Recap of Essen 2014

Over three months has gone by after Essen 2014. I have now completed to test out the haul I brought back. It seemed also a good time to go through the lot and write about the best and worst games in my mind and also games I’m eager still to get to the table. I’ll pick 4 from both group. The games are in alphabetical order as I cannot say which one like or dislike the most.

The Enthuastic, Suggest department

Aquasphere

The one Feld I bought in Essen. Lots of moving parts, lots of thinking. Planning is required and is rewarded. The first game we played had some rule misunderstanding and some rules were also omitted by mistake. I’m really eager to get this to the table. Time will tell if the game has longevity and will the playing time match the eagerness to play.

Aquasphere

Castles of Mad King Ludwig

Just got another game in of CoMKL and it just is a great game. It is a perfect example of a game of today. The game play is pretty solitary but has some player interaction. The theme matches the game play and the playing time should be somewhere 60 – 90 minutes. I just read a great blog post about the route were going with board games. I concur on the points said there. Solo gaming might be becoming more important than additional players.

CoMKL

Imperial Settlers

I have now tried all four deck and I really like this game. IS is easy to explain and starts very fast. The however then slows down and thinking comes along. It goes from play anything you have to play everything you have. Solo play is very good but the game is best with two. The thing I like the most here is the quirkiness of the graphics. I was sold onto the game just based on them. Good thing that the gameplay was as solid as the graphics.

Imperial_Settlers

Mythotopia

This is probably the biggest surprise from the game I bought. I didn’t like Two Acres of Snow as it just didn’t go forward in your first play through. Mythotopia however was a blast to play. It is sort of deck builder but the variations the game has will keep it fresh quite some time. I will keep this in my bag until I get a few games more under my belt.

Mythotopia

The Indifferents and trade aways

Bania

Bania is a family game from Mattel. I would describe it as training in futility. If all players are even somewhat similar to board games this game is not going to be any fun. All the moves players make keep the score tied and there is no way to get ahead without making a mistake. The worst thing is that the mistakes are easy to spot and nobody is willing to make them. Poor game.

Dice Brewing

The theme is good, the components are good but the game is lousy. The rules are written quite poorly and the gameplay isn’t very straightforward. I just didn’t get this game and I know that I’m not the only one.

El Gaucho

Dice and worker placement should keep me happy but alas this game was something I didn’t like. It was an ok game but all the time I played I didn’t feel anything. It was a dull repetition of actions with cute graphics.

Owacon

Deduction and worker placement, a rare combination. This thing could be considered more as a curiosity than a game. It is original Japan production which can be seen as the terrible graphical interface. The more I thought about this game the more I didn’t like it. This pairing however needs another try in different form.

The want to try section

Arkwright

Orleans

What else? What games did you like from Essen?

Podcasts I like

In November I asked myself what to do when you have no new ideas in your head? The answer then was that go back to your old ideas and see if they give something new to you. I want to expand that answer to include the sentiment that listening others talking about their game design and boardgaming generally helps you to come up with new ideas. The other useful thing about listening others talk about the things you like is that you can keep up with the news in the industry and also you might learn something new. I have a list of podcasts that I listen regularly. These listening session occur while driving to work (about 20 min) and walking the dog (about 40 min). The list I compiled for myself is something I have time to listen in during the workweek. I know there are a lot of them out there, just check BGG, but in my own perspective I find podcasts that contain things about game design, development and the industry in general the most interesting.


Game Design

Ludology – http://www.ludology.libsyn.com/

Hosts: Ryan Sturm & Geoff Engelstein

In my mind the best podcast about game design and study is Ludology. Mostly because Geoff Engelstein and his musings on the topic. Ludology post new episodes in two week interval and old segments from the Dice Tower podcasts in between the new stuff. Geoff is the designer of Space Cadet series and Ares Project. The things discussed in Ludology have really resonated and many things have remained in my design “playbook” to try out. Strongly recommend to hear them out.

