek universe to players who aren’t already fans is going to take a very long time and probably won’t translate well. As such, this game should be approached with assumptions that players are already in the know and it then comes down to explaining how the rules bring all these setting concepts to life.
Here Star Trek Adventures really shines as the connection between the intricate setting concepts and the rules of the game are in perfect sync and really bring to life the complexities of technology in the Star Trek universe. The intricate relationships of the command structure, the unique skills of the Star Trek universe, the way technology works and all of the history of Star Trek are all embedded into the mechanics in this rather perfect union.
It’s a lot of work to make Star Trek come together at the table, it requires knowledgeable Star Trek fans and a DM willing to study the intricate rules, but when the stars align, this game is a Star Trek fans dream.
For me personally, it was worth the stretch to get this one to the table as I’m a huge Star Trek fan but it comes with the above disclaimer and certainly wasn’t easy, it’s definitely for more advanced players.
9. GURPS (Generic Universal Role-Playing System)
Published in 1986 by Steve Jackson, GURPS is a role-playing system designed to cover every setting and genre imaginable as a universal RPG system for all occasions. It was the first of its kind when it was published in a market where games were always published for specific settings and/or genre and despite decades of role-playing game publishing, it is even today a leading member of a small group of games that take this approach to role-playing.
GURPS is in its 4th edition of the game but unlike so many role-playing games that have many editions/versions, GURPS core mechanic has been largely unchanged and the 4th edition books are backward compatible with all material that goes all the way back to its original 1st edition which is a big plus for fans.
What makes GURPS special and the reason it’s on this list for me personally is that it’s a system that handles settings and stories that most other systems are ill-equipped to do so, the unique stuff typically not covered by other games.
This is the game I pull out when I want to run something really unique or very specific. In the last few decades, I have used this system to run westerns, unique science-fiction time-traveling stories, superhero games and modern police dramas.
GURPS also has amazing source material support, you would be hard-pressed to pick a topic that GURPS doesn’t have a sourcebook to support it, giving you specialized rules coverage for just about anything you can think of which is great for GM’s, in particular those exploring more unusual subjects for role-playing.
GURPS, as it promises, is well equipped to handle a wide range of stories and while it certainly can do the standard stuff like Fantasy for example, I personally find it excels more at times when you want some really specific customization and need a flexible system that can handle it.
Over the years I find I use it less and less often but this is because today there are so many RPG’s that handle so many specific topics that GURPS’s universal approach becomes less and less necessary. For example, I used to use it to run games like Star Trek, Dune or Aliens because games covering such specific genres and settings generally didn’t exist or were handled poorly, but today this is no longer the case and usually, when a game system focuses on telling a specific type of story or describing a specific setting, it will do a much better job of it than a universal system like GURPS can.
It’s still a great tool in a GM’s toolbelt however and I find that on occasion I still find a reason to use it. Don’t let the rumors of its complexity fool you, while GURPS is a very robust system that has great rules coverage, it is a very easy game to run with a very standardized system that is easy to teach. Great game, it earns its place at the tail end of this list.
8. Alien RPG
Free League Publishing has produced some really amazing role-playing games since their arrival in the role-playing market and Alien the role-playing game certainly qualifies as one of the good ones.
What I really love about Alien the RPG is that the people who wrote the game really understood not only the setting material but the core concept behind the Alien story. In particular, their attention to the structure of a good movie-driven story which is all about horror in space. They really get that concept of drama that rises from the unknown tension of being in a movie about Aliens that will kill everyone, but not really knowing how that story will evolve, what the details of this next iteration of the movie will be. Players that enter this game know that they are likely going to die, the question is how and of course their is always hope that, like in the movies, they will be one of the survivors.
The cinematic mode in the game is a great example of that specific design approach that really lets a GM tap into the heart of an Alien story setup. You have to realize that Alien(s) is based on a series of movies, which if you include all of the Alien movies, the expanded alien flicks like Prometheus and all of the Predator vs. Alien movies, this franchise is all about short, violent stories about humans interacting with these horrific monsters in space.
This cinematic mode is the perfect setup but if you want that tension to be something that rises over the course of many sessions, the campaign mode is a great way to slowly build up that tension to the inevitable clash with these monsters where players have an opportunity to get attached to their characters so that when that final moment comes, the horror is that much closer to home.
It’s a very simple system to learn and teach, there are some really great story modules that bring amazing alien tales to your table if you aren’t into writing one yourself and Free League Publishing games are masters of book organization that makes the whole experience that much better.
My one and only complaint about the game is that they use black gloss pages with white text in the book and I know that this is a design choice, but it’s really hard on the eyes, I wish publishers would stop doing this.
