Big Board Gaming Weekend 2024

Every year like clockwork, my crew and I get together for a 4 day super weekend of nothing but BBQ, beer, and board gaming. We call it the “Hassela Weekend”, named after the sleepy little Swedish town where the event takes place. It is always the gaming highlight of every year and this, our 8th year of the event was no different.

Today we talk about all the games that were played, how they landed with everyone, and what I think. Enjoy the article!

Bang The Dice Game

Bang The Dice Game has been a Hassela tradition since 2019 when it was first introduced and has become a group favorite filler, usually played before or after dinner. This year the weekend kicked off with it and as always the game was played several times with the usual chaotic antics and gaming group chemistry that comes naturally for us.

It’s about the most basic hidden identity game around, you have effectively three factions (The Sherrif and his deputies, The Outlaws, and The Renegade(s). The makeup of who’s who depends on how many players you have, but this is a game where the more merrier. It’s more or less a simple guessing game where everyone wants to appear to be whatever they think will keep them safe, long enough to figure out who everyone else actually is. You roll some dice and shoot people and hope you kill the right person who is not on your team.

It’s fun, quick, and quite perfect as an entertaining way to spend a half hour while you nurse a beer. It’s not something you want to take seriously and I would argue it’s only barely a hidden identity game as the revelations/discovery is pretty quick. For more robust hidden identity games that focus more on the hidden identity theme and mechanics, I would probably recommend Coup or One Night Ultimate Werewolf. Still Bang The Dice Game lands well mainly because you don’t have to go through any weird opening phases like you do in One Night Ultimate Werewolf which can suck up a lot of time nor do you need to fully grasp the powers of the hidden identities like you do in Coup. Here hidden identities are clearly just teams and the discovery is mostly just about trying to figure out who is actually on your team. If you get it wrong you are likely to shoot the wrong person and that is the punchline of the hidden joke within the game.

It’s silly and very basic fun, it’s universally loved in our group.

Jabba’s Palace – Love Letter

Love Letter is a staple filler for any gaming collection and has been for a couple of years for us. It’s got a bit more strategy and “umpf” in my opinion than most fillers. This is one you’re going to really want to win as it’s very satisfying when you do. I’m not at all surprised that Love Letter makes so many “favorites” lists out there.

For all intents and purposes, Jabba’s Palace is a standard Love Letter with Star Wars art, a basic game of trying to keep track of what cards are played and using the special abilities of the card you play on your turn and the strength of the card you keep each round to ensure you are as protected as you can manage to outlast all of your opponents.

There is quite a bit of luck involved in successfully navigating any round of play, but over the course of several hands that make up a full game, usually, the most clever player will win, so it’s definitely not just luck of the draw here, there is a reasonable level of skill and strategy involved.

Love Letter is a perfect filler game, find a theme you like and there is a Love Letter version out there just for you. I’ve never met anyone who doesn’t like the game, it’s one of those card games that works with everyone, gamers and non-gamers alike.

Game of Thrones: The Board Game

Game of Thrones – The Board Game is another Hassela tradition in my gaming group going back all the way to the early years of the event. In fact, I would say for most of us the term “Hassela Weekend” is synonymous with a round of Game of Thrones The Board Game.

It’s a brutally tough game to win with a lot of strategy and politics at its core. It handles the Game of Thrones theme with perfection, with all of the amazing feints and double-crossing you would expect. There are so many trick plays, subtle chess moves with big pushes, and usually big finishes. In particular, if everyone at the table has a firm grasp of the game’s many subtleties. Our game this weekend was no different, it was a struggle all the way to the bitter end with huge ups and downs, massive upsets and ultimately being decided in a single final battle in the last round of the game. It’s exactly how you hope a Game of Thrones game will go down.

The game does have a few lumps that can be both frustrating and can at times spoil the fun. For one, this is a 6 player game, practically unplayable in my opinion with any other player count. I say that with my group having tried and tried on my occasions, it just doesn’t work. It’s 6 players or bust.

It’s also an absurdly long game, your mileage will vary but you can count on a roughly 5-6 hour game like money in the bank, and if you go the full 10 rounds, you may very well exceed 6+ hours.

It also has some very obvious “balancing” flaws that are very difficult to massage out. For one, Lannister’s position on the board, their starting conditions, and early game options are extremely poor and limited. I would say if you can win as the Lannisters in Game of Thrones the Board Game, you are either a freakish master of strategy or playing against incompetence because they stand very little of doing much more than being a fly to swat at worse to kingmakers at best.

You also have some issues like the Grey Joys which opposite to the Lannisters just have outstanding options and starting conditions as well as a stupidly strong character deck. They are beatable so I wouldn’t call them broken as I definitely would the Lannisters, but it’s going to be a group effort to keep them under control. Starks are also very strong and the Baratheons can quite literally win the game in two rounds if people aren’t very attentive and actively invading them from all sides from the very start. They are like a time clock that tests your knowledge of the game, if you don’t know what to do, THEY WILL win.

Some of these things are just nuances of the game and are part of the charm and challenge. I might make a few changes, via some house rules to help out the Lannisters, but warts and all this is a fantastic strategy game even though it’s very tough to get to the table and is definitely a “once in a long while” type of game at best. I would not want to play this game with any regularity but it’s always welcome at Hassela (as long as we have 6!)

Game of Thrones Trivia

When it comes to judging or even speaking about trivia games, my feeling is that they are basically all the same. It’s a game of questions and you try to answer them, you either like that sort of thing or you don’t. Trivia games with a theme like Game of Thrones, challenge your knowledge in a specific area, so if you are into a show, book, movie or whatever and you can find a trivia game on that topic it can be fun.

I’m a bit indifferent to this sort of thing, I mean, I like trivia well enough so I have no issue sitting around a table and trying to test my knowledge for a bit in particular on a subject I enjoy, but I don’t think this sort of thing falls into the realm of “boardgame” in the same sense of the word in which I normally would use it.

Still, this particular trivia game has an area control mechanic, the questions had multiple choice answers, and the difficulty, at least for my gaming crew who are all Game of Thrones fans was relatively easy. I think about 80% of the questions asked were answered correctly so the game played quickly, it was fun to reminisce about the show, and as a group of fans, it went over pretty well.

I don’t know that I have much more to say about it, trivia games are trivia games. They neither surprise nor disappoint, they just do what they do and you either like that sort of thing or you don’t, the specific version or topic of a trivia game isn’t going to change your mind.

Eclipse: Second Dawn For The Galaxy

Eclipse was number 6 on my all-time favorite games list from this year and I was excited to bring it to Hassela for a big 4x game event, showdown. This epic level 4x game is a cross-over game between classic Ameri-Trash war games and modern Euro’s which might seem like a strange combination but is actually the norm for most 4x games in general. Twilight Imperium of course immediately comes to mind which also had classic Euro game mechanics like role-selection and token-based action economy mixed in with rolling handfuls of dice.

Eclipse I always felt should be great at bringing a Twilight Imperium experience to the table in a much more reasonable amount of time with a lot less nuance, but more “core gameplay”. The mechanics of Eclipse are very efficient and streamlined, there is a very quick progression toward conflict and the hope is that you end up with games filled with big battles and tight final moments as players try to squeeze out as many points as they can out of every aspect of the 4x civilization building experience.

Unfortunately, our experience this weekend was considerably less exciting than that in my opinion, in fact I would say it brushed up against being boring.

I think part of the problem with Eclipse is that many of the games mechanics don’t play out like you hope or imagine they should. The game is about controlling space with spaceships, expanding your civilization, building technologies and upgrading your ships and it tries to encourage conflicts between players through generous victory point rewards for fighting. All the mechanics and the play loops are there to encourage exciting games, but typically what ends up happening is just a lot of turtling and build-up to a very anti-climatic end.

There is just no push and pull on the territory control part of the game and because your economy controls your action economy, very often once you have built some ships, did some research and some upgrades, you are out of steam. Since the game is a race to build up and there is a lot of pressure to “keep up”, you end up getting the build-up without the release.

There are 8 rounds in the game and with a 5-6 player game, it can and does still take 5-6 hours to complete, so in the end the main sales pitch “Twilight Imperium – Light” really is very marginal at best. You shave off a couple of hours, but I’m not sure the investment of time is well spent. I think I would much rather play a 7-8 hour game of Twilight Imperium than a 5-6 hour game of Eclipse and after this weekend’s play, I’m seriously questioning Eclipse’s position on my best-of list.

I think it’s a game with a lot of potential, but this last playthrough was disappointing, there just wasn’t any fire, and no memorable moments. It played like a stale and very uninspired cube pusher. It was a bit of a bummer because this was the game I think I was most excited to get to the table this year and ended up being the biggest disappointment of the weekend for me.

Red Rising

Red Rising was introduced to the crew at the event for the first time. It’s a relatively simple game of hand management and building combinations of cards to create a victory-scoring bonus at the end.

This was a tricky game because, in addition to the scoring points on the cards and the combo bonuses, you also had some secondary resources and tracks to manage which also scored points and were key to triggering the end game. It kind of made the game a race to build up your hand, but you had to keep up on the tracks because your hand was not going to be sufficient to win on its own.

One of the key features of the game is of course the setting and having read the first book (Red Rising), I had a connection to the game that not all the players shared, but as a whole, it was a very abstract card game that really focused on mechanics more then bringing the setting to the forefront. If you are looking to play a game in this Dystopian future, know that besides some familiar names and setting concepts like Hellium and The Institute, the representation here is pretty light.

There is a lot of timing and manipulation in the game that determines your decisions but the moves boil down to play a card and pick up a card from four different tracks. The “player choices” are fairly slim as is the impact of any single play. I would put this into the “light” game category, even though it takes about 45-60 minutes to play, it sort of felt like a fun little filler that went on a bit longer than most fillers would.

I thought it was a competent game mechanic but there really was no twist to the game, it kind of had limited energy that was mostly spent after the first play. I can’t see myself getting excited to have repeat plays of this one, though I would not object to either. It was a fine, middle-of-the-road card game. I will say, I thought the art style was great, it was very easy to learn and there was something very intuitive about how it played. It didn’t require anyone to explain the strategy of the game to me, it unfolded in front of you very quickly and obviously. There are many different routes to victory and I’m not sure I uncovered anything specifically that I could point to and say “do that and you can win”, but it was very clear which cards went with which cards and how you could combo them. The issue wasn’t understanding what cards you wanted into your hand, but manipulating the game to ensure that you got what you wanted.

Tapestry

Tapestry is one of those games that is difficult to define, you just know you like it and you want to play. In our gaming group, this one has shown up in the Hassela weekend lineup several times over the years and is one of the very few games that ever see’s repeat plays at the same event. We ended up playing it twice this year again.

I think if push comes to shove, the only thing I can say about it is, play it at least 3 times before you decide if you like it or not. It may seem strange but this is a game of subtlety and nuance, there is so much genius built into this very simple mechanic of moving cubes up a track. It’s absolutely fascinating to see the kind of growth and expansion you can create from such humble beginnings as the starting conditions of this game. 4 resources turn into a massive, sprawling empire!

There are no “big moves” in this game (usually). It’s a slow and methodical manipulation of resources to squeeze every last ounce of juice out of them. It’s a game about optimization of your actions and efficiency.

Frankly, it’s addictive, I play this game a lot on BoardGameArena and even though I have probably played it more than 30 times just this year, I still feel drawn to it.

To play it in person has its own charm because this is also one of the most beautiful games you could ever put on the table, the production quality is extreme. It’s Kickstarter magic and we are lucky that a member of our group is a super fan and has purchased all of the expansions.