Building the Game Podcast – http://www.buildingthegamepodcast.com/

Hosts: Rob Couch & Jason Slingerland

This is my priority podcast when a new batch of episodes is downloaded into my phone. Rob and Jason are just two regular dudes who like to desing games. In the last few years I have been listening to them they have grown from wanting to publish a game to self-publisher and I really hope to see a signed game coming from either one of the hosts. The best thing about this podcast is they pitch a game each week to each other. The games are really rough but it doesn’t matter. They’re unpolished gems that they go through each week. Those pitches have given me many ideas also. The bad thing about this is that they don’t play many games other than their prototypes and it shows. Sometimes they’re so off base that it irks me quite a lot. However, the insight and humor is what keeps me coming back to this one.

The Game Design Round Table – http://thegamedesignroundtable.com/

Hosts: Dirk Knemeyer, David Heron & Rob Daviau

This is not purely a board game podcast as there are mobile game designers on there also. Rob Daviau is the designer of Risk Legacy and many others and Dirk Knemeyer has also published a few games.The episodes are however about game design and many things apply in both mobile and table top games so there are very good conversations in this one also. They also talk about development and producing games as Rob has a publishing company which will eventually come out with SeaFall. For me half of the episodes are a miss but the rest are pure gold.

Industry

Happy Mitten Podcast – http://www.happymittengames.com/

Hosts: Jeff, Lee & Kyle

This is my now not so secret pleasure. Happy Mitten Games is a publishing company that hasn’t yet produced a single game. Their first kickstarter is just starting. It has been very enjoyable to listen their journey from knowing nothing to learning a lot piece by piece. The quests for this show are very good and they bring a lot of interesting aspects to each area of publishing a game. Starting from design and going to distribution However, this is also a podcast that one should not listen for their played games. They’re basically novices in that regard too. They’re finding new games but their taste in games does not meet mine.

Plaid Hat Podcast – http://www.plaidhatgames.com/podcast

Host: Alex Eding

Plaid Hat is another publisher but they have many succesful games under their belt, Mice & Mystics, Summoner Wars and Dead of Winter for example. When they’re serious and stay on topic the podcast is a good one. When they let the designers talk about their games or the owner about the company I really like it. However, they have humorous segments that are just mind-numbing and really not that exciting. The podcast gives a nice insight into the company and in that aspect I listen it.

Board Game University – http://boardgameuniversity.libsyn.com/

Hosts:

These episodes are short and to the point. The episodes have a quest on that talks about their expertise in the board game industry. There have been many designer in there but also a lot of publishers and convention organizers and more. There was a pause in production after the summer but the episodes have started again.

News, Games & Reviews

The Dice Tower – http://www.dicetower.com/home.html

Hosts: Tom Vasel & Eric Summerer

This is the main podcast of the Tom Vasel Dice Tower empire. This is where I can get my news and reviews of games that I have heard but not played yet. Something the above podcasts couldn’t provide. There are segments in this podcasts that bring variery to the episodes and then each other week they do a top ten list in some topic. Those are not so interesting but overall the show is enjoyable to listen and it keeps my update. I just must remind myself that the taste in games for me and the hosts is vastly different. To see the whole podcast empire go here, most of mentioned belong to this network.

On Board Games – http://onboardgames.libsyn.com/

Hosts: Donald & Erik

This gives me mixed feelings. I like the feel and the topics they go through but they tend to go long and the episodes usually last around the 2 hour mark. This is too much for me and I tend to skip episodes that have a less interesting topic. They have great quests and very good reviews of newer games. In that respect On Board Games is on top of its game as they go through many new games. The newest kickstarter edition of this podcast is a real bore to me and I don’t even bother going through them.


Those are podcasts that I somewhat regularly listen. What are your favourites? If there other game design podcasts out there I want to know.

Shortlist for Spiel Essen 2014

I’m backing out on the promise to continue the Mechanism Pairs list as Essen is a week from now and I want to go through my buy shortlist. Why I want to go through that list is that I would like to get some feedback on what games work and not. The same list can be found on my geeklist: Kuula’s Spiel 2014 Watchlist

I already preordered 6 games and have a buy-on-sight list of 10 games.

