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Highlights and Let Downs of 2024

When I put 2024 down on digital paper, I feel like I live in the future. It’s hard to believe it’s 2024 and even harder to believe the year is almost over.

I would make the argument that it’s been a great year for gaming but frankly, my gaming life has been full of ups and downs this year, and tons of really surprising results. While there has been some great gaming this year, had you shown me this highlight reel at the start of the year, I would not have believed it.

There is a lot of games to talk about so sit back and enjoy, it’s going to be a serious wall of text today!

Hegemony: Lead Your Class To Victory

It’s a tough learning curve, but unquestionably one of the most unique games I have played in a long time.

This was among my favorite discoveries in 2024, even though it was technically released in 2023. It’s a robust and very crunchy Euro with a lot of psychology built into it and a fair amount of cut-throat competition. It’s not something I would recommend for everyone, but for groups like mine who love to argue and play “take that” games, it’s right up our alley. The interesting part about this game is how all of these asymmetrical mechanics come together. Testing this game must have been a real hell because there is so much interaction, and so many game states possible, it’s kind of crazy.

This one came out for the first time at our big board gaming weekend in the summer, and it was a smash hit with everyone, we talked about it endlessly afterward and everyone agreed it needed to be played repeatedly! That was the first and last time we played this game.

This is not a reflection on the quality of the game but more of a reflection of its length and its harsh learning curve. It took us a solid 7 hours for our first game. Like Through The Ages which I will talk about a little later, it’s just a long, complex game and it’s a bit of a pain in the ass to teach. It also has one of those rule sets where every single micro rule and the order it’s executed in, is a gaming-breakingly important thing, meaning, play one tiny rule wrong and the entire face of the game changes. So playing the EXACT rules to the letter in this hyper-crunchy game is critical to a fair gaming experience, but because of its complexity, it’s easy to get them wrong. This creates this unusual quandary where you need to put together a dedicated, crack-squad willing to invest in learning the game on their own so that everyone at the table is efficient and knows how everything works. Without that, you end up with a 3-hour game that takes 7 hours to play.

It’s a great game but man, it’s tough to build up the will to play it.

Part engine builder, part thought experiment, Hegemony is an exceptionally unique game design that I think if you and your gaming group are hardcore, veteran board gamers that love that Euro crunch, this is a must-own. Easily a candidate for the best game I played all year. That said, it’s not very approachable and I think most tables will find that it’s a bit too much.

Warhammer 40k got a 10th edition

Way back in the 6th edition days, I was a huge Warhammer 40k player. We played a lot, I had two armies (Tyranids and Necrons) and I did the entire hobby thing from A to Z. I honestly never in a million years would have guessed that in 2024 we would be going back to it, I thought I was done with 40k forever. It’s return to our gaming groups consciousness is one of the wildest events of the year.

The game fell out of favor in my group over a decade ago, replaced by modern miniature games that focused on stronger gameplay and in many cases like Star Wars X-Wing and Star Wars Armada, cut the entire hobby part out of the game with pre-constructed and pre-painted miniatures. This became the norm in my group and even when we did buy into more hobby-centric games, we usually played those with unpainted miniatures like Songs of Ice and Fire for example or they were isolated to small parts of our group as the case was with Bolt Action for example. In either case, the choice of miniature game was always heavily influenced by gameplay quality over “hobby focus”.

Warhammer 40k and the entire hobby part of the miniature gaming hobby made a big comeback when the 10th edition dropped last year. In 2024, shockingly, there was a lot of both, gaming and hobby in the 40k universe in my group. I rebuilt my Tyranid army and several members of our group who had never experienced 40k bought into the game for the first time. It became a thing.

I’m pretty proud of my Tyranids, this towering giant took over 20 hours to complete. When people say Warhammer 40k is a hobby, this is no joke and it’s good to keep in mind that it’s a pretty expensive hobby at that.