If there is any drawback to the game is that experience = points. When you play with people who have taken the time to unravel the puzzle that is Tapestry, you can have very tight and competitive games, but new players, no matter how competent they are as gamers are going to struggle for quite a few games before they hit those 300-400 point scores that are pretty standard finishes for experienced players. I recall the first game I ever played of Tapestry I barely managed to score 60 points, these days I consider any score under 250 a complete failure. The road to experience is filled with brain-busting analysis and acquisition of micro experiences which for a gamer is basically “the juice” that keeps them coming back.

I love this game, I think it’s one of the finest examples of original and modern game design.

Dumber Than A Box Of Rocks

It’s a silly trivia game, we play it, we like it, and no one knows why. It’s the board game equivalent of a youtube video of a guy taking a golf ball to the balls, I don’t care who you are, that shit is funny and so is competing in a trivia game in which a literal rock can outsmart you.

Valor and Villany: Minions of Mordak

When we played this one, I was ready right then and there to call this “The Best of Hassela 2024”. It was so good.

When it comes to these “you get a character, let’s fight monsters” games, I’m usually not a fan and I have played a lot of them. The main logic is almost always the same for me…. Why are we playing this? Why not just play a role-playing game like D&D?

Valor & Villainy separates itself from the pack of “adventures fighting monsters” games in so many ways. I think its charm above all else is that it doesn’t take itself seriously, in fact, the game is, itself from the instruction book, to the spells, to the monsters, just a series of fantasy genre-driven gags that fit neatly into a well-executed combat mechanic. This is a game where you draw a loot card, read it and laugh, because whoever created that card, has clearly played a lot of D&D. They know the inside jokes and the silliness of the fantasy genre and just leans right into it.

Valor & Villainy is about as close as you can get to watching a comedy cartoon as a board game. Beyond silliness, however, you have very smooth mechanics with a ton of strategy and challenge. It doesn’t punish you for failure as so many of these games often do and so the game never pumps the breaks, it’s always full-force action sequences.

The combat mechanics in this game are perfectly tuned to the theme, the flow of the game is quick and the results are always fun. Right now if you asked me what the best fantasy adventure board game I have ever played was, even after a single play I would instantly point you to Valor and Villainy. It was just perfect.

The core premise of the game is simple, one player is the main villain and for the first 5-6 rounds, they are spreading “evil” in the land in the form of monsters and curses that the player characters, aka, the heroes have to deal with. The main purpose of these early encounters is the same for both the villains and the heroes. For the villain, it’s to try to kill the adventurers so the villain can gain power in preparation for the big fight and for the players it’s to kill monsters and find loot, for the same reason.

After a few rounds, the villain arrives on the battlefield and you have a big fight for the win. There are exploration mechanics, spell mechanics, and several distinctively different characters to choose from. Everything you want out of a fantasy adventure game.

So why is it not “The Best Game of Hassela 2024”? Well, the competition was pretty stiff, more on that later.

Suffice it to say if you love fantasy adventure board games, whip out the credit card, this one is worth every penny!

Condottiere

This 1995 classic filler shows up to the big Hassela weekend event every year like clockwork and this year was no different.

This trick-taking game with an area control element is all about trying to get the most out of your hand so that you can either win the battle, or exit it with sufficient strength to win the next one. You stretch your hand but you have to be careful about overcommitting because you might find yourself winning one hand, but then not even able to functionally participate in the next.

The decisions about which fights are important are driven by the area control mechanic which defines the lands you fight over and you need to pick your battles carefully. It’s not about winning every trick you can, it’s about winning the trick that matters.

It’s a straight shooter kind of a trick-taking game, no big bells and whistles, just play your cards right and know when to hold’em, know when to fold’em and know when to run.

Fun game, I think it’s a staple game that belongs in everyone’s collection.

Factory Funner

I’m a bit hesitant on this one, which is not to say I didn’t like it, in fact, I liked it quite a bit but…. there was something off about the sequence of the play that spoiled it a bit.

In Factory Funner you get some tiles that represent machines that produce things, requiring a couple of inputs of “fluid” of different colors and producing some kind of “fluid” output of different colors. As you lay out tiles and build connections between machines you score points for your efficiency. The fewer pipes and connectors you put down the more points you earn. It is effectively a puzzle game you have to solve on the fly without knowing what all of the pieces you will need to put down will be.

It’s a bit strange, but the factory building part and the stress of trying to make things fit and figuring out the puzzle was fantastic, I loved it right out of the gate. However, the method of how you get the tiles you are actually using has this live-action “grab it quickly or miss out” part, which sort of lacked fluidity and ended up kind of roughing up an otherwise good game.

I can see what they are going for here. You have to build a factory from a limited selection of tiles and you have to decide which tile you are going to take quickly to add extra stress to that key decision. I think that is fine, I actually like it, it reminds me a bit of Galaxy Truckers. I just don’t think they got the sequence of play right.

I would have preferred a drafting mechanic, or some sort of draw 3 tiles, you have 5 seconds to pick one, or some sort of turn-based thing. Anything but the “how fast can you grab the stuff you want before the other players do” thing which works fine in Galaxy Trucker but it’s because you have tons of tiles to pick from in Galaxy Trucker. Here you have as many tiles as there are players and you end up picking your own tiles most of the time just because you at least have some semblance of control that way.

I don’t know, for me the whole “grab a tile quickly” thing spoiled a pretty fascinating puzzle game of building factories. With this mechanic, I put it in the “ok” category without it, meaning the puzzly bit alone, I thought it was very good.

Hunt For The Ring

A hidden movement game based on the classic Lord Of The Rings story where Frodo (one of the players) and his companions make their way from The Shire to Rivendell while trying to avoid the pursuit of Nazgul represented by the rest of the players.

There are not very many hidden movement games out there and even fewer good ones. I’m reminded of another game on my shelf collecting dust with a similar premise called Fury of Dracula which I used to favor but have found over the years is just a bit overcooked in certain places.

Hunt For The Ring succeeds where Fury of Dracula fails in that they really focus on the “searching for them” part of the game and don’t try to overcomplicate the “finding them part”. In Fury of Dracula when you finally locate Dracula you have to fight him using one of the most convoluted combat mechanics I have ever seen put into a game. The result is this weird anti-climatic ending to this great first part of the game where you play hide and go seek with a pointlessly complex combat mechanic to resolve the winner of the game.

Hunt For The Ring keeps that “we found him” part of the game simple using a familiar corruption mechanic from War of The Ring (a game made by the same designer). The result is very satisfying and Hunt For The Ring ended up being one of the highlights of the Hassela weekend as a result for me.

They nailed the hide-and-go-seek part of the game, they did a great job keeping the rules simple and interruption shinanigans to a minimum. It’s a straightforward game of trying to find and trap the fellowship.

I like this one, I would happily play it again. The great thing about hidden movement games like Hunt For The Ring is that they are generally very simple, Hunt For The Ring did have some complexity to it but most of it was there to serve the hide-and-go-seek game which is exactly where the focus should be in a game like this.

A+ from me on this one.

Hegemony

Last but certainly not least is Hegemony, the game I would put as the firm winner of the 4-day weekend and even a contender for my pick for game of the year.

Holy shit my mind was blown by this one. I don’t even know exactly how to put it into words, but this was without question one of the most unique games I have played in a long time. It’s fair to say the game is pretty complex, in fact, I know we did several important things incorrectly on our first playthrough, but even with that, it was abundantly clear that this game was going to be hitting the table in the future. There is a lot of juice to explore here and right now, I’m completely fascinated by the possibilities.

Essentially the game is about navigating the very real feeling issues of social economics from the perspective of one of the four asymmetrical classes (factions in the game) of society (Working Class, Middle Class, Capitalists, and The State). A concept so thematically executed in these mechanics, that it’s almost uncomfortable.

In the game each player has to navigate their social class to success by scoring victory points related to the class’s core function in society. The catch is that the requirements for success aren’t always crystal clear in the sense that there are many combined causes and effects that are not always in your control or fully predictable. The game has a lot of complex interactions in which you are trying to adjust society to serve you, while making sure your competitors are also served, because they are ultimately responsible for serving you in many regards as well (their success is often your success), even though by serving you they are also screwing you most of the time. I don’t know if that makes sense, it shouldn’t, but it’s how it works and the weirdest thing about it is that you end up feeling both the connection to the real world and a sense of compassion for the class you’re representing whether you agree with the abstracted political implications or not.

There is a kind of rhythm to the game that feels very personal in a way. You are hitched up to a mode of thinking depending on your faction and there are basic instincts and an almost belligerent-like execution of actions sometimes where you forget that you’re playing a game and your brain gets wrapped up in the abstracted politics of the fictitious world your playing in. Emotions can run quite high.

For example, the tax rate, a critical policy in the game has a wide sweeping impact on everyone, but there are both benefits and consequences for having a high or a low tax rate for everyone. Meaning it’s never exclusively good or bad. Make the tax rate too high and suddenly businesses start shutting down and creating unemployment, make the tax rate too low and the state might fail resulting in massive penalties for everyone including wage reductions, tax hikes, and potentially mass unemployment.

There are various policies like this each with their own very global impact, but managing these isn’t the only social issue to contend with. The economics of an always-growing population create all manner of issues for everyone and the working class in particular has a core reliance on everyone else’s ability to manage their faction. More to the point, if players fail to manage the society well enough the working class can create stiff consequences which include strikes and demonstrations that can cost everyone both production, money, and victory points.

As such there is a need to cooperate to a certain degree even between the most obvious competitors like the working class and the capitalists, but how do you cooperate with someone who wants the exact opposite thing as you do and neither side can win the game if the other gets what they want.

The whole game falls firmly into the “impossible to resolve” category and so the trick to the whole thing becomes one of maneuvering and clever and well-timed strategic moves in an attempt to simply out-pace everyone else on the victory point track as society is catapulted towards inevitable disaster. Failure in a word is imminent, but from the ashes, one of these classes will emerge to claim victory.

A big part of the game that sort of “breaks the rules” is in the action cards each player has, which are also asymmetrical decks unique for each class. These cards allow you to do things the basic actions don’t and it’s in the smart use of these cards that most players will find their victory. As a general rule, each time you are forced to take a basic action instead of leveraging the effects of a card, it is a step towards defeat as it’s only through the use of these cards you can get ahead. Basic actions are a recovery or corrective measure, not a plan. Playing these cards however, is tricky because you have to create just the right conditions in most cases to really get the most out of them. If you are constantly forced to take corrective measures by discarding cards for basic actions rather than focusing on the execution of a plan that involves the effects of your cards, your chances of success dwindle in the very esoteric and hard-to-see math behind how victory point acquisition works.

There is a natural rhythm to the game that creates inevitable hostility. Basically in a status-quo environment in which everyone cooperates and the game simply plays out at a “medium” give and take, the state is the automatic winner, this is by design as the state essentially wants to keep everyone at an even keel. No one can keep up on points with the state if they are simply collecting medium salaries, paying medium prices for goods, at a medium tax rate with the population growing at a medium level. For each class, there has to be some major advantage in the policies in their favor for them to get an edge in the victory point acrobatics.

Each class has its Achilles heel sort of speak, a single policy that when it’s in their favor to an extreme will guarantee that they will continually outscore everyone else during the scoring round. Manipulating circumstances to get that in place is difficult, usually unlikely as long as all the players are aware of the impact, but inevitably there are short-term gains to be had sometimes by siding with someone to give them what they want.