If you love the Alien movies as I do, this game handles the material beautifully and I would argue that in terms of games on this list, Alien the RPG is the king of one-shots. This is a game that is tailor-made for bringing a group of players together for an all-day event and because it’s such a simple system and game, it’s perfect for introducing the concept of role-playing to non-gamers.
Absolutely love this one, fantastic work coming out of Free League Publishing.
7. Star Wars (West End Games Edition)
The West End Games version of Star Wars is a bit more like the books rather than the movie, which is to say it’s a bit more gritty and serious version of the Star Wars Universe.
There have been a lot of games that tried their hand at bringing the Star Wars Universe to an RPG, but there is only one that gave George Lucas the middle finger and showed us what Star Wars should be and that is the West End Games take on the Star Wars.
This edition of the game ignores some of the fuzzy and often hard to swallow concepts that the movies represent like inept Storm Troops who can’t hit the side of a barn with blasters and the ridiculously stupid way the villains of the world behave when heroes come along to try to stop their evil plans.
West End Games allows Star Wars to be a bit more serious, it’s a world where Storm Troopers are elite soldiers not to be trifled with and the Empire is a serious threat that isn’t going collapse because a farmer from Tatooine learned to swing a laser sword around.
This more genuine take on the Star Wars universe is what West End Games was going for and I love it. It turns Star Wars into a more serious science-fiction setting, where a blaster to the face will kill you, where being shot at is actually dangerous and space battles are represented with a sense of realism that satisfies fans of the genre who wish the movies were a little bit less space fantasy and a bit more space reality.
I know it’s not everyone’s bag, but for me, a version of Star Wars that is no PG rated is just what the doctor ordered, this is my favorite version of Star Wars in RPG form. The system is easy to learn and teach and it makes itself far easier to bring to the table than the many efforts that followed like Edge of Empire or the D20 Saga version.
Great game, great system, takes itself a bit more seriously yet manages to nail the Star Wars universe perfectly and despite its age it’s still in print today.
6. Dungeon Crawl Classics
It doesn’t take itself seriously, but DCC has some really innovative mechanics that are easily portable to Dungeons and Dragons, the basis for this one which I consider a classic as its name suggests.
There are many variants of Dungeons and Dragons and though I think most would count Dungeon Crawl Classics among them, I would argue that it’s got its own thing going and really doesn’t quite count as such a variant.
DCC is more than just D&D, it’s Gonzo D&D, a game with some serious wackiness to it designed almost like a spoof of D&D, meant for a fun and silly approach to the fantasy adventure.
Now you can approach this game with some seriousness if you wanted to and really the system itself lends itself to that style of play as well with a great magic system and some really cool concepts for martial classes, but for me personally, I lean into the skid here. The game is written in a style that suggests that you should see it as a kind of comedy show and given how the adventures are designed, the artwork and general wackiness of the premise, everything about DCC makes this the ideal game for a sort of Mighty Python version of Dungeons and Dragons.
This game generates laughs and my friends and I were in stitches when running this one. It’s everything you love about D&D with a comedy twist and it simply asks you to let go of your inhibitions and grognard mentality and accept it for what it is, a light-hearted version of Dungeons and Dragons.
I recognize it’s not for everyone but personally, I love it, it’s a great game in particular in short stints, the funnel concept is amazing for a one-shot and there is plenty of meat on the bones to keep the laughs coming if you want to make a campaign out of it.
A metric ton of fun, yet a really well-designed game, it’s fantastic.
5. Forbidden Lands
If you are the type of GM that thrives on open sandbox and on the fly emergent story and gameplay, Forbidden Lands is the perfect game for you. Everything about this game screams improv.
The second Free League Publishing game on the list, Forbidden Lands is simultaneously an awesome concept, a fantastic take on the classic game of Dungeons and Dragons, while at the same time being a great fantasy setting all in one game.
I can’t say enough positive things about Forbidden Lands. It’s a survival game in a fantasy universe with very deadly mechanics and a really gritty feel to it putting it squarely in the OSR wheelhouse, yet its mechanics are sleek and modern, with an absolutely fantastic dynamic world-building concept at the core of gameplay.
Players are survivors of a world that has gone terribly wrong and they are charged with trying to find a way to not only survive in this harsh environment but to thrive. The world around them is completely unexplored and the players must follow dynamically constructed clues about what is out there and because the game is an open sandbox, every group is going to take its own approach on how to proceed.
Players don’t just contend with the monsters that dwell beyond the borders of their village but they must deal with the harsh realities of weather, basic necessities like food and water and the absence of proper civilization. There are no blacksmith shops to buy everything you need or taverns where you can easily access the basic necessities and comforts of life. Everything in this game is a struggle and players are always on the brink of death no matter where they turn. The only thing they can rely on is each other and this creates amazing table dynamics.