  • Castles of Mad King Ludwig
  • Deus
  • Dice Brewing
  • Imperial Settlers
  • Kanban: Automotive Revolution
  • Subdivision
  • AquaSphere
  • Chimera
  • El Gaucho
  • Fields of Arle
  • Nehemiah
  • Mythotopia
  • OWACON
  • Pay Dirt
  • Russian Railroads: Mini-Expansion
  • Trains: Rising Sun

Those are not the games I’m concerned about. I presumable will like them and if not I’m able to sell them off without any hassle.

My shortlist of games that I’ll buy if the price is right and the comments are encouracing.

Colors of Kasane pic2085433_md

Publisher: Japon Brand

Well this one I’m not able to buy as I presume that it will be soldout at the end of thursday. I checked the cards and didn’t see any reason to make my own DIY copy. The game itself is a relative of Bohnanza. Set collection with a limitation on your hand. Seems interesting enough.

Mangrovia pic2241065_md

Publisher: Zoch Verlag

This one looks pretty nice. A light worker-placement euro and I’m a sucker for those. A single placement of a worker give you two actions which are done in predetermined order. Player can pick actions 1&12, 2&11, 3&10 etc. The main goal is to build totems on an island so a area majority aspect is there also.

Mr. House pic2257373_md

Publisher: Granna

Another worker placement game. I was let down when I read the basic rules as it introduced a dice which could just ruin your game. It was used to determine if you’re able to build a section or not. The advanced rules took the dice away and seemed more inline with the expectations of a good worker placement. I only wished that the house you’re building would have been a 3D-house not a flat 2D-house.

Monsters and Maidens pic1425574_md

Publisher: Game Salute

In the same small dice vein as Martian dice or Zombie dice comes Monsters an Maidens. You have three sets of three dice which you roll. If you roll Maidens they’re are kept and rest may be rerolled. Then a comparison between Hero icons and Monster icons is done. If you have more or equal Heroes than Monster you rescue the Maidens otherwise too bad for the Maidens. Quick, light-hearted and I’m missing this kind of game from my collection.

Orleans pic2224818_md

Publisher: dlp games

This could be fun. An action colletion game that has your actions in a bag. Buy tiles from the board add them to your bag and when you grab them get stuff done. This one might be geniously done or it could be horrible broken and a snooze-fest. Wait and see how this one turns out in Essen. If I’m not buying ti I’m sure one of my friends will buy it so it will be available back in Finland.

Praetor pic1963503_md

Publisher: NSKN Games

This one is right up my alley. Worker placement with dice. Your worker gain experience (gain pips on the dice) and are able to do more than in the beginning. Then they retire. Nice looking game with a great set of mechanisms thrown in.

Waggle Dance

Publisher: Grublin Games Publishing pic2014488_md

I just might get this for the theme but stay for the game. Yet another worker placement game with dice. Didn’t seem as complicated as it could have been. Collect sets for VP. If nothing more it is colorful and cheerful. I can see myself promoting small publishers with this purchase.


This turned out more of a worker placement list than anything else. Well I have made a goal for myself to play all worker placement games under the rank 2500. Thus if even one makes it to that list I have played it and don’t have to dig it somewhere else like for example Ruhrschifffahrt 1769-1890. Well now I could buy it in an auction for 60 or so euros.

Then I thought about the games I like to play (part 10)

Well, I made it. Now I have list of games I would play in pretty decent order. The last 10 games are just super-awesome games and eventually I think I will own all of these. They have a solid place in my collection.

10. Suburbia (2012) pic1418335_md

Designer: Ted Alspach

This game has pretty similar backstory as Sun, Sea & Sand. My first playtested game back in 2007 was modular hex-tile city building game with hexes having different actions when placed. The basic premise is pretty much what Suburbia is about. I might someday go back to the first design as it has had now seven revisions and sparked up few other ideas. The topic however is Suburbia. It took me 5 games before I played with the rules intended. The last mistake I made was that all the tiles were in play and not the randomly selected subset it should be. This mistake was revealed to me after I had read the expansion manual. This made the game long and scores were also very high. But somehow I really liked this game. It had a good flow going on, the balancing act of money and points is very well executed and now that the tiles are limited the game time is perfect for a quick great game.