What I can say about Warhammer 40k is that it’s still a pretty shitty game from a mechanics perspective. Especially compared to modern-designed miniature games that focus on strong gameplay. I think anyone who plays 40k knows that the mechanics of the game are there to facilitate the hobby part of the game and playing it is just something fun you do when you and your friends get together to show off your miniatures. As a game, it leaves a lot to desire.

Warhammer 40k is almost a role-playing sort of experience. You work on your army, read the manuals and codexes, do your list building, and absorb other content like the animated series and the novels. It’s sort of a story-driven, hobby where the game is just a thing you “participate” in to complete the circle. If you’re looking for a good competitive miniature game, pretty much anything else is better, but so far as the hobby goes, GW makes the miniatures; no question about it.

It’s a lot of fun but in more ways than one, 40k is more of a robust activity than a game and I think as long as you can accept that and not get frustrated by the crazy imbalances and mechanical weirdness, it really is a fun activity.

I will say however that 10th edition is probably the best version of the game mechanically in all the years I have played 40k. Still not good by any stretch of the imagination but a vast improvement over previous editions and GamesWorkshop has gone to great lengths to try to keep the game as balanced as they can. A+ for effort even if the final grade, is a C- and I’m being very generous here.

If you’re thinking about Warhammer 40k, I think it’s important to know that you do not get into 40k for the game. You get into it for the fantasy storytelling, the art, the books, the animated series and most importantly the hobby of building and painting miniatures. That is what 40k is first and foremost and it does a fantastic job of it. The game is an afterthought. It’s fun too, don’t get me wrong, but it’s not what I would call “mechanically good” fun, more like we get to play with the toys we made kind of fun.

Empire Of The Sun

Empire of the Sun is a grid-based, card-driven historical war game that covers the entire Pacific War. A more complete game has never existed.

I play Empire of the Sun as a matter of habit every year, not to suggest I don’t enjoy it, I do, in fact, it’s an addiction that must be fed but this year, it exploded. I played a ton of games, probably more this year alone than the previous 4-5 years combined thanks to a fantastic online community.

I do not generally recommend Empire Of The Sun to most people. This is a highly complex historical war game with an extreme level of simulation and deep strategic interactions. It is not for the faint of heart and all I can say is that as a gamer you should know if a historical chit-game is for you or not. This is a very specific, very niche style of game that is or is not in your wheelhouse.

That said, I can’t think of a game on my yearly playlist that I look forward to more than Empire of the Sun. Each year when it comes out, I know I’m about to experience a masterpiece, and this game never disappointments. I typically play it with online opponents as it can be very difficult to play this one in a single sitting with a live opponent. In fact, even online, a typical game of Empire of the Sun can take the better part of a month to finish even if you do live sessions of 3-4 hours at a time on a weekly basis. It is a 12+ hour game for most partners and can take considerably more than that if you suffer from analysis paralysis, which is something this game infects you with if you don’t already suffer from the condition.

Mark Herman is one of my favorite game designers because he makes games that he loves to play and it shows in his designs. A true master of his craft, but like all masters, it takes some soul searching to understand the how and why of his designs. There is a personal connection you build with his games that will have you digging far beyond just the mechanics and design of the game, you will find yourself watching Pacific War documentaries, reading history books and imagining what the world must have been for people in the Pacific War. This is not just a game, it’s an exercise for the brain and it’s good for you!

If that doesn’t appeal to you, avoid this one, it’s for the historical buffs and no one else.

Through The Ages: A New Story of Civilization

Through The Ages has been near the top of my all-time favorite games for a long time, but I’m very careful and picky about who I pull it out with. Pick the wrong people and you are looking at a 6-12 hour game that will suck the soul right out of your body.

This long-time favorite and staple of my collection usually collects a lot of dust because it’s just a very long and robust game, that can be dreadfully slow when playing with new or inexperienced gamers.

Fortunately this year I managed to get it to the table a couple of times with some veterans and not only was it a pleasant experience, but with some great competition it was lightning fast which proves two things. First, it doesn’t have to be a long game, this game can be played in under 3 hours with experienced players who know what they’re doing and two, it’s still one of the most competitive games on my shelf, with brutally tight end games.