I adore Forbidden Lands and if your fan of Dungeons and Dragons, while this system is certainly wildly different mechanically, everything about it is going to be familiar nonetheless. An amazing experience, in particular in the hands of creative GM’s.
There are a few quirks in the game that I would say require some minor correcting like the Peddler class that has a way of spoiling some of the survival gameplay elements but these are easily house ruled issues that can be solved and there is a great community around this game from which you can get lots of great advice some.
Highly recommend this one if you haven’t tried it.
4. Vampire The Masquerade (5th Edition)
It’s a really well-designed game with a very poorly written book, but playing a vampire in the world of darkness is a gaming experience that is so much fun, its worth overcoming the hurdle of this terrible book.
I love White Wolf games, specifically their world of darkness setting and certainly Vampire The Masquerade has to be my all-time favorite game set in that world. The games 5th edition did a lot of housekeeping in terms of rules to give the game greater balance but really the big strength of this latest edition is how the mechanics of the game and the story of the game are properly connected. The mechanics really bring out the horror of being a blood-sucking monster in this latest edition by implementing the hunger system and trimming the fat off the disciplines to bring them more in line with a game of vampire politics rather than a game about vampires abusing each other with disciplines as was the case in past editions.
I love the new take on the game, I’ve been running this game for a couple of years and it just works to bring that Vampire story to life in all its gory splendor.
This game would be much higher on the list if it was not for the fact that the actual core rulebook for the game is an absolute nightmare to work with. This has to be an example of the worst kind of RPG editing in the history of RPG’s. Simply put, no matter how many times I have read the book and how long I have played this game, I still can never find a single bloody thing in that book. Everything about its layout and editing is completely illogical, the editors of this book should be fired immediately.
That said, it’s a simple enough game that after a few sessions you will have most of the important stuff put to memory and so really, the game has a natural flow and simple system that you can largely get away with running the game just with the storyteller screen in front of you. Being a vampire is a lot of fun and this game really gives that to you in every spectrum and definition of the classic monster.
Love it, if you have never played Vampire The Masquerade, I would argue you are yet to really experience the RPG hobby to its fullest.
3. The Song of Ice and Fire RPG: The Game of Thrones Edition
I’m a huge fan of The Song of Ice and Fire story and world and as such, I have huge expectations and demands from an RPG that tackles this setting. This game not only met those demands bar far exceeded anything I could have hoped this RPG to be. This is one of the best interpretations of a setting into an RPG I have ever had the pleasure to experience.
In the last decade, I have had a really wide range of gaming experiences, but without question one of my absolute favorites is a short six-session campaign I ran in the seven kingdoms using the Song of Ice and Fire RPG (The Game of Thrones Edition) <- Yes that is a mouthful.
The Song of Ice and Fire RPG has got to be one of the best translations of a setting into an RPG I have ever experienced, Green Ronin Publishing knocks it out of the park with this game.
All of the intricate relationships between characters, the house building and politics mechanics, the absolutely fantastic social combat rules, the gritty and really brutal combat mechanic and of course just the setting writing all come together perfectly in a game that conjures up the TV show and makes you feel like your part of it.
There is so much great writing in these books, the organization and GM advice you get really helps tremendously in bringing The Game of Thrones to life at the table. I especially love the character creation building that has the players working together to not just form an adventuring group but a sort of dysfunctional family.
As a huge fan of the books and the TV show, I had an absolute blast with this one and I’m certain I’m going to run it again in the future. Our game only lasted six sessions but it was one of the most memorable six sessions of my gaming career. In our story three brothers struggled against each other for control of the house the players built together and in that short period of time they were engaged in a Knights tournament, they fought The Mountain in combat, they fought alongside The Starks in war, they betrayed each other in cunning political games and ultimately destroyed themselves. It had absolutely everything you could possibly ask from a Game of Thrones story and this system helped bring it all to the table.
I love this RPG, it really is a work of art.
2. Alternity
Bill S. and Richard B. create magic in what is the unquestionable king of Science-Fiction RPG’s, Alternity. This is not only one of the best sci-fi RPG’s, it may very well be one of the best RPG’s ever made.
While all the games on this list I consider personal favorites I would happily play or run at any time, at this point in the list we are getting into the games that really define me as a GM and as a role-player and Alternity is certainly such a game.
There are a lot of science-fiction games out there but in my humble opinion Alternity is worlds apart, this is the single best science-fiction RPG ever written, period. The work of the super team (Bill S. and Richard B.), it is a combination of brilliant design and inspired writing.