For example, having a low tax rate can help the working class to expand a little quicker and have some reserve cash so that they can react a little better to a constantly changing game state, but low tax causes problems for the state and the reserves of affordable resources dries up opening an opportunity for the capitalist to capitalize on a starving market. The result is a working class that goes plus-minus, a failed state while the capitalist and middle class score obscene amounts of points.

Often you have to make unfavorable decisions to keep a particular class from failing outright because each class has a failsafe response that screws everyone when they are pushed too hard. The working class can demonstrate and protest shutting down production, the state can fail and do a hard reset causing high taxation and the capitalists and middle class can sell off companies and cut deeply into everyone’s bottom line sending them to the unemployment line. The results are always pretty devastating to everyone when any class fails to remain stable and most often the person least affected is the person’s faction that failed, which is key to the balance of the game. It forces others to worry about your success to some extent. You don’t want to be too helpful, but you also don’t want to outright crush anyone either.

There is so much more to say about this game and its many nuances if you can imagine that all the above is from a single play of the game.

If there is a negative to Hegemony, it’s that the rules are quite intricate and it’s very easy to get them wrong and when you do, even if it’s just a small rule, it has a huge impact. For example in our first play-through, we did the check IMF test after paying taxes, but you actually do the IMF check first and the taxes second. This completely changes the game, yet there is only one line in the entire rulebook that mentions it despite it being a very critical rule. The rulebook however is well written and the cheat sheets that come with the game are very helpful, so once you learn to play the game properly, that initial difficulty of the game which coincidently adds a lot to the length, goes away. Our first game took the better part of 7 hours, but I’m 100% certain we will cut that time in half quite easily for our next playthrough.

Hands one of the best games I have played this year!

Conclusion

All I can ever say about our Hassela weekends each year is that it’s the gaming highlight of the year for me. A fantastic weekend of pure and uninterrupted fun time in the company of the best group of guys I have ever had the pleasure of knowing. It is pure bliss!

Every year I hope that when I return from the weekend I have made a new discovery and most years that ends up being true. This year Hegemony blew the doors off, but I think a big nod of approval has to go out to both Hunt For The Ring and Valor and Villany, two absolute gems.

Can’t wait for next year!

Top 20 Boardgames of all time 2023-2024 Edition

It’s been a while since I updated my best-of-all-time list, so today we remedy that situation. I have been looking forward to making this list this year, but as is always the case, the choices where hard and it took almost as much time to decide as it took to write the article. Here we go!

20. Underwater Cities

A new addition to my list, this is a game that had an immediate impact on me the first time I played it and I think it has a lot to do with the fact that I just saw, from the get-go, all the amazing possibilities and I couldn’t wait to start exploring it.

It might be infatuation, games usually enter my list that way and it’s only through many follow-up plays that I will determine as to whether or not a game is worthy to remain on the list. That said, I think it’s looking pretty good for this one.

This little Euro about building cities underwater has a lot in common with many other long-time classics on this list. It’s a tight little worker placement and resource management game with that simple design, but that deep gameplay combination that makes so many of my favorite Euros grace our tables on repeat. I’m looking forward to seeing if the hype holds up long-term. Could it be a challenger worthy of comparison to Terraforming Mars? Maybe with some expansion, for now, it’s got novelty on its side and that is good enough for me.

The brilliant part with Underwater Cities is that it managed a little magic trick very few Euros pull of which is that at its core all mechanics of this game are critical to winning. You can’t ignore or disregard any part of it, do so and you WILL lose. Everything on the board is part of your strategy, it all matters and I love that. So many games have key mechanics that are essentially pointless or victory point areas that simply don’t matter which is both a trap for inexperienced players and a boring element of the game that goes mostly unused. Few games manage to avoid such pitfalls but Underwater Cities ensures that everything included really matters.

More than that, Underwater Cities makes sure that every card in the game serves a purpose within some strategy, there are no useless cards you never play which is so common with card-driven games as well. I’m reminded of Terraforming Mars which has cards that are simply dead draws that you never use.

Great game with tons of potential.

19. Tapestry

Tapestry is something of a staple game in my group’s consciousness, but it rose and fell off our radar over time. We don’t play it often but every time it does come out, we are all reminded of its brilliant yet rather odd mixture of complexity merged with elegant simplicity. Simply put, this is a fantastic game we all love, we just sometimes forget about it in the mix of the hundreds of games we own and play between the seven members of my gaming crew.

I love describing the core rule of the game because it’s so simple. For each round, you move a cube on one of 4 paths (Science, Exploration, Technology, or Military). That’s it, that’s the game. What happens on those spots, how the mechanics and resource management converge to create strategy, is where the genius of this game stems from. It’s more than that though because there are lots of resource management games out there, What makes this game unique is the dynamic “cultures” you can play, each with its own angle on the game, its own advantages, and its own mechanical architecture. This mixed with the critical play of Tapestry cards creates infinite dynamics making each game a true white elephant experience.

I would not argue all of these “cultures” are created equally, there are certainly winners (looking at you Historians) and losers (Mystics), but we have found over the years playing this game that anyone can win with just about any culture, it’s just about solving that immutable puzzle that lays within and the dynamic nature of how board state develops.

I think it’s worth taking a moment to pat the developers on the back for the expansions to Tapestry as well. Usually, I’m lukewarm on expansions, they tend to overcomplicate already great games and with little payout. With Tapestry the expansions service the game well, adding great new, alternative options that help struggling cultures and balance out the really strong ones. Well done!

Arts and Architecture in particular is a true gem so far as expansions go. It adds an Arts track that makes having a 5th player viable in the game. Until this expansion, being the 5th player and being last in the turn order at the start was a very tough position to win from and this expansion really remedies that.

Fantastic game, I’m happy to both recommend it and bring it back to my best-of list, it deserves the praise and honestly probably should have been on this list all along.

18. 1830: Railways and Robber Barons

Slipping some in recent years, the 18XX game that started an entire sub-genre of gaming is one I find fewer and fewer opportunities to play this one with only a single play in the last 24 months (roughly). That is not a reflection of its quality in any way shape or form, it’s just a bit tough of a game to get to the table.

I still think this is one of the best economic games ever made, in fact the entire 18XX game genre is amazing with wonderful handling of the stock market and company management, a great system for creating and running railways with a deep and meaningful, albeit cutthroat, strategic core gameplay. It’s just a great game, but it does fall into that “takes a long time to play” category of games for most people, so it’s hard to get a crew together to play it.

I can strongly recommend the 1844 and 1854 variants as well, what is cool about this one is that you have two games with two very different focuses. One is more focused on stock markets and investment elements, while the other is more focused on train operations and company management. Both are fantastic.

It’s also not particularly easy to teach so unless you are playing all the time, it can be a bit rough to remember all the rules and pass them on to players even if they are coming back for a 2nd or 3rd run. In fact this one is kind of guilty of having some gotcha rules, so knowing the games mechanics in great detail is critical to success and this can frustrate less attentive players. Suffice it to say it’s just a “difficult” game for a number of reasons and it’s hard to muster up the strength and excitement to get it to the table. It’s definitely a lifestyle game, but fortunately, if you learn one 18XX game like 1830, you are pretty much ready to play any of them.

Even with all that said, I get requests for this one from select members of my gaming group so it is in our consciousness and there is a desire to play it, but yeah, it’s a tough one to recommend to the average gamer. You really need to have an affinity for economic train games, the obvious being obvious. It’s a classic favorite of mine, but it’s getting harder and harder to justify its existence on this list and it drops on this list as a result of the “I must be playing it” rule that I have layered over this list to ensure that everything on here is everything I’m actively still playing.

17. Star Trek Fleet Captains

I’m happy to see this game still make the list, but it’s been quite a while since I was excited to get it to the table. This is a great 2-3 player game for Star Trek fans only which I’m finding fewer and fewer people are these days, though I definitely think its the best Star Trek game I have ever owned or played.

The premise is quite simple, it’s a kind of competitive adventure game with everything you know and love about Star Trek crammed into one game, you get the characters, the ships, the missions, the stories, and the atmosphere you know and love. It’s about the same feeling I get as watching classic Star Trek from any era without the edge lord bullshit of modern Star Trek which by the way, I hate, a stain on an otherwise perfect franchise!

Great game, a great theme, a great look, it has everything you want out of a Star Trek and is the only Star Trek game you will ever need once you have played it. It covers the original series, next-generation series including Deep Space Nine and Voyager, and the Enterprise series. In my view, when Star Trek was at its absolute best.

Unfortunately, this one is out of print and what is available on the secondary market is crazy expensive. It’s kind of a bummer for someone reading this today and wishing to get their hands on it. Before you ask, no I will never sell this one, it’s a permanent fixture and a pride of my game collection.

17. Tides of Iron

Despite having not played this one in quite a while, I will still stick to my guns here and say that this is the single, best tactical World War II game ever made. It’s got simple rules with deep meaningful gameplay without that historical “edginess” a lot of historical war games can have. This is a historical war game made so that anyone can play it without that “war gamer” mentality of most historical war games jammed in there.

Not only that, Tides of Iron uses a lot of very familiar historical war game mechanics so if you want to sort of explore the genre further, it’s a really great ground floor, a sort of entry level into the larger world of historical war games. For a long time, I had a regular opponent for this game and I played the crap out of it and I never felt any need for the many expansions that were put out for it. These days Tides of Iron is played mostly online through various virtual tabletops but it has a niche, but loyal audience and it’s not difficult to find them.

Sadly I don’t think this one is in print right now either, so it can be difficult to find but it was nicely supported for a very long time so there are plenty of copies out there on the secondary market unlike many out-of-print games, this one is very much “gettable”. If you are looking for a great two-player World War II game, this is a fantastic one, well worth the investment

16. Sekigahara: The Unification of Japan

New to the list, for as long as I can remember I have wanted to try a war game using a “blocks” system, reminiscent of classic games like Stratego where you have a sort of dynamic fog of war in which each player can only see their own units. Somehow I knew I would love this sort of game and my instincts were quite right.

I love medieval Japanese themes, probably among my favorite historical and cultural eras so this game in particular fit like a glove. I waited a long time for an updated printing, picked it up and it did not disappoint.

This is a card-driven game (which is another genre I love) combined with a “block” game in which players fight over Japan in a bid for the shogunate in a very straightforward war game.

It does have that “historical war gamer” feel to it, but the mechanics are relatively simple and straight to the point, the gameplay is deep, the strategic elements refined and as a whole the game is perfectly balanced. This game has been around for a long time and for good reason, It truly is a game of skill, but it’s not so involved that a player needs multiple plays to be competitive. Most people I have introduced the game to took to it right away and put up a good fight even on their first run. It’s ranked 200 on Boardgamegeek which is pretty decent for a historical war game, but notably, it holds a very prestigious 5th highest-ranked war game on BBG which is a pretty big deal.

I highly recommend this one for fans of war games, looking for a great two-player experience and though it’s the only block game I have ever played, I would imagine it does quite well by comparison to others in its genre. This is a game with awesome replayability, a new fixture in my collection, and one I always look forward to getting to the table.

15. Terraforming Mars

Putting Terraforming Mars on this list at this stage may seem quite odd, why has it never made the list before? The answer here is quite complex, but it is worth pointing out that this was Gamersdungeon 2016 Game of The Year and scored a 3.65 on its review which is quite decent for a Euro on this site. I’m harsh with Euro games probably because I find games that are not interactive to make for a weak experience and many if not most Euro games are practically solo games you play simultaneously. That is not he case for Terraforming Mars however and not the reason it has been excluded from this list before.