I will warn you that this game normally takes 3-4 people the better part of 6 to 8 hours to play and can take upwards of 12+ hours to complete. Yeah, I’m not joking here, so be prepared for some long games when learning this one. People who suffer from analysis paralysis will be in hell and drag this game out endlessly, if that sounds like you, this is one to avoid. You need to be thinking ahead and making key decisions so that you’re your turn is nice and fast, executed with precision, that is the only way to get this game’s excessive length down.

I will say that so far as Civilization builders go, meaning games that give you that Sid Meier Civ feel, this is one of the best around.

For those out there looking for a similar gaming experience but want a larger group and shorter game, Nations is a pretty decent substitute and fits the same niche playstyle. It’s a great game in its own right, but some argue it’s a very “ugly” looking game.

This is a classic civilization builder, its tight competitive nature, unique dynamic card-driven gameplay, and diverse interactions make this one of the best of its kind. There is a reason this game has been at the top of BBG lists for decades! But yeah, you need to find the right people to play with, this is not a “let’s just play with anyone” kind of game, not unless you’re ready to spend an entire day playing it.


Sekigahara: The Unification of Japan

Stratego was one of the earliest gaming experiences I had as a kid and this game definitely reminds me of those days.

I was very late to the party with this 2011 release, but Sekigahara is a well-established war game in the community, sitting pretty in the number 6 spot among war games on BBG and 207 overall. That is pretty impressive for a dry block-based historical war game based on medieval Japanese warfare. I bought into this one and managed to get it to the table a few times this year and color me impressed.

There is a solid and obvious reason for this popularity. This is an extraordinary game combining tactical and strategic dudes on a map war game that is card-driven. The core feature of the game is the hidden unit concept built into blocks that make up game units similar to classic games like Stratego which gives this game a great “feel” at the table. I think the bulk of the games fun factor has to be this idea of setting up your units and board positions, with a strategic plan based on the minimal information you have about enemy positions and strengths.

It’s a very clean, yet tense competitive war game that is easy to understand but difficult to master. I’m not at all surprised about its status among war gamers but I do think that even at 207 on the overall list which is quite high for a historical war game, this one is grossly underrated. This is one of the most unique titles I have seen in quite a while, I can’t believe I’m only just now discovering it. This is one of those games you can introduce to anyone, there is nothing complicated about it at all. It’s a kind of chess-like atmosphere with a fun theme.

Very highly recommended for pretty much anyone interested in competitive two-player war games.

Underwater Cities

Very streamlined game with a fantastic theme, dynamic mechanics, and that easy to learn – impossible to master core that elevates it above the competition.

I’m a big fan of Terraforming Mars, I play it a lot and there are a few games that I can point to and say “If you like Terraforming Mars, you should try…..”. Well, Underwater Cities is that game.

It’s not exactly a duplication or replication of the mechanics, but it scratches a similar itch with its dynamic engine-building – card-driven gameplay. Also, like Terraforming Mars, you can’t just play this game once and feel satisfied, you will find yourself obsessing about how to play it more efficiently, how to make each card play more effectively and above all else trying to find that “killer” strategy in a game that is far too dynamic to ever definitely resolve.

This is not a puzzle that can be solved as is the case with so many Euro-style games, the sand is constantly shifting under your feet and you have to adapt and overcome using a unique approach in each game, with a surprising amount of game states. It’s what I love about Terraforming Mars and it’s what I love about Underwater Cities.

Fantastic game that looks amazing on the table, it’s easy to teach but impossible to master. It’s what Euro gamers crave, a fresh take on a familiar engine building formula. If you haven’t tried it yet, this 2018 release should be at the top of your list.

Everdell

This cute game about animals living in the forest has some teeth. Lots of potential!