Alternity covers all forms of science-fiction genres from X-Files style conspiracy, Near Earth, Post-Apocalypse to hard science-fiction and science-fiction opera. It does all of that under a single, flawless system that makes use of 4 core classes, yet is distinctively skill-driven.
I adore this game and have used it countless times in everything from time-traveling games to space exploration games and everything in between. It’s a very simple system, yet so robust that even though there are only 4 classes you will never make the same character twice.
The game’s handling of technological eras, concepts like mutations and cybernetics, ship combat from hard science reality style to Star Wars space opera style, is all handled with perfection in this one game.
As if this wasn’t enough, Alternatiy has some of the best supplements for an RPG I have ever read including the absolutely astonishingly awesome StarDrive campaign which I say without reservation is the single best RPG setting ever written, period. The fact that it’s supported by this fantastic system is just icing on the cake of perfection.
I know that availability on this one might not quite hit the criteria for the list, but this is a game that was over-printed so finding books in the 3rd party market is actually quite easy, you can find it on Amazon or Ebay at very reasonable prices. There is a new edition of the game that was put out, I don’t know anything about that one so it should not be confused with the original TSR version.
I have not a single negative word to say about this game, it’s perfect. If you want science-fiction, it begins and ends with this game.
1. Dungeons and Dragons
The one and only Dungeons and Dragons makes the top of the list which should come to the surprise of no one!
While my desire with this list was to expose my readers to other RPG’s for their consideration, this list would be a bald-faced lie if I did not put Dungeons and Dragons in the number one spot.
D&D has had many editions over the years, but in each era in which it appeared whether it was 1st, 2nd, 3rd or 5th edition, Dungeons and Dragons was always my number one, favorite game to play. The only exception in the last 30+ years of my gaming life when that wasn’t true was during the brief period when 4th edition D&D was the current version of the game. I really didn’t like that version and it was the only time that I would not have put D&D as my number one choice of RPG.
I consider all of the editions as members of my D&D toolbox and as a DM, I’m more than happy to run any edition (except 4th) and I would typically do so for different reasons. I will very soon create a top 10 versions of D&D list which would include various retro-clones, spin-offs and re-imagining into this category and certainly if pressed I could put the editions of D&D in order from favorite to least favorite, but all and all I have enjoyed all of these games and I consider every one of them excellent RPG’s.
I’m certain however if I was pressed today to pick my favorite version of Dungeons and Dragons, the one I reach for when a fantasy story pops into my head that I want to explore there is no doubt that “my” preferred version of the game is 1st edition BECMI (Basic, Expert, Companion, Master and Immortal). Typically I would use a modern retro clone like Old School Essentials if we want to get strictly down to the specifics, but ultimately 1st edition Basic D&D for me personally is the simplest game to run, the one that sticks to the D&D concept the best and is the most fun for my players. It’s fast, challenging, easy to learn and teach and above all, fun as hell. It’s D&D in its purest form.
Some Honorable Mentions
There were quite a few games that were cut from this list and though I would argue for good reason, I do think they deserve a courtesy nod for being in contention.
Star Wars Edge of the Empire is a game that teases me with one of my favorite franchises of all time and it certainly was a contender, but in the end the narrative dice system, while clever is just too fussy and demands far too much from a gaming table. I like the ingenuity of it, but it misses the mark for me personally and certainly doesn’t compete with my favorite take on the Star Wars universe.
Warhammer Fantasy Role-play 3rd edition like Star Wars Edge of the Empire has a clever take on role-playing with its narrative dice, but I find it has the same issue as its Star Wars follow up. Too much fucking about with translating these dice to make something useful out of them at the table. I want to love the concept because conceptually it’s really good, but it’s just too impractical at a gaming table and its board game approach to RPG management distances itself too much from the hobbies traditions and assumptions. It was a good effort with a lot of really great writing and I use the game for inspiration, but it’s just not something I’m interested in running.
Pathfinder 2nd edition is another take on Dungeons and Dragons and the truth is that I actually like this one as a player quite a bit. Lots of great options for character building, a fantastic game world built into the system and a really fun combat mechanic that really gets to the heart of modern D&D gameplay. As a DM however I find the 600+ page rulebook is just severe overkill, it’s just too much, there is waaay to much to juggle as a DM and really the payout is kind of limited. Anything as a DM I could do with Pathfinder 2nd edition, I can do with D&D 1st edition, yet it will be a 10th of the complexity, for me it’s just a hard pass. I think a good, dedicated GM can make it work, but it’s too mechanized for my tastes, I could never run a game that is this codified. That said I think it’s actually an amazing design achievement, it’s a really clever game and those with the patience for this much crunch will find a lot to like.
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