The main reason for it never making a list is because frankly I just didn’t really play it after the initial novelty of it wore off. It had collected dust for the better part of 4 years and I never felt motivated to get it to the table. It is a well-designed game but it is excessively long with a slow, boring start and it’s not particularly fun to teach or even play with people who don’t already know how to play it well. This is one of those games where if you are new, I’m going to beat you senseless for the first dozen or so games until you figure it out.

Over the last few years, several things have changed in my gaming group and for the game in general. For starters, they released several expansions for the game that all targeted the thing about the game I disliked the most which was its slow start and length. The Prelude expansion in particular cuts out that first full hour of the “nothing happens” period at the start of the game. In addition, everyone in my group continued to play the game and they all got good at it, so now when we sit down to play, everyone knows the rules and everyone is very competitive and the game moves at a reasonable pace.

The Prelude expansion for Terraforming Mars is quintessential, I would not play this game without it. It single-handedly cuts an unnecessary, boring first hour out of the game and probably should just be a standard inclusion in a future edition.

Those two things combined have catapulted this game to the front of the line and it got a massive resurgence in my gaming group. Under such ideal conditions, Terraforming Mars shines and is without question what I recognized about it early on, a true gem in the rough that takes a bit of work to fish out. I love this game, I always have but there are lots of games on my shelf I love that rarely see play for various reasons. War of the Ring for example is among my favorite games of all time but it’s a complex two-player game that takes many hours to play. It’s an absolute bear to teach, and like Terraforming Mars sucks balls when playing against new players who don’t know what they are doing, so it’s nearly impossible to get to the table and I haven’t played it in years.

Terraforming Mars earns its rightful place on this list and I’m happy to add it and I’m especially happy to be playing it again.

14. Great Western Trail

This Euro about running cattle in the old west resurfaces on my list for several reasons, but perhaps only one matters which is that I’m playing it all the time online and at home. This game started to run cold for me for a long time but it just keeps coming back around because it is so replayable, so fun, and challenging. It’s just a really good game and I’m happy to welcome it back to my top games list.

I think this is the only game that has ever completely dropped off my top games list and then made a comeback. This is a game that I recommend to all hobbyists without any caveats, for me it’s almost like the new Settlers of Catan, just a staple of my gaming collection worthy of a wide range of situations.

There are two new variants of this one now which give fans even more cowboy for their buck, Great Western Trail New Zealand and Argentina, as well as the Rails of the North expansion.

I haven’t tried the new variants of Great Western Trail, so I have no opinion to offer there, but I have tried the expansion and like most expansions, I find it completely unnecessary. All Rails of the North does for the game is extend its length and makes an otherwise very elegant game, messy, adding needed complexity to the rules.

This expansion adds an entirely separate mico-game with where trains can go, pretty much ruining an otherwise perfect game. It’s a very hard pass.

I personally saw no reason to upgrade to the 2nd edition of the game, but I do find that it’s a bit more streamlined, so if you can get the 2nd edition, it’s probably the way to go. The changes are extremely minor though, so if you already own the 1st edition, there is no reason to get the 2nd edition.

13. Hansa Teutonica

This 2009 Euro about building trade routes first made an appearance at our big board gaming weekend a few years back and has been a staple of that event ever since. The more I played it the more I wanted to play it and at this point, I have come to realize that this one belongs on my list.

This is a tight little action economy type of game about building trade routes in Germany and I will grant you, so far as the theme goes it does not sound exciting because it’s not. This is a thinker, one of those games that will make your brain hurt but win you over on mechanics. It’s a highly interactive Euro with a lot of take that kind of moves and just fits perfectly with my gaming crew of sociopaths who love to watch the world burn.

There is nothing particularly “special” about this cube pusher on a high level, it’s very traditional victory point salad-style game, but it has this really clever interaction and tension from start to finish and the games are always close. I find when my group plays this one, everyone is highly attentive and contemplative with each move. It’s a thinky and clever game that draws out the competitive nature between players and ultimately creates a great gaming experience.

I find this game is far better with more players and though it can run a bit long, on the 2-3 hour side, I find that during the end game, everyone is wishing there were just a couple of more turns so that they could finish this or that route. It is long but in a good way.

Great game, I definitely recommend it if you’re already a fan of Euro games.

12. Western Empires

This one made my TOP 5 BOARDGAMES THAT WERE ALMOST GREAT, BUT HAD A FLAW THAT RUINED THEM list in the number 1 spot for one very critical reason and that is that it has player elimination, made more egregious by being a 12+ hour event game. It’s a terrible sin, especially given that Western Empires is a remake of the 80’s classic Advanced Civilization and 999 games did not take the opportunity to correct this one game-breaking flaw.

Still, it would be a stone-cold lie to pretend like the game is not extraordinary even if it is a product of its time (aka a remake of Advanced Civilization for better or for worse).

Western Empires is not just a game, it’s a gaming experience, an event game of epic proportions that allows for a large gaming group (even larger if you blend it with Eastern Civilization to create Mega Civilization able to support up to 18 players). In fact, the more the merrier, this game really shines with a full table.

While elimination is a part of the game, it’s not exactly a likely scenario with players who are even moderately competent, but it’s a tough game to get any experience with because how often do you have 9 players willing to spend 12+ hours at the table?

I love it, I would love to play it a hell of a lot more than I get an opportunity to, and I do think if you have a group that can get this to the table, this is a gaming event on a scale of which nothing ever produced can match. It’s a one-of-a-kind, white elephant and it earns its place on the list of best games of all time if for no other reason than posterity!

11. Spirit Island

When it comes to complex, intricate, and deep cooperative games, there is only one game that rules the genre today and that is Spirit Island. Easily one of the most elaborate and dynamic cooperative games I have ever played with infinite replayability as well as one of the most challenging games in existence. Be prepared to lose…a lot.

It boasts a massive library of expansions, each one better than the last, Spirit Island is practically a hobby in its own right, certainly a lifestyle game. You can play this one solo, though I think it’s a much lesser experience. This game is best played in a group of 3 or 4.

It’s a long and very contemplative game, you spend a great deal of the time discussing how to approach the constant influx of micro puzzles that need to be solved and there is nothing quite as satisfying as coming up with an answer to seemingly impossible-to-solve situations. In fact, the satisfaction of winning a game of Spirit Island is so rich, I can’t think of a game I’m more eager to play.

It is a time-consuming game though, even with a group well versed in the rules, Spirit Island is an absolute minimum of a 3-hour experience and will usually hit that 4-5+ hour space which means it borders on an event game. I would argue it’s actually a great game to build an event around, though it’s not the sort of “everyone is laughing and having a good time” type of event, more of a “serious gamers” type of event, which is not my personal favorite way to run big gaming events. I rather have everyone drinking beer and giggling at my events and this game doesn’t really produce that kind of atmosphere.

Fantastic game, destined to become a classic.

10. Paths of Glory

I will be the first to admit that this is not a game for most people, hell even among historical war game fans this game falls into a rather niche genre. For one it’s based on World War I which is a historical period that isn’t exactly well-known, in some ways it almost feels like you’re playing some sort of historical fantasy game. It’s a card-driven game, it has a point-to-point map and it’s driven by some quirky mechanics to flesh out the history you probably don’t know that much about. Suffice it to say, it’s peculiar from most perspectives.

That said, I find it to be an establishment in its own right, this is a game you can study, learn its intricacies, and really dive deep into the many implications of strategies and counter strategies. It’s absolutely one of the most beautifully designed games I have ever run across, but it demands a lot from a player, a true commitment to find its genius and if you can find a regular opponent that enjoys all of these amazing nuances as much as you do, you get magic at the table.

Hands down one of my favorite historical war gaming delicacies, this refined masterpiece is a piece of gaming history no true hobbyist should pass up. Historical war games simply don’t get better than this, it’s a historical war game that is itself a piece of gaming history by which all others are measured in my opinion.

9. Through The Ages: Story of a New Civilization

Through the Ages in one form or another has been on my top gaming list for many years, at one point even rising to the number 1 spot. I’m a huge fan of Vlaada Chvatil, I find him to be a completely uncompromising and highly original game designer. By being that however, he tends to make very niche games that for most gamers fall into either the “love it” or “hate it” category with little in between.

I consider Through The Ages Chvatil’s Mona Lisa, but he has brought other amazing original titles like Mage Knight The Board Game, Codenames, Galaxy Trucker, Dungeon Lords, and Space Alert most of which grace my shelves, all distinctively unique and classics in their own right. Each one is more ingenious than the last, he is an absolute miracle worker. You want to be a great designer, play his games, and learn how it’s done.

Through The Ages is more than just a brilliant original design, it’s one of the most intriguing, robust, and challenging games I have ever played. It’s definitely far too long falling into that “pretty much all day” category, but I can’t think of another game on this list that I would happily call in sick to work and spend 8 hours in a chair playing. This is a game that keeps you busy, you are constantly trying to assess and reassess your situation, formulating your grand strategy, and trying to find that narrow line to victory. It feels very much like a race in a lot of ways.

It’s an engrossing, full-bodied Euro game that treats you with intelligence and respect. You always know what you want to achieve, but finding the route to victory is difficult yet so satisfying. No game have I ever played that I enjoyed both winning and losing as much as Through The Ages, it is an absolute masterpiece of game design.

If you lack the time or players to get this one to the table, I highly recommend the digital adaptation. It shaves a couple hours of the gameplay time and its a perfect translation of the table top game.

8. Dune Imperium

At this point, I consider Dune Imperium a staple of my gaming collection and a default option for any board game night. I have spoken about this game endlessly and with how popular it is, it’s pointless to recommend it as anyone reading this has probably already played it. If you haven’t, you’re being silly, this is your next purchase, no gaming collection is complete without this one on the shelf. Its perfectly suited for any gaming group of any level and being a Dune fan is just a candy-coated toping and is not mandatory to enjoy this title.

Its clever combination of deck building and worker placement is flawless, its balance a perfect diamond and it looks amazing on the table. I adore the Dune setting and as a fan, I can tell you that the theme sticks the landing made even better with perfectly executed expansions. It’s a tight, strategic and dynamic Euro that basically perfects every mechanic it uses. There is nothing wasted, nothing overcooked, it’s effectively a perfect game.

If I have any complaints about Dune Imperium is that I don’t get to play it often enough.

7. Twilight Imperium 4th edition

Twilight Imperium has been swimming around on my top 10 list for more than a decade at this point, I have played it so much over the years I have lost count. It is one of my all-time favorites, one of the greatest epic civilization builders ever made and one of the best event games I have ever owned. It is pure magic in a box but any recommendation comes with some caveats.

It’s a very long and complex game that requires a fully committed table of 4 to 6 players ready to give up their day and fully engross themselves in this 4x game that is as much about game state as is player state of mind. That is not an easy table to fill. It’s also a tough and not always fair game, equal footing is not a thing here with various dynamics that are only leveled by player interaction and game knowledge. In a way its both a test of your skill and your character, with a lot of take the mechanics and sometimes even mean-spirited moves that are required to win. It takes a mature audience with the ability to handle this style of competitive game, definitely not something for everyone. Over the years I have found far more players that are not suited to the game than I have those that are.

The more years pass the fewer TI4 games I have as a result and though I dare not say it is fading out of existence, over the last couple of years I have found much easier games, less in-your-face games of its ilk to get to the table and so I find myself sort of replacing it.

I think Twilight Imperium is a masterpiece, an experience that cannot be matched, there is no doubt in my mind it’s one of the best games ever made, but I would say you want to make sure you have at least 4 players ready to take on this beast. It’s a lifestyle game without question.