I only played it once for the first time this year and still, it made a very strong impression on me. This rather simple resource management, worker placement and card management game is exceedingly thinky. There are clear strategies driven by a wide range of dynamics in the game that create a great sense of competitiveness while being very straightforward from a mechanics perspective. Very tight scoring and a bit of a race between engine building and scoring. The entire game runs like a well-oiled machine, clearly the result of thorough playtesting. I see a lot of potential for replayability here, but at this stage, given that I have only played it once, that is hard to say.

What I can say is that despite a single play, this is on my “stuff to keep an eye on” as I see a lot of potential in this one. The accolades and popularity of this game are warranted.

Eclipse: The Second Dawn For The Galaxy

It’s a hit-or-miss experience, for such an expensive game I would not recommend it over far better games like Twilight Imperium. It’s not a bad game, it’s just not good enough for the price tag

This is a game I keep going back and forth on and I think a big part of the reason for it is that the gaming experience itself can be hit or miss from session to session. Sometimes it plays like a tight, 4x strategy game with battles, technology and lots of sneaky and tricky moves (exactly what you hope for). All the stuff you hope to get out of a 4x civ builder. Other times it’s just this horrifically boring and predictable Euro where essentially nothing interesting happens and someone wins by default in about the most anticlimatic way a board game can end.

I hold to it to account for its supposed claim that it’s “a better” or “lighter” Twilight Imperium, it’s not, it’s not even in the same league. In the infamous words of Will Smith, “Keep my Twilight Imperium’s name out of your mouth!”, a Twilight Imperium anything, this game is not.

That said I do love the aesthetic and the game is well-designed even if the experience can land flat. I would argue it’s way too expensive to recommend just to see for yourself if you can live with this unpredictable result, in fact, I would go further and say, don’t buy this game if you’re looking for a 4x experience because it does a poor job of it. This is more for Euro gamers who want a space theme and even there, be ready for some disappointing end games.

Imperial Struggle

Easily one of the best games in my collection, I just wish it hit the table more often!

I managed to squeeze in only three games of Imperial Struggle this year to my sad disappointment and frankly, I just wish someone made a digital version of this game already like they did for Twilight Struggle because I so desperately want to make this a nightly thing for me. I love this game but it’s kind of a pain to get to the table. This might end up being the game that I decided to digitalize myself just for my own purposes, but I’m just not sure my programming skills are up to the challenge. This game has a lot of moving parts.

It’s a fairly robust game in terms of complexity and strategic thinking and while the well is super deep, it’s sometimes a bit anti-climatic as the game can and often feels like it ends prematurely. Now I know that this is because of skill level differences, this is one of those games like Dune (Rex) where quite literally what you do in round 1 might end the game right then and there. Normally with some experience that is never going to happen but, yeah, this game has some very subtle nuances that can create exciting, long and tight games, or just these horrific early crushing defeats.

It ranks as one of my favorite games of all time, I think it is a worthy contender for the lifestyle game list but I just feel like I don’t play it often enough to be certain of that.

If you like Twilight Struggle, it doesn’t necessarily mean you are going to love this game even if these two games have a lot in common and are from the same creator. Twilight Struggle is more of a card game while Imperial Struggle is more of an action economy game. They are both from the influence area control genre, but not quite the same experience.

That said I still hold that Imperial Struggle is the better game… there I said it.

Great Western Trail

This is my modern-day Monopoly, I’m happy to play it anytime and with anyone. It’s just a fun, laid-back time, win or lose it’s always entertaining.

Great Western Trail continues to hit my “must play it” list periodically and I think I ended up playing it 5 or 6 times in person and a whole bunch more on BoardGameArena (online). In fact, I have 113 lifetime plays so far in this game and honestly, I’m not even remotely done with it yet. I crave it with regularity.

Why? Well, I think the biggest boon of this game is that it’s just a very clever mechanic and it’s kind of unique compared to most Euros. The unique engine building and heavier interaction between players, make this a Euro you don’t feel like you’re playing solo. It just works and it’s fun. Sometimes a good game is difficult to explain but I put this game in the same sort of ranking world as I would put Monopoly. To me, this is a family game. Sure it’s a bit more complex and has a few moving parts, but it has those types of rules that you just kind of remember after a few plays and they stick with you.