9. Patchistory (2013) pic1949968_md

Designers: Yeon-Min Jung & Jun-Hyup Kim

I’m little baffled that Patchistory isn’t higher up in the BGG ranking. It features quite an unique way of playing. I know only a handful of games which feature the lay on top mechanism and this is definately the most heaviest of them all. The game is played with 3×3 cards that form your own little patch of history. The cards are double-sided which increases the plays this game offers. The interaction is also there with action for the cards and then there is also caravans which Wanderer between the neighbouring players. Fighting and wars are included but unlike in Through the Ages losing doesn’t keep you from contending. Great civ-game with unique game play. Patchistory is going to have a second printing and I presume that it will become more popular.

8. Village (2011) pic1115193_md

Designers: Inka Brand & Markus Brand

Definately one of best action selection games out there. The mechanism of distributing different amounts of cubes in different action locations is brilliant. It allows many possibilities as the cubes are different colors they can have different effects. The balance of actions available between different player numbers is nicely handled with this mechanism as is the set collection aspect of the cubes also. What other thing Village does nicely is the aging of the workers. This is done so the players can score points. Ultimately it is a very good thematic representation of a workers life. It also brings one thing I like in my worker placement games is that each player has their own number of workers. This of course brings another balance issue to the game but nevertheless is a thing I really like seeing in games. There is a lot of going on this small Village and with the expanions the game just keeps rebreathing life to itself.

7. Nations (2013) pic1591406_md

Designers: Rustan Håkansson, Nina Håkansson, Einar Rosén & Robert Rosén

This one was a small surprise, to be found this high on the list, for me. When I got to think about it I knew that it belongs there. I only have played three games of Nations which just be the reason it is here. The learning how to play is over and now I want to use the game as my sandbox. Nations has resolved many issues with civ-games with the card system it employs. The growth of your civilization is based on the risks you take and plans you make right at the beginning of your turn. Do you take another worker? Can you feed it and support it, does it contribute enough in you civilization? Then the card “auction” distributes the cards to players, this is one point which could be handled better as the distribution might be off sometimes but in the games I played I have no complaints. Wars and fighting is done in a satifying way. There is no direct conflict which annoys me in these types of games, instead there is a card that any player can buy. The military power of that player marks the number which must be matched to avoid penalties. There are great combos in this game and ways to play that I have just begun to understand. I would really like to play it more. Eventually though I can see this one dropping quite fast in the list but at the moment this is the right place.

6. Agricola (2007) pic259085_md

Designer: Uwe Rosenberg

One of the most iconic worker placement games in the last ten years is still going strong in the minds and tables of gamers. Uwe made farming known to the world by introducing the card game Bohnanza, but Agricola made farming in boardgames popular. Agricola also features a throng of cards and to get your games going don’t draft, just draw 7 and play. There is just enough angst when playing and you experience a challenging little bump which you need to climb before your game starts going. As there is a negative feedback mechanism as you must feed your workers six times during the game and those feeding are crucial to achieve points. After you get your gaming going there is only joy what you feel playing Agricola. I don’t know what else I can say about Agricola as there is a lot of resources for it out there. If you haven’t played it, play it as soon as possible. Jump in the deep end and enjoy.

5. Tichu (1991) pic169494_md

Designer: Urs Hostettler

Tichu is a partnership/trick-taking game with a slightly modified deck of card. The point is to be the first player to get rid of your hand and the winning pair is the one with 1000 points. The setup for each round is that before 8 cards each player can declare Grande Tichu (200 points), which means that you declare that you’re going to win this round. After all the cards are dealt but before any cards are played each player gives and receives one card from all other players. It is also possible to declare Tichu (100 points) before you have played your first card. I have grown to love Tichu and at the moment could play it every gaming session I have. I don’t what it is about Tichu but during playing it keeps me constantly thinking about the situation and also my partner. It is rare partnership game I care about. The success to winning is to have good cards to yourself but you need also be selfless and sometimes give your best card to your partner. The order how you play your cards and the combinations which you can have are crucial and sometimes plans just don’t work how you would like them to go. Excellent game that fulfills all my trick-taking needs. Because Tichu I also want to try out Haggis and Chimera.