6. Eclipse The 2nd Dawn for the Galaxy

Eclipse, though I would argue is not a replacement for Twilight Imperium by any stretch of the imagination, certainly is the game I would pull off the shelf in most company to get a 4x experience. Eclipse is a Euro-style game, with clear rules and considerably less punchy mechanics. It’s also a lot shorter game than Twilight Imperium by at least 2-3 hours, so it’s a hell of a lot more accessible and easier to get to the table. You don’t get the same experience mind you, but you do get a great, full-fledged 4x experience nonetheless.

Aside from its obvious comparison to Twilight Imperium, it has its own thing going on. There are a lot of unique handling of classic 4x mechanics, in particular in the area of technology development and fleet building. It’s a diverse and interesting system that allows players a great deal of freedom in customization over the units they will conquer the galaxy with.

It also has a much easier-to-digest point-scoring system so there is a lot less meta-explanation required to understand the difference between knowing the rules and knowing how to play as is the case in Twilight Imperium.

The result is a much lighter, very entertaining, and very approachable 4x game that doesn’t require you to do a lot of event planning. Like any other board game, you can just pull it out and play.

There is a ton of strategy in the game so you get the full robust 4x experience, You’re not trimming any fat here, it’s just a lot more streamlined, and perhaps it’s fair to say more focused on letting the mechanics do the talking. Great game, definitely deserves the win over Twilight Imperium if for no other reason than it sees far more table time.

I will say this about the Twilight Imperium to Eclipse gaming experience comparison. Twilight Imperium is to Eclipse what fine dining is to Taco Bell. Meaning, it is not a game of which one can become a connoisseur, you are not going to turn Eclipse into a lifestyle game or plan events around it. Your exploration of the nuances of this game is relatively shallow by comparison to Twilight Imperium. In short, Eclipse is a fantastic game, but it’s not a unique gaming experience.

In a perfect world, I would pick Twilight Imperium over Eclipse always, but as I live in the real world, Eclipse is a far easier game to get to the table and far more approachable by the overwhelming majority of gamers. If you are looking for a truly robust and heavy 4x game that you can really sink your teeth into, Twilight Imperium has no equal.

5. Star Wars Unlimited

I will be the first to admit that I’m smitten with this game and its addition to the list notwithstanding, putting it in the number 5 spot is presumptuous at best. Still, I cannot deny how addictive this game, how clever the mechanics are and what a joy it is to build decks and play Star Wars Unlimited the CCG. I can think of no game I played this year that has had this much pull.

Not since Magic The Gathering when it was first released have I bought into a CCG with so much excitement and gusto. I really hope that Fantasy Flight Games continues with this CCG with the delicate and precision it requires, because right now after the core game release and its first expansion, I can say without reservation that they nailed it.

In theme, mechanics, the business model, the right mixture of rarity and the delicate balance are all nearly pitch-perfect. It’s on such a great track and if FFG can keep the momentum going, I can see this game making a big, long-term splash in the competitive CCG genre and in my gaming group. It’s without a doubt one of the best CCGs I have played in a great many years.

4. Imperial Struggle

There is no game on this list that I long to play more than Imperial Struggle, the absolute king of the influence control card game genre. The little brother to Twilight Struggle, this quasi-card game takes a side step from its forebearer, and rather than focusing on the card play itself, it instead shifts the focus of influence control to a far more elaborate and complex area control game and in my humble opinion, nails it.

Imperial Struggle handles the history of the 100 year war between England and France splendidly, while creating a complex and highly replayable card-driven area control game that offers tons of dynamics, but retains that “strategic pre-planning” you got with Twilight Struggle hand management. Unlike Twilight Struggle however you don’t need to memorize the decks in order to be competitive, this is far less a game resolved by player knowledge and far more on player strategic execution at the table and it’s why I find it a far superior game to its predecessor.

You might notice that Twilight Struggle is not on my list, but that is not meant as an insult, I really do love playing Twilight Struggle, I think it’s a fantastic game, but it’s one that is incredibly difficult to get to the table in good form. What I mean is that the game is difficult to teach, it takes many plays to be proficient at it and its an absolute chore to play against an inexperienced opponent. The only way to get experience is to lose tons of games and that is neither fun for the teacher or the student.

Imperial Struggle suffers from a high learning curve as well, but the game is played on the table, not in the nuance of card management and that just makes it a lot more approachable and a lot easier to offer advice and teach as you play. I find it much easier to get someone into a competitive state and you can be off and running with this game with great competitive matches after no more than a game or two.

I love Imperial Struggle, I think it’s hands down one of the best games ever made and earns its rightful list at the top of this list.

3. Lord of the Rings The Card Game

Lord of the Rings the living card game to me is the single best solo game ever made and this is how I play it almost exclusively. Not to say it’s not also a great cooperative game, because it’s outstanding when played in 2 or 3 players, but the game requires a high-level commitment to deck building and that is not an easy thing to get into if you’re not collecting. Building decks for others to use works ok, but this is not a casual pick-up-and-play game either so without that full buy-in from everyone at the table it’s not going to deliver on its potential.

As a solo game, however, LOTR is an absolute beast and a masterpiece of the highest order. I adore this game, I have been playing it with considerable consistency for the better part of a decade and I’m as excited to get it on the table today as I was the day I got it.

It has tons of expansions with amazing versatility and is unquestionably one of the most challenging games on this list. Every victory in this game is so satisfying, it feels fantastic, but it’s a brutally tough game. Every quest is a self-contained puzzle to be resolved and it’s truly a rare deck that is up to the challenge of conquering all of these. You spend a lot of time rebuilding decks and it’s just pure joy for card players like me. Every build is designed to target a specific puzzle presented by the countless quests and that moment when you figure it out and beat something that seemed simply impossible to overcome is an experience no gamer should live without.

If you like card games and are looking for something for solo play, in particular, if you love the Middle Earth setting, this game is perfect for you and comes with my highest recommendation.

2. Empire Of The Sun

I can’t lie, while I love all sorts of games to me there is nothing quite as engrossing and as addictive as a big, epic, historical war game and I’m completely fascinated by the war in the Pacific which I think is one of the most strategically complex conflicts in all of human history. To replicate it in perfect detail in a card-driven war game, especially one designed by the master himself, Mark Herman, the Chuck Norris of historical war game designers is absolute bliss.

Empire of the Sun has a learning curve so high, that there is nothing to compare it to, it is one of the most involved and intricate games I have ever learned to play. It took me the better part of a full year before I was playing the game correctly. Hell, it’s an achievement in its own right just to understand how to play, let alone learning how to play it well. Teaching it is an absolute nightmare but when you find someone who has taken the time to learn, the result is table magic.

This game is a masterpiece of historical war game design, You feel powerful and in command of the entire war from one of the two sides (Allied Forces or The Nation of Japan) and you get a sense of rewriting history. it is in a word, one of the greatest games ever made.

1. War Room

War Room is a unique entry to my list, it’s unquestionably my favorite game of all time, but it’s unique in that I don’t normally recommend it to most gamers and gaming crews.

The reason is simple, this massive game that comes in a box larger than classic Milton Bradly master series games is a 12+ hour epic level war game. To call it niche is an understatement. It takes a gaming group with very specific tastes to really get the most out of this one.

As an event game I think it’s quite perfect. It’s a team-based game so you don’t have this “I’m doing badly but still have to play for 10 hours” thing a lot of event games have which is a huge boon. There is a sense of camaraderie and interest in the stuff going on, on the board even if you’re not involved and it has these great moments of planning and contemplation with exciting “let’s see what happens” resolution.

You also don’t need to grind games out to a finish, at any time either side can surrender and you still end up with a satisfying resolution as there are no victory points, you either win the war or you don’t.

Mechanically the game has hidden orders (ala-classic diplomacy) and a clever use of initiative so each round you put in your orders and then later discover how it all plays out. There is a lot of risk management and mitigation but the board is so big and the number of orders you can give is quite limited so you have to pick your battles carefully. It’s all about strategy, making feints, long-term and short-term planning and glorious combats that play out on a semi-tactical battle board for those exciting dice-chucking moments. Its just the perfect game for a big gaming event, but I would always caution gamers considering the purchase that no matter how enthusiastic you are to play this game, and believe me I understand the pull. There is nothing worse than owning it and watching it collect dust so make sure you have the gaming crew ready to put in the hours on this one.

One of the best gaming experiences you will have ever, bar none.

Conclusion

Comparing the list to the one I did in 2022 a few games have dropped from the list.

Root was hanging on in the number 20 spot, but doesn’t quite make the cut this time around. I still think it’s a great game, but it has two core and related issues that are really tough to get around. Its an absolute bear to teach largely due to its most prominent feature, the asymmetrical sides which leads to the second issue which is that it never makes the table because playing against people who are learning really spoils the game. It’s one of those games where everyone needs to know what to and not to do, else a weak link can king make someone pretty quickly and kind of ruin the game for everyone else. It’s a bummer, I love playing this game, but only with people that are already proficient at the game. It’s actually a surprisingly quick game when everyone knows how to play and one of the longest and most painful ones to bring the table when people don’t.

War Of The Ring also drops off the list. Over the last decade, this game has been dropping from my radar and collecting a lot of dust. Much like root, the issue isn’t the game, it’s teaching the rules and that combination of playing against someone who doesn’t know what they are doing is really boring. The fact that it’s a two-player game also doesn’t help in my situation as a 2 player game night is pretty rare around these parts these days. I love it and hope I will get to play it in the future, but for now, it goes the way of the Dodo bird.

The U.S. Civil War also makes an exist. I love historical war games, especially big epic ones but this one is just not to the tastes of most of my gaming crew. The good news is that its a fun solo game and I do pull it out once a year to have a run at it and I do enjoy it, but that is not the stuff of a best-of-all-time game.

Peloponnesian War also exits but just barely. It was a battle between a stone-cold classic that I love to play and a new lover (Underwater City). I chose Underwater City less so because it was new and more because games are generally more fun to play against opponents. Peloponnesian War is an amazing and very unique solo game, I love the hell out of it and I expect it might even resurface on this list in the future but for now it sleeps in the unregistered 21st position on this list.

Washington’s War was largely replaced by Imperial Struggle. These are two card-driven influence games and though I think they could happily live on the list together, the truth is that since I got Imperial Struggle when a two-player opportunity comes up, I have a heap of games that I would rather play, in particular Imperial Struggle. The same thing for Caesar: Rome vs. Gaul, I love it and will happily play it but given the opportunity, I’m more likely to jank of Imperial Struggles chain instead.

The Big Board Gaming Weekend!

In less than 48 hours the annual big board gaming weekend begins and for 8th year in a row, my crew will get together for a 4 day fun-filled and non-stop gaming weekend. There are sure to be new games that will show up and as I do every year, there will be a thorough blog post!

Top 10 Collectable Card Games Of All Time

In the early 80’s there were three games that really defined what would become the tabletop gaming hobby. Dungeons and Dragons, Warhammer 40k, and Magic The Gathering. Magic The Gathering of course is the grandaddy of collectible card games but fast forward over 40 years later and CCG’s have become a sub-hobby all on their own.

I don’t talk about CCG’s very often but in the last decade, CCG’s have gone through something of a renaissance and with each new CCG that has come out, the genre is making leaps and bounds for the better.

In today’s list, I will pick my top 10 collectible card games from the awesome past to the wonderful present. Enjoy the list!

10. Legend Of The Five Rings (1st edition)

Legend of the Five Rings 1st edition by Alderace Entertainment falls into what I like to call the “Hardcore CCGs” category from the 90’s . This was a fairly robust game from a robust gaming era that was very heavy on the theme and backstory and for fans out there, it wasn’t just a card game but much like other early CCG’s like Magic The Gathering, Legend of the Five Rings was a lifestyle game.