I have not gotten a chance yet to try some of the new versions of the game, there are two in total now, Argentina and New Zealand. They look interesting and are on my 2025 list of stuff to play.

Raiders Of The North Sea

Very fast worker placement game, great for a quickie, yet it has that robust, satisfying worker placement Euro feel. Great art too, I love looking at this game.

My daughter likes this one a lot, not to say I don’t but because of her we ended up playing it many-many times this year and it sort of became a thing.

As a whole, this game is a pretty straightforward worker placement game and one of the simpler ones from the Shem Philips line of games which includes stuff like Paladins of the West Kingdom, Viscounts of the West Kingdom, Architects of the West Kingdom and a bunch more. Good games all, I have tried most of them at this point but I still find Raiders of the North Sea, the first of the series I ever tried to be the most approachable and fun.

It’s a kind of combination of resource management, worker placement, and quasi-race. The race part is mostly because it is a pretty fast game that ends a lot quicker than you think. My daughter and I go like 30-45 minutes tops, so whatever your strategy is, there isn’t time to refocus or adapt, you have to ride it out and see what happens.

Most games are quite tight, generally, you’re going win this one by a hair unless you drop the ball so it’s always fun. Every move counts.

Great game, like Great Western Trail, it is a simple family game, very streamlined, and easy to understand the strategies behind it.

Star Wars Unlimited

One of the best CCG’s to come out in a very long time. Not quite a replacement for Star Wars Destiny in my opinion, but I’m kind of biased, I loved that dice mechanic. Still, so far as CCG’s go, this one is so tight, so clever, I’m not at all surprised at its success so far.

There is no question that Star Wars Unlimited stole the show this year. It’s been one of the biggest rises and most played games of the year in my group. I have so far collected all three expansions for the game and I don’t see any slowdown in my group. We love this one.

I would say it’s probably the first collectible card game since Lord of the Rings the Living Card game that I have felt comfortable just buying into it Blind. Star Wars Destiny turned out to be a big disappointment, more on that in a minute. Legend of the Five Rings was discontinued and Game Of Thrones the card game just never took off in my group. This is the first in a long time I think has some hope for becoming a Magic: The Gathering-type game where it becomes a filler for all occasions and a lifestyle choice in our group.

Very well balanced so far, with clever dueling mechanics and they are very wisely making each expansion a kind of mechanically isolated thing so that there is a kind of deck reset every time one comes out. This is great for our group as we all love deck building and it’s nice to have to sort of “re-think” strategy each time a new expansion comes out. It revitalizes the game each time a new expansion comes out and get’s us excited about getting together to play.

Love it so far, really hoping this one sticks the landing long term.

Now I want to say a thing or two about Star Wars Destiny, Star Wars Unlimited ugly stepbrother. I recently made a Top 10 Collectable Card game list where Star Wars Destiny landed in the number 5 spot, but its position on this list is mainly because the game is discontinued and because it was a CCG and it should not have been. Star Wars Destiny should have been using the Living Card Game format FFG is kind of famous for and had they done that, I think it would be Destiny not Unlimited we are talking about today. I personally think that Destiny is a much better game, but it was so poorly managed that it sort of self-destructed. It was a real bummer. Thank god that Unlimited came along and filled this gap.

Other Worthy Mentions

The above is a very inconclusive list, I played a lot more than what is here, but this article is about highlights and I think that covers the bulk of the standouts for me. There were several other games I will quickly mention here for posterity that received table time this year.

Terraforming Mars is always on my agenda each year, we played it several times this year and it continues to be the masterpiece from 2016 that just keeps on giving. It’s as good as it always has been and the expansions for this one do improve the game in so many ways, really refreshing the entire experience. I put this one on my lifestyle games list, it’s a staple of my gaming life these days and it’s one of my default recommendations to all board game fans.

War Room got played as it always does on my birthday (and hopefully always will). Love this one, but it’s 12+ hour monster that I find once a year is plenty. I never recommend it, it’s a niche game, but from my perspective, it’s one of the best games ever made. So a bit of a quandary. Let’s just say you have to be a “type” to appreciate a game like this. I suggest checking out my full review on this one.

Lord of the Rings the living card game naturally hit the table repeatedly as it always does for me each year, another lifestyle game I play regularly, mostly solo. I put this one into kind of a niche category as well because I find it’s sort of an all-or-nothing game. Either you collect everything and go full-on crazy, or skip it entirely. The same way I feel about most collectible card games. For a Lord of the Rings fan however, this is one of the best games ever made. I wrote a revised article in 2023 that surprisingly has become one of the most visited articles on the blog.

Lord of the Rings The Living Card game is 10 years old, but if the hits on this site are any indication it’s currently more popular than it has ever been in the past. This may be the result of 2nd edition being released in 2023.

Things on the agenda for 2025

2025 is looking very exciting already, there is a lineup on my shelf of games that are going to get played come hell or high water, and a few I still need to pick up (or am waiting to show up).

Dolmen Wood

I kick-started this old-school adventure RPG based on 1st edition B/X (Old School Essentials) rules. I’m a big fan of the designer Gavin Norman, he does a lot of great writing and design that speaks to me in a rather unique way.

Dolmen Wood is essentially a self-contained RPG and campaign, based largely on fairy tale lore and old myths. As a kick-starter I already have the game in PDF form in my possession and the books will arrive later this year.

If you love Dungeons and Dragons from the 80, this is a nostalgic trip down memory lane, except that it’s designed to be extremely approachable, and episodic all wrapped up in a fleshed-out open world. It’s easily among the best RPG content I have ever read and I’m eagerly anticipating its arrival.

Arcs

Arcs is a 2024 release designed by Cole Wehrle who is quickly becoming one of the big stand-outs in the board gaming world. He is responsible for instant classics like Root, John Company, Oath and Pax Pamir.

He has a unique eye for Asymmetrical game design which is definitely in my wheelhouse, but more than that, I think he knows how to bring a theme to life.

This one combines trick-taking and the 4x genre, which I will admit is a strange combo, but it’s another thing that I love about Wehrle designs. They are always a bit off, but always in a good way. I’m hoping it is going to live up to the hype but given the reputation of this designer, I go into it with confidence.

The Middle-Earth Strategy Battle Game

The Battle of Osgiliath is a really cool set that comes with lots of mini’s and terrain. While there are some more modern miniatures here for certain hero characters, most of the sculpts are really old and kind of crappy. They are not the GW quality you are probably used to if you are a modern miniature game fan.

I talked about this one briefly in a recent Hidden Gems article, but my hope is that this year, MESBG becomes something that I can expand on and sink my teeth into.

The claim to fame for MESBG is that it’s one the best rule sets GW has ever put out. I don’t know if that is really true or not, and honestly I don’t really care that much. It does seem to be the most common mantra among miniature-gaming fans which is great and all but as a Lord of the Rings fan, I just want to paint and play with some Middle Earth mini’s.

My issue with this game is that I came into it too late and right now as I paint up some of the miniatures of this game based on the Osgiliath box set, while I’m excited to get it to the table, I’m not really that impressed with the quality of the mini’s. This is an age thing, some of these sculpts are the better part of 10+ years old, but this is why now is a great time to get excited about this game.

In 2025 we can expect GW to be putting out new sculpts for this game and the obvious hope is that they go back and “refresh” the lines most key armies. I’m hoping we get new sculpts for the entire Fellowship and other key heroes/villains and I really hope we see new Orcs, Goblins, Rohan and Gondor troops. A lot of these old sculpts are really crappy by today’s standard and while I’m really excited, I don’t want to paint shitty miniatures. So here is hoping GW throttles up and gives us some new mini’s!