I think what separated LotFR from other LCG’s was that it was part of a multifaceted franchise that covered gaming as part of a spectrum. You had Legend of the Five Rings RPG which in the 90’s was competing against heavy hitters like D&D and Vampire The Masquerade. You also had a miniature game line called Clan War which competed against the Gameswork shop heavy hitters like Warhammer Fantasy. Finally, you had a huge library of novels dedicated to the story of this amazing game world, books which when released coincided with card set releases so that when you read a book about a certain part of the history of the game, you then got to play it out in the card game.

Unfortunately despite very modest economic success, Legend of the Five Rings in all its forms was never terribly popular and never reached anything beyond its extremely niche audience.

Fantasy Flight Games picked up the rights to the Legend of the Five Rings and revised the game in a second edition, but this too saw only minimal success and ultimately faded out of existence rather quickly.

This game was made for fans and it catered very heavily to this niche audience. In my humble opinion, this is one of the all-time classics that rightfully deserves to be on this list even if it’s at the tail end. It is an amazingly rich and complex game with tons of great lore to support it and without question, some of the best art ever put on a gaming card. Awesome, albeit retired CCG.

9. Magic The Gathering

I was hesitant to put this one on the list at all because I could file a 500-page novel worth of complaints about it, its design, the company that runs it, and the endless stream of bullshit that makes this a game I have no desire to play at all.

Still, there was a time when I lived and breathed magic and it wasn’t a short time, most of the 90’s by my estimation. Like other games from the 90’s Magic The Gathering was a lifestyle game and equally as all games in the 90’s, it was mostly broken as fuck!

Yet, Magic The Gathering endures and by all accounts it’s still one of the most popular CCG’s on the market today and this has been so since its inception. No CCG ever has nor likely will come even within a light year of the success Magic The Gathering has seen. Magic The Gathering sells more cards in a year than all other CCG’s combined sell in a decade. In a word, there is no such thing as “competition” when it comes to market share, Magic The Gathering rules undisputed.

How? Why? It’s a good question. Mechanically Magic The Gathering has a lot of design flaws that would never be put into a game today. It’s a game where you can build a legal tournament deck in which you can win a match before your opponent ever gets a turn to play. You can build decks that spawn an infinite number of monsters, or do an infinite amount of damage. The amount of stupid shit in this game is endless but I think the reason people like it and perhaps rightfully so is not despite these things but because of them.

There is something uniquely clever to a game that has so much depth and interaction, that if you study it long and hard, you can completely unravel it.

I crap on it, but it is the granddaddy of CCG’s and this list would be incomplete if I did not put it on the list so here it is, but frankly, I can think of a 100 CCG’s I rather play than Magic The Gathering. It does however have its charm, I can’t deny that of all the games on this list, I have played Magic The Gathering the most and so its place in CCG history and this list is secured.

8. Vampire Eternal Struggle

Vampire Eternal Struggle is to me, everything you think you want to have in a great CCG, which results in an overcooked game to a point where the game is nearly unplayable. Its a effectively a game that appears to be designed by Vampire The Masquerade fans that kind of don’t know what they are doing, but fully understand what a Vampire The Masquerade CCG should feel like, if that makes any sense. This was not all that unusual for a card game in the 90’s, making stupidly complex card games was kind of a thing back then, but even so far as complex CCG’s go, Vampire Eternal Struggle stretched the definition.

This was a game that could take upwards of 3-4+ hours to finish a single match, there was a ridiculous amount of rules weight and card interaction and in a lot of ways it mimicked the obscene level of detail that was customary in The Vampire The Masquerade RPG.

As overcooked as it was, however, there was true magic in the way the game executed because it did what White-Wolf RPGs were famous for which was to tell an amazing story. This was a game that even though I haven’t played it for 20 years, I still remember specific matches I had. All-nighters where me and a couple of friends effectively created our own little micro-universe for an evening in the world of darkness.

It was a unique game in a couple of ways. First and foremost it was best played in multiplayer, rather than head-to-head which separated it from most of the CCG’s out there that had modes for multiplayer but weren’t designed for it. The second thing was that you had this amazing world of darkness behind it, a setting so fleshed out and so recognizable to fans that each card had impact and meaning that went well beyond anything you would expect to be able to put into a card. Above all else, however, it was a brutish and harsh – take that – kind of a game, with ruthless mechanics that brought a lot of emotion and player interaction that went well beyond the mechanics of the game, much like the RPG on which it’s based.

This was a fantastic CCG and recently the game was revised and reprinted so it is still very much available today for people to explore. I would caution however that this is a game made for Vampire The Masquerade fans, by Vampire The Masquerade fans. If you don’t know what that is and why it’s awesome, this game is definitly not for you, if you do, you probobly already know about this game and don’t need me to tell you how awesome it is.

7. Arkham Horror LCG

Arkham Horror the card game was released by Fantasy Flight Games in 2016 during a period when FFG was producing CCG’s under the Living Card Game strategy where rather than having random booster packs, you would have pre-constructed expansions. It was also not a competitive card game but rather a cooperative card game in which players would effectively go around a dynamically constructed game board based on a location and solve mysterious while fighting monsters using decks they built.

I own and love this game, I actually think it’s pretty fantastic but generally speaking I also think it has one major flaw which is that it’s a cooperative game where once you complete a “quest”, it’s a bit like a legacy game where a lot of the hype and excitement disappears and the game starts feeling like your watching a scrooby-doo re-runs.

The format just lacks sustainability and while I still love picking this game up every long once in a while and playing a few rounds, it lacks freshness unless you are constantly buying the latest expansions. I did that for a while until I realized that I would effectively play each expansion once and then never go back to it because I knew the story, I knew the mystery, I had figured it all out.

It’s a very fun game mechanically but it almost feels like it would have done a lot better if the “quest” creation was turned over to the community and the game was a digital card game rather than a physical one. If you had an endless stream of new challenges that you could play on a daily or weekly basis, I think the game would have a lot more longevity.

Needless to say, even with this one flaw, I think this is a brilliant game and deserves to be on this list.

6. Warhammer 40k Conquest

I have to admit I only played this game a few times and never actually bought into it and there is good reason for it, but still the few times I played it, it made a big impact on me and I always think of it whenever the subject of CCG’s comes up. Like Arkham Horror this was one of many Fantasy Flights LCG’s (Living Card Games), but it was a 2 player competitive game. I think this is one of the most underrated competitive card games out there today.

The theme and franchise appreciation here is important as the card game and the cards themselves capture the Warhammer 40k universe perfectly but what I think really made this game stand out is that the interaction and speed of play was balanced perfectly. It’s a tight game where players are making impactful decisions with each card play and games are almost always definined by decision rather than deck or card draw, it really is a game of pure strategy and I think that is actually kind of rare in card games. Most CCG’s are defined by deck building as much as strategy but this one is one of those games where what deck you played mattered considerably less than what you do with it at the table.

Above and beyond that however I think the asymetrical factions really shine here, each faction had its own thing going on and FFG made sure every faction of the 40k universe was covered before the game went end of life so its a self contained and very complete feeling card game set. The fact that it went out of print and is no longer supported doesn’t matter and thankfully they printed so much of this game its actually quite easy and cheap to get a hold of a complete collection.

Really fun game, I think this is still well worth getting today even if its out of print. Just a very good, self contained, head to head experience built around an awesome franchise and a great theme. A game made for 40k fans.

The only reason I have personally never bought into is that in my gaming group, at the time, we had a lot of stuff going on gaming wise and it was a rare situation where economically I had to make some tough calls. I regret that, I wished I owned the entire set and plan to some day soon purchase it for my collection.

5. Star Wars Destiny

Heading into the top 5 on my list, it would be criminal to exclude Star Wars Destiny, without question one of the best Star Wars franchise CCG’s ever produced. It suffered from a rather poor business model and went extinct rather quickly, which was a real bummer, but it remains in my collection and I’m to this day always ready to pull it out and play.

This CCG is quite unique in that it uses dice as part of the card play mechanic and it also makes use of a very tight deck which makes deck building a really light element of the game which is great for beginners. That said, I actually think the nuance of this game is difficult to grasp and many veteran card players felt the luck element of this built in dice mechanic made it a less competitive experience. That might or might not have been true, but to me, competitive is not a reason to or not to play a game, I think as long as the game is fun, that is all the juice it needs. Destinty was certainly that.

I think Fantasy Flight Games should have stuck to their LCG model for this game because one of the things that really killed this game is the fact that you often needed 2-3 cards (with coinciding dice) in order to make a certain card playable, this was especially true about heroe’s so what you ended up with is a lot of cards and dice that you really couldn’t put in a deck and remain reasonably balanced for the general power level of the game. This mixed in with the fact that most of the hero/villain cards where uncommon and rares, made collecting the right cards a pain in the ass and more a frustrating than fun experience.

In the end FFG also had a lot of trouble balancing this game and their were quite a few broken and OP cards as well as a lot of junk cards you would never use for any reason. I’m not sure if the issue was with a lack of testing or what but at the end of the day the game did have a few issues.

Nonetheless, I consider this one of the all-time great CCG’s, just a super fun, tight little game that was very approachable albeit probably one of the most expensive to collect, in particular if you were going for competitive play. These days you can still find it in bargain bins and I say it’s still well worth getting a collection going.

4. Android Netrunner

Netrunner is a unique entry on this list for two reasons. First, it’s the only game on the list that is truly asymmetrical, yet managed to be a well-balanced competitive one on one CCG. I can’t think of any card game in the history of card games that does this, it’s a white elephant in this regard. Secondly, this is the only game in the history of card games that I can think of that died at what I would consider to be the height of its success. Quite literally this game got better and better with each expansion and when it was cancelled they had released what I would consider to be the best expansion ever released for the game. How and why it was discontinued is just a complete mystery to me.

The wonderful thing about Android Netrunner was that it was one of those rare cases in which deck building, while important, was not the defining factor for victory. How you used your cards, how you approached each match and your knowledge of the game had far more impact than the strength of your deck. More importantly, it was about the fairest playing field in a CCG ever put out mainly because, like most Fantasy Flight Games of this era, it was a living card game so everyone was building decks from the same set.

I played this game exclusively with the same opponent for several years online using tabletop simulator so I never actually purchased a single card, but I consider those games to be among the card gaming experiences I ever had.

This is an auto-buy in my book, one of the best card games ever made with some of the best card art ever printed.

3. Game of Thrones The Card Game (2nd Edition)

We are now reaching what I consider to be the creme de la creme of card games. Game of Thrones the card game is without a doubt the king of multiplayer games, one that captures its theme with perfection both mechanically and visually.

I love this game, but like many CCG’s I’m a dabbler rather than a committer, but this is more a result of economic self-preservation than anything else. There are many collectible games out there, I buy into and pay obscene prices for many of them, and at the end of the day you have to make some hard choices, one can’t expect to be able to buy into everything.

That said I have friends who went ape shit and we have more than enough cards in the gaming group for us to have an occasional crack at this one and I consider any such opportunity an absolute pleasure.

This is a fantastic CCG that captures the momentum of the Song of Ice and Fire story, ensuring that characters are at the heart of the game, with thematic powers that result in play resolutions that truly tells a Game of Thrones story.

Of all the games I recommend on this list, this one comes without caveats, even if you are not a Game of Thrones fan, this is such a great card game that even without the appreciation of the theme, this is a great design. Good games like this come along only once in a while and they are not to be missed, this is an auto-buy in my opinion for card lovers.