Hidden Gems: The Middle-Earth Strategy Battle Game

In the world of miniature games, there is but one king of the throne and that is Warhammer 40k, but what if I told you that even among the fiercest 40k fans, almost unanimously, most people will agree that The Middle-Earth Strategy Battle Game is widely considered to be the best game GamesWorkshop makes.

Originally released in 2001, this miniature game based on the Lord of the Rings and Hobbit movies has been the oddly-kept secret at GamesWorkshop for over two decades, and while its following pales in comparison to some of GW’s larger franchises, the cult status of this game supported by dedicated fans has kept it afloat for years. Over two editions the game has thrived and recently GW has announced and started pushing the game with an updated 3rd edition.

Unlike many of GW’s games, however, The Middle-Earth Strategy Battle Game was made right the first time, and over the editions, very little has actually changed. The game has been streamlined sure, but the rules have remained largely the same for going on a decade now and the new editions is mostly just a repackaging of the same game. Minor tweaks so small if you already have the 2nd edition rules there is hardly any reason to upgrade.

Now the exciting part isn’t the new edition, GW is famous for its grandiose books, that is certain, but it’s the miniatures you want!

The books as you would expect from GW are absolutely over the top. Illustrated from front to back, carefully edited and printed using the most excessive methods available. The books are pure joy to read.

On the heels of this new edition, there is a new starter box set coming out as well as a general refurbishing of the entire line which is likely going to go on for a couple of years at least. The quality of the miniatures is outstanding from the images already released and we know from the various announcements that there is going to be a regular stream of new stuff to buy. Get your credit cards paid off people, this shit ain’t gonna be cheap!

The quality of miniatures coming out of GW is unmatched in the miniature market, they not only make the best miniatures, by they do so by a margin so wide, there is nothing that comes even close by comparison. They quite literally have no competition in this area and no one even tries to compete with them anymore. Painting GW miniatures is pure joy, they make you feel like a pro.

Now there are some very important things to note about this game before you consider diving into it, because this game is…. different.

There are three things that really make Middle Earth Strategy Battle Game unique, and it’s really important for fans of miniature games, especially those accustomed to the standard objective-based, list-building style games looking for a good balanced gaming experience to know them.

First is the fact that this game, while it offers a sort of list-building match-play mode, it’s very clear from the design that this is a game designed largely to support narrative play. The concept of narrative play drives your approach to collecting miniatures.

This isn’t a game where you “pick a faction” and then buy units to support your preference or “list”. What you do is pick a scenario or a group of scenarios, typically either scenes directly from the movies, or presumed battles that took place in the middle-earth history (off-camera) and then collect the miniatures you need to create that scenario. The goal is to effectively play the scenarios and collect the mini’s you need for that.

As such a typical player in this game might not say “I have a Mordor army”, they are more likely to list the scenarios their army is built for.

The second thing to note is that this is a “cinematic miniature game”, which is to say the goal of the game is to tell a story of a battle, by playing it out, but more than that, the mechanics are designed to reflect the action you see in the movies. Characters for example are extremely powerful and have unique abilities that let them take on entire hordes of enemies. The detail of the mechanics are designed to cover actions like hopping over a chasm and fighting on a ladder, there are rules for siege engines and running sieges, and special rules for magic even though there are only a small handful of characters that can perform such a thing. There are special timing rules for dueling and more importantly, the action is focused on individual models, so there are no weird grouping rules for movement or attack actions.

In the end the game plays out more like a tactical battle out of a role-playing game like Dungeons and Dragons with a wide range of special actions and unique effects. All of these rules are carefully crafted to bring that cinematic feel of the movies to the table top and the game really nails that concept but this really comes at the sacrifice of balance and you really feel that if you try to convert your army to work with match play and list building. This concept of match play was tact on to the game after the fans insisted it be added, but the game originally had no such thing.

Which brings me to the third thing. This game is crunchy as fuck! As the goal is for the game to be this cinematic, scenario-focused game, there are a lot of special rules and unique elements designed into this game to bring the right feel. This comes with some rules weight, the game can get quite fiddly and while there are scenarios of all shapes and sizes, there is no sort of standard play length or game. A scenario might be small with just 5-10 miniatures that lasts for 20 minutes or it can be a massive siege that can take several days to finish.

Suffice it to say, the scope here can be quite grand and yet the rules drill down to bring this scope to your table using a lot of minutia.

Is the game any good? Well, this is where answering the question gets kind of tricky. I would say, first and foremost, that you must be a die-hard Lord of the Rings fan, this might seem obvious but unlike a lot of miniature games, much of the game is not going to make much sense or even feel balanced unless you understand the context of the movies and its many characters. The story is really crammed into the mechanics.

The second thing is that you have to make your peace with the scenario style of play and collection. I see a lot of disappointment coming from the quasi-competitive scene. Match play and open play are fine concepts here, but the entire balance of the game is super iffy and there are clear winners and losers in the list-building department. This hasn’t been and likely isn’t ever going to be addressed because as already mentioned, its crystal clear that the primary way this game is meant to be played is scenario-based.

The current available product line for this game is huge and there are tons of scenarios that depict every scene and much more from the movies. There is so much to potentially collect, so many different experiences to have here that you could easily spend in excess of 10,000 dollars and thousands of hours and come up short of experiencing everything. It’s a bottomless pit and this is a good thing!

Finally, I would argue that this is the single most expensive game to collect in existence, even more expensive than 40k because there is no such thing as a 2,000 point army and done. It’s kind of a never-ending thing as you expand to include more and more scenarios your army can do and you are often collecting multiple factions. This includes tremendous efforts to paint as you are often working with a lot of models.

All that said, personally I tend to agree with the consensus, this game is without question the best thing GW makes. It’s addictive, something you can really obsess about and because it’s scenario based, the concept of balance and fairness really aren’t a thing in this game. Scenarios are built to depict the scenes and cinematics of the movies and this is where the games loyalty lays. It’s not for everyone but if re-creating the battles of the movies sounds good to you, no game does it better.

Hidden Gems: The Witcher – Old World

I got a chance to play The Witcher – Old World this last week and I have to say right up front, I was not disappointed.

Adventure board games fall into many different categories, I would say it’s a genre with quite a few different sub-genres, but The Witcher – Old World kind of felt like a new sub-genre was invented and that is perhaps what attracted me to the game.

In a way, Old World is a very strategic game that combines deck building, resource management and time-pressured competition. You have some of the classic things you hope to find in adventure board games via story telling through cards and other things that create a relationship with role-playing games like special abilities, leveling up, finding loot and fighting monsters, but at the heart of the game it’s all about that most optimal move each round. Trying to squeeze as many actions and gain as many benefits as possible each turn because to a certain degree, the game is a race to the finish line, giving the entire experience a more gamist feel, more like a competitive board game than what you might expect from a typical adventure game.

You can’t just sit back and do things when you are ready, the pressure comes from the other players progress and as soon as one player pushes forward, you are left with little choice but to do the same because if you’re not keeping up closely with the leader, you start to fall behind and are essentially in catch up mode.

There is also this harshness to the games monsters that you fight. There aren’t many of them and the adventurers you represent in the game are initially pretty ill-equipped to deal with these monsters. Your goal is to get yourself prepared as quickly as possible and it becomes a game of risk vs. reward. Go in to early and you get crushed, go in to late and someone might beat you to it.

I also really liked the built-in catch-up mechanic that worked very well to counterbalance players who get too far ahead of the pact. Each time you lose a battle, you gain a lot of benefits for the effort, while winning a battle costs your resources and reduces your strength, forcing you to take time to rebuild yourself. This gives the game a nice tight feel and makes taking bigger risks a plausible effort which results in you getting more of those exciting “let’s see what happens” moments.

The quality of the game components are outstanding, the art especially captures The Witcher franchise with perfection, they just nailed it with the presentation of this game.

Altogether, I really enjoyed this one, a big improvement over the last Witcher game I tried called “The Witcher Adventure Game”, which I thought was pretty shit.

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 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.