2. Star Wars Unlimited

Star Wars Unlimited dropped like Thor’s hammer into the CCG scene, stealing the show and proving that there is plenty of fresh ideas and new life left to bring to the genre. This is without question my new love. I never thought anything quite as good as Star Wars Destiny would ever come around again and bring Star Wars to the CCG table top, but I was wrong, Star Wars Unlimited is perfection personified.

As of this writing, only the initial core set for the game has been launched with the first expansion only 24 hours away as of this writing, so it’s hard to predict the game’s future. That said, the first release was absolutely perfect blend of deck building, competitive play and precision design. This game is so good and I know I’m not the only one who thinks so because it is absolutely impossible to purchase unless you pre-order and anything that is in stock in seconds after it drops. It’s that good.

I will never proclaim a Magic The Gathering killer, because I don’t think any such thing will ever come along, but Star Wars Unlimited is objectively a superior game to Magic The Gathering in every measurable way, yet has the same addictive deck-building quality and card interaction that made MTG such a landmark game.

I don’t care who you are if you are not playing Star Wars Unlimited, you are missing out on the single best competitive CCG ever made by a massive margin, there is absolutely nothing in the same league with this game. It’s a modern masterpiece.

1. Lord of the Rings The Living Card Game

I will be the first to admit that Lord of the Rings The Living Card Game is a personal taste thing more than a perfectly designed game. This is my number-one choice, not THE number-one game. That honor goes to Star Wars Unlimited. Still, with that said, I love this game above all others for a single, indisputable reason and that is that it captures Middle Earth with such perfection, such epic scale and so much thematic joy through its gameplay and art that I honestly could not bare to ever put any CCG above this one. It’s not just the perfect CCG, its a perfect game.

Like most Fantasy Flight Games, this is a game from the Living Card Era which I think is perfect for a cooperative deck-building game. For me the reason I love this game so much is that it’s every bit as good playing solo as it is playing in a group. Its perfect with experience CCG players and complete newbies who have never played a card game before. Its scalable with quests that take 15 minutes to epic sagas that take weeks to complete. It has deep, strategic deck-building elements or can be used with default theme decks. In a word, every conceivable gaming situation you have, it has you covered.

Love this game, there is nothing in the world of tabletop gaming I can recommend more than Lord of the Rings the Living Card Game. It’s perfect.

    Top 5 Boardgames that were almost great, but had a flaw that ruined them

    I have not been writing enough as of late for this blog, but my life is busy, and writing is a hobby not a job so I often have to take breaks. One type of article that is usually easy and fast for me to write is a top X list, so today that is what we are going to try to achieve.

    This might be a wonky list but I do find that many games out there look amazing, have a cool franchise behind them or just seem like they will be great and end up letting me down. It’s how and why they end up on my shelf and on this list. Today we pick out 5 and talk about them. Here we go!

    5. Crusader Kings by Free League Publishing

    Crusader Kings the PC game is one of my all-time favorite strategy games, I have played it for more hours and years than I care to admit.

    A big part of the joy of Crusader Kings is that you essentially re-write history from the perspective of a single historical person, influencing people and nations around them. You create a legacy over time (a family dynasty) and you try to keep that legacy alive and thriving through your blood relatives, offspring, and noble claims. It’s a lot of fun.

    When Crusader Kings the board game was announced, I didn’t hesitate even for a second, it was on my shelf and the table at the first opportunity.

    From the reading of the rules, the aesthetic, and the very clear attempt at replicating the PC game experience, Crusader Kings the board game had everything going for it and it seemed like it was going to make a nice smooth tabletop transition.

    Unfortunately for all of its mechanics that do replicate the feel of the PC game and capture that experience, the one thing that didn’t transition particularly well and ultimately caused this one to flop is the overindulgence in randomness.

    One of the key mechanics of this game was random draws from a bag to resolve conflicts between players or between player and game, but unfortunately, the impact of this one mechanic simply had too much impact on the game, so much so that it overwhelmed any aspect of a strategy. Good consecutive draws from this bag that was used for resolving various conflicts could and often did result in such a huge impact on the outcome of the game that in the end, that is all the game is. Draw tokens from the bag, do it well, you will win, do it poorly and you will lose.

    It’s really sad because a lot of the mechanics in the game are well thought out, but this random token draw resolution system just breaks it.

    For such an expensive game, I honestly can’t recommend it, but it was quite ok the first couple of plays as it takes time for people to notice the flaw, but once everyone does, it’s a bit like a movie trailer that spoils the plot of the movie. At that point, there is no longer any reason to see the movie, other than just to go through the motions and that is exactly how Crusader Kings feels after a couple of plays.

    4. Archipelago by Ludically

    Archipelago is a game with a questionable theme, colonization, which rubs some people the wrong way. To me, it’s history, and I’m not phased by the fact that the history of mankind is filled with ugliness. I like playing games with a good historical theme and when that is mixed with dynamic world or engine building mechanics, I’m always ready to try it.

    Archipelago promised to be a kind of civilization builder with exploration mechanics built around a dynamically constructed hexagon game board. It had all sorts of clever mechanics, a kind of mixture of Euro mechanics with resource management, and some cool development elements.

    All together the game played quite well and although I will point out that some of the art was unnecessarily extra racist which did not sit well with me, the core flaw of the game was the hidden victory conditions.

    All victory conditions are hidden, you don’t know how to win the game or what to focus on. You find out at the end of the game what the victory conditions are and how you faired. As the victory conditions could be quite varied and there can be odd mixtures of things that matter at the end of the game, who won was completely random.

    It’s about the most nonsensical way of handling victory conditions I have ever seen in any game, it felt a bit like playing chess except that if you get checkmated, there is a 50% chance that you win the game and a 50% chance that you will lose.

    It completely ruins this game and unfortunately, this victory conditions mechanic is buried into the core game so deeply that there is no good way to house rule or alter it without fundamentally changing how the game is played.

    I hope that someday someone with some sensitivity training and some common sense game design experience makes a 2nd edition of Archipelago because I think there is a lot of potential in this one, but as it is, this is a very hard pass.

    3. Exodus Proxima Centauri by NSKN Games

    Proxima Centauri is marketed as “Twilight Imperium Light”, a promise many games make but few deliver. Of all the ones I have tried, only Eclipse The 2nd Dawn for the Galaxy and Proxima Centauri come close.

    Unfortunately, where Eclipse succeeds, Proxima Centauri fails pretty hard in my opinion.

    I will make the assumption that you know what Twilight Imperium is, if not, the basics are this. It’s a space civilization builder that is driven by classic 4x gameplay ala classic Master of Orion in which players are a space-faring civilization fighting for control of the galaxy. It’s a simple enough concept but the one aspect of this genre of gaming is that in principle, it’s driven by politics, negotiations, trade deals, and deception. In a way these games are two games in one, the one taking place on the table and the one taking place in everyone’s head. These are games where an action you take can be seen as aggressive, a pre-emptive strike, or even a prelude to war, and as such players often act in character and respond in ways that aren’t necessarily strategic, but personal within the context of the game’s story that ultimately becomes a sort of made up history between players.

    It’s part of the fun of these games and really at the core of why the fan base loves them.

    Games that claim to be like “Twilight Imperium”, which by all accounts is considered the premiere and undisputed king of this genre of games are making a pretty bold claim and have a lot to live up to.

    The issue with Exodus is that while it has all the troupes of the genre you would expect, in effect that core 4x gameplay, the game gives players no good reason to interact in that all-important diplomatic/negotiation-social interaction space. In essence, you just play the mechanics like you would any Euro game. Sure what people do affects you, but you don’t have enough take-that mechanics or reactions you could take to give the game that diplomatic and political edge or fear of retaliation or consequences to people’s actions created by other players for which Twilight Imperium is famous for.

    Additionally, there are some quirky and very intensive shuffling of tokens that just adds to the administrative end of the game, but adds virtually nothing strategically. It’s one of those games in which there are some great ideas but none of the mechanics are all that refined.

    What is worse is that it’s only marginally shorter than Twilight Imperium, which is important because one of the only reasons anyone ever really looks for alternatives to Twilight Imperium is game length. TI4, for example, takes 6 to 8 hours to play and one of the core reasons why often Eclipse is recommended is that it can be played in half that time with much of that Twilight Imperium core 4x gameplay intact. Exodus can’t even claim that as the game takes a minimum of 5 to 6 hours to complete and commonly exceeds that time.

    In the end, it just doesn’t make the cut as a 4x game. I think it’s an ok game, I’m not suggesting it’s bad but if you are looking to get into the 4x space civilization-building games, Twilight Imperium and Eclipse are superior in every category so I’m not sure why you would pick this one over those two fantastic options.

    2. Kemet by Matagot

    Kemet is, or at least, was kind of a moderately famous game mainly because they had Dice Tower that gave it a lot of free advertisement. I would argue, in its own way it’s a cool, very fair war game built around mythology which I think is a great theme for a war game.

    In Kemet which is a kind of worker placement war game, players essentially build up armies that include mythical monsters and fight each other for control of the map and ultimately victory points. One of the key mechanics is making “advancement” purchases that give you various benefits. Each of these advancements has a color associated with it and a kind of general theme to that color.

    The nice thing is that it’s not a dice chucker so there is a cool card mechanic to resolving battles, so all and all it’s very tactical and strategic. It is great, except for one flaw which once you discover it, the game is completely ruined.

    Spoiler alert, but the white advancement is at least 3 to 1 more powerful than the advancement of other colors. Buy those and you auto-win. If everyone is aware of this, the game is a race to buy up as many white advancements as possible, it is a mathematically impossible strategy to defeat. In fact, if everyone is aware of this flaw in the game, the game is decided by turn order and nothing else.

    This broken mechanic ruins the game once discovered, its a real bummer.

    1. Western Empires (Eastern Empires) by 999 Games

    I’m going to make this short and sweet because I think Western and Easter Empires, also known together as Mega Civilization, also known as Advanced Civilization, also known as Civilization is one of the all-time classic “BIG” strategic civilization building games out there. It’s not just a game, but a staple of gaming history and Western and Eastern Empires are the modern remakes that only make minor adjustments to the original with nicer art and components, maintaining its core, classic formula.

    It’s not just a game, it’s an experience, but it does have one huge fucking flaw (pardon my French but I want to scream it) and that is that the game has player elimination.

    This game was originally designed in the early 80’s and here we are in 2024 and this core, fundamental and game-breaking flaw that will keep this off your table is still built into the game. In fact, Western and Eastern Empires lean into this and have created an official rule on how to “give up and go home” if you’re doing badly in the game.

    The issue is that the game can and does take about 9-12 hours to play, maybe even longer if you combine both games into a Mega civilization for up to 18 players. It’s a major event game which is fine, an event game is an event game, it takes a long time to play because that’s what events are. That is not a flaw, but if 4 hours into the event you can be put in a position where you are asked to leave… hey thanks for coming, go home! Fuck that….

    To me that is just unacceptable, I would never invite people to my house to play an all-day event game and then halfway through it eliminates them from the event because they sucked too much at it. It’s no problem that there are winners and losers, but to get eliminated from play, I can’t get over it.

    I can understand that in the 80’s board game design theory was in its infancy but what a missed opportunity for 999 games to correct what is undoubtedly the most destructive and game-breaking part of the game. I own Western Empires but I know that I will never put it on the table, not as long as this flaw exists. It’s crazy but it’s quite literally a game mechanic that is extremely toxic and rude to the players, aka, the guests at your house that came over to have fun.

    It is the unquestionable king of stupid shit ever put in a game, I can’t believe no one has corrected it over the last nearly 40 years of its existence.

    News: Games Workshop goes woke the wrong way

    I don’t normally do news or politics on this blog for two main reasons, first I usually can’t muster the will to give a fuck about other people’s bullshit, sorry world, I got my own shit to worry about and it’s more important than you. Secondly, almost all modern politics are stupid and wrong on both sides lacking a moral compass, so there is no one to agree with, Liberal Democrats are every bit as corrupt and unethical as conservative Republicans. You are effectively asked to choose between two sides, both run by assholes, both lying and avoiding important context.

    Today I make an exception to my no politics rule and it’s only because my hope is that somewhere out there, perhaps someone working at Games workshop, someone with an actual moral compass and a brain has some influence and can steer their company away from the idiocracy they are heading for.

    My hope is that Warhammer 40k won’t be the next Disney, Marvel or D&D that catapults itself off the cliff of self-destruction in the name of fake morales designed by people who pretend to give a shit for people pretending to give a shit. As a guy who truly does not give a fuck about you, think of this as the only objective advice you will ever get.

    The Fake Woke Drama In Warhammer 40k

    For those of you who play and follow Warhammer 40k, you have no doubt heard about the latest Games Workshop debacle. To sum it up, basically, GW, a company that treats their employees like shit and underpays them (well documented) while obscenely overcharging for their products and taking every economic shortcut possible fucking over their community at every turn (well documented) has suddenly become concerned about diversity in the boys club they created and maintained for nearly 5 decades.

    Their big public”strategic play” to fix diversity in 40k was to add a female character to an all-male faction (The Custodes) and when the community called them on their bullshit, they re-wrote their own history and pretended like “women have always been part of the Custodes” and they had no idea what the fan base is complaining about.

    Now the gaslighting aside which is an issue in its own right, this is about the equivalent of a full nude strip club suddenly changing Taco Tuesday to a vegan buffet because they are concerned about the cruelty of how animals are treated in slaughterhouses. This in a place in which they facilitate vulnerable 18-year-old girls to sell their actual pink tacos.

    Of all the moral concerns one might bring up and wish to address about how Games Workshop operates as a corporation and its commitment to diversity, having more girls in Warhammer lore perhaps shouldn’t be their priority if they are actually concerned about diversity.

    How about instead you make sure that female employees at Games Workshop get equal pay? Perhaps focus on creating a business model that doesn’t exclude poor people who are mostly minorities? How about making sure that when I walk into a Games Workshop store, you have some actual diversity among the people running it? How about simply starting with creating some diversity in your own company so you don’t have only middle-aged white guys defining what diversity means or how its implemented?

    This is the Gender Pay Gap report on Games Workshop from 2022.

    There are a lot of ethical changes Games Workshop could make within its organization to address diversity and ethical obligations if they are actually serious about change. The simple fact that women are not represented in the company and those that do work there get paid over 10% less at GW than men might be a good start. Considering the company has a 70%+ ratio of men running the place with nearly 100% men in the executive branch, diversity at Games Workshop and as a result in Warhammer 40k is impossible. You want more diversity in your game, maybe start by having more diversity in your company!

    Here is my point about the drama and the push for diversity at GW. It’s bullshit, it’s a bunch of virtue signaling while they continue to operate their company as they always have, an exclusive boys club. Meanwhile, they shake their finger at the community and call them sexist because the community gets pissed off about some irrelevant lore retcon and how GW handled its introduction into the game.

    A brilliant political move designed to divert attention, I will grant you that, but, an asshole move just the same, one that doesn’t address diversity in gaming at all.

    The Reality and Problem of Woke Politics in Gaming

    The truth is that the fan base doesn’t really care about the fact that GW decided to add female characters into the lore of the Custodes, this is not at the heart of the problem. Women in Warhammer 40k is neither a problem or a concern for the fan base, they have always been welcome by the community. We love women in gaming, in fact, most gamers will go out of their way to make it as comfortable and pleasant an environment as we can. Gamers are among the healthiest and most forward-thinking people you will ever meet, despite media painting a picture to the contrary. It’s why women are attracted to the scene and why each and every year we get closer to a 50-50 split between male and female gamers in all genres. This happens despite, not because of the diversity push of game publishing companies and despite the fact that these white washed companies continue to maintain their organization as a boys club.

    The issue is that though women are welcomed in tabletop gaming, they have never been welcome by the industry and organizations. There has never been much in the way of complaining that there are not enough women playing Warhammer, least of all by women. The complaint is that women are not welcome to work at GW and the few that exist, do so in low level, limited influence positions. It’s a male-oriented hobby because GW ensures its a game marketed boys and men because that is where the money is because that is who has the most interest in it. It’s really that simple and there is only so much that can be done to get girls and women interested in painting plastic soldiers and playing pretend war.

    GW nonetheless, is solving a problem that doesn’t exist, it’s a problem they invented and are now solving in the most public and loudest way possible to ensure they maximize the internet attention and very much on purpose. The goal very clearly here is headlines, not change.

    The core issue is that this very public forcing of woke politics into the game as a message to create a new truth is a method of narrative control. It’s a way to control the conversation and to paint a picture of themselves as a “morale” company in the eyes of people outside of the hobby while they gaslight the community and vilify those who disagree with them to illustrate their commitment to this new moral direction they are pretending to take.

    The infusion of these politics and the method of injection of these politics is a new practice that companies that have a lot to hide employ to raise their profile, without making any actual change to their operation. By deflecting the focus of the conversation away from reality, into the realm of fantasy they get the headlines they want “Games Workshop goes woke”, but it does not require them to make any internal changes. A practice that has become the new standard for creating positive headlines for a company with an image problem.

    If you want to know how this plays out long term, just look at Wizards of the Coast, the makers of Dungeon and Dragons which has been pushing diversity for over 5 years now using this virtue signaling approach. Their franchise was struggling terribly after releasing an edition of the game that sucked balls and no one bought it (4th edition) and they wanted to push better headlines for themselves for their new edition (5th edition). They however had a major image issue, D&D was seen as a male hobby, because, effectively, it was because that is how the game was marketed for nearly 5 decades.

    They made all manner of gestures publicly to appeal to a vocal minority in the hobby but mostly outside media to garner as much positive attention as possible. In the course of these 5 years, however, Wizards of the Coast has made very little meaningful change in diversity, in fact, the more things changed on the surface, the more they stayed the same internally.

    Below you will find a picture of all the executives at Wizards of the Coast today, the company of diversity and virtue signaling. Yes, it’s just a bunch of white dudes with a few women sprinkled into the mix into irrelevant made-up positions like head of Kids Studio. Not a single dark-colored person in the entire bunch, it’s a White-Male run company. 5 years of virtue signaling has changed nothing about how the company operates, who controls it or who is in charge. Yet Wizards of the Coast wins awards for their efforts in diversity and is praised for it by a wide range of Social Justice Warrior groups. They even invented an entire diversity organization so that they could award themselves titles like “most diverse company of the year”.

    What is the point here? Well the point is that Games Workshop gives zero fucks about diversity, they care about controlling the narrative and message of diversity, and they care about the headlines. You can expect, like Wizards of the Coast and other companies like it, that the company will continue to be the white-male-run boys club it has always been. They aren’t serious about real diversity, they are interested in making sure you think they are.

    You want to be pissed about the lack of diversity in gaming, get pissed about that.

    How to do diversity the right way

    The answer is less obvious and likely unpopular by both the left and the right because it requires that you care less about appearances and more about reality. It requires that you understand that diversity used like a machine gun targeting everything and everyone at the same time, is actually a really terrible and destructive thing that serves no one.

    The problem has been and always will be that anyone who see’s unfairness and demands social justice is easy to manipulate and their targets are always the most obvious places where there is an absence of diversity without investigating why or asking whether or not there is a good reason for it.

    So far as the Social Justice Warriors are concerned, this latest fiasco at GW is a win for diversity. Games Workshop forced a female character in an all-male faction in a fantasy game in which grown men paint and move plastic soldiers around, take that! The fans are pissed off, the SJW’s are celebrating a victory, meanwhile, women got a grand total of jack and shit out of it. Is the pay gap fixed? Are more women working in gaming? No, they are not and the scene is setup to ensure that GW doesn’t have to alter anything at all about their operation as far as diversity goes. They changed some text in a book few give a crap about and now they just became the diversity good guys publicly. The fact that women still get paid 10% less than men and GW is controlled by middle-aged white men, no longer needs fixing.

    Ask yourself, who won here? Did women win? Did diversity win? Did the fan base win?

    Real change takes place when the monopoly on power on the organizational level changes and diversity exists from a natural evolution of the company’s real desire to change, to be inclusive by handing over creative power to a diverse fan base and the audience’s desire to consume the changes.

    The point here is that diversity can’t be implemented through company image and making minor changes to artwork or fiction. Unfortunately the left wants to implement diversity in this fashion strictly because it pisses off the right. This is about shallow political victories which are notably battles fought by two sides mostly made up of outsiders (people who don’t play or give a shit about Warhammer) doing little other than degrading the quality of the franchise and in the end facilitating the destruction of it. When the dust settles, these outsiders will simply move on to the next political battleground, leaving the 40k franchise a pile of smoking ash for the few fans that remain.

    Exclusivity is a good thing

    Games like Warhammer 40k are boy’s clubs because they have been cultivated by boys for boys for decades. This is why 40k is so successful. The people making the game are also the target audience. They know what they are making, who they are making it for.

    If women want to participate in this world, they should be given the opportunity to do so but its important to understand that the reason its a boys club is because women have shown very little actual interest in it. You need female fans that love Warhammer to get involved, they need to help create a version of the game for themselves out of love for the content that they consume, that they nurture. We need content created by female fans for female fans.

    Infiltrating the boys club and trying to turn it into a girls club doesn’t work. Think of it in other areas. Why is basketball dominated by primarily black men? It’s because they grow up with it, they live it and love it every day of their lives and when they become adults they are your super fans and so naturally many of them transition it into a profession. Should we have more forced diversity in basketball? You can’t suddenly say, ok from now on 30% of all basketball players have to be Asian because of diversity. Asian people don’t have the same history with the game, the same culture of playing it every day on the street courts in the sun, they don’t consume it and love it the same, its why they are underrepresented.

    Do you get it now? Warhammer 40k is a boys club it has exclusivity and that is ok. There are lots of things that have exclusivity for good reason. Black History Month, gay pride parades, girls soccer, the para-Olympics and so on. There is nothing wrong with that and that exclusivity doesn’t exist to gate keep people out of it, its simply focused on a specific group of people who it is intended for because it was created by and for them.

    As a straight white guy am I not allowed to enjoy and celebrate black history month? Am I not allowed to go watch the gay pride parade or enjoy watching female sports? Of course I am, but its not really made for me, these are exclusive things designed to create a space for certain groups be it black people, women, gay people or whoever. Its ok, it doesn’t make you a bad person because you want your own parade.

    Well 40k is a boys club, it’s for boys made by boys and that is ok. You don’t need to fix it, you don’t need to change it. Its not broken. Does that mean women are not welcome? Of course not, but it also means you can’t enter this boys club and decide that boys clubs are bad and make it your mission to destroy it and turn it into a girls club. That is unethical and its wrong, your not creating diversity, your destroying something that wasn’t made for you simply because it exists.

    I’m not against diversity, but if your going to do it, let it be a natural evolution. Don’t force diversity into the game for the purpose of showing how diverse you are as a company. You want to prove that, pay women their worth, hire more diverse talented people into the executive branch. Do that and diversity will be born naturally without any effort or publicity stunts required. Diverse creators, will create a diverse game.

    Dedicated To All Things Gaming