4. Russian Railroads (2013) (should play soon) pic1772936

Designers: Helmut Ohley & Leonhard “Lonny” Orgler

It seems that many games in my top10 are quite new games that I have only started to test out. I have only played Russian Railroads once. What I gathered from that game is that the worker placement elements with the many tracks and special powers work great together and the game enjoyment is similar to Agricola. I obtained this to myself after the first play and I’m very sure that before the year is at end I have played more Russian Railroads. This is a thinking game with many strategy possibilities and great worker placement elements. The more I think about this the more I want to play it.

3. Caverna: The Cave Farmers (2013) pic1790789_md

Designer: Uwe Rosenberg

Agricola was first published in 2007 and last year the re-implementation of it came out. Uwe tried many things with the resource collection aspect and then came back to the first thing he came up in Agricola. Caverna could be the first step onwards on the worker aspect on these types of games. Your workers can be turned into warriors which then can take additional actions in various levels. The building of your caverna and farms are somewhat similar to Agricola with the distinction that there are no more cards with actions but small selection of tiles with actions. Caverna isn’t as tight with its negative feedback feeding as Agricola and you can enjoy your leisurely stroll in the worker placement realm with just a little bit of worry. I haven’t played enough Caverna to see what the tiles can do when comboed precisely and this just might be the reason why Caverna is number three on this list.

2. Keyflower (2012) pic1500659.png

Designers: Sebastian Bleasdale & Richard Breese

The best to-date from the Key-series definately. There is some much right done with this game that it is just absurd. First of all the game is quite short but packs so much game into it that you don’t even notice that you completed your game. The way the game is constructed is that there are four turns which represent the seasons of the year. Each turn there are hexes turned up which have actions printed on them. In addition of those hexes, which represent different buildings, there are ship hexes that bring workers to the realm; hence the name Keyflower. First there is auction done with your workers. There are three basic workers (blue, red and yellow) and green workers. Auctions are simple most mechanic bids that allows players to calculate how they want to use their workers during their turns. The same workers used in the bid could be used for actions later on the turn. The colors are important as the other bids for that hex can only be done with the same color throughout the phase. Bids are done also for turn order which is crucial as the first player also gets to choose which ship and the accompanying workers/tiles he takes. I have found that the more workers you have at your disposal the better, so fighting for the position is important.

The second part of your turn is a basic worker placement phase when you’re doing action shown on the hexes. These are resource collection, converting resources, moving resources and etc. The point here being that you want a selection of resources onto a hex so you can upgrade it. The upgrading brings points at the end of game and is very important. The resources move rather slowly so upgrading you carts is important. The worker placement is also handled beautifully in Keyflower as you can use other players hexes and choose with which color to use them. Other players cannot use them with different colors and also further uses of hex tiles requires additional workers on them. There is also the thing that if you other players hexes the worker you use go to the other players pool for the next round. Brilliant I would say, you have to ask that is an action worth it everytime. This done four times and at the end of the fourth round an additional scoring is done and the layout of your plot affects that greatly. I presume that this game remains a constant source of entertainment for me and will dangle in the top 10 for long time.

1. Steam (2009) pic392515_md

Designer: Martin Wallace

Steam has been on the top of my want to play list for many many years. I only have 23 games under my belt. I have all except the latest expansions to this game and will purchase the latest in Essen. The map expansions 2 and 3 have taken the game play little away from the original and haven’t been my favourites unlike the basic map and the expansion 1. Steam has it ancestral root in Age of Steam and if you recall the reason I like Steam better is the exclusion of the dice element and the fact that all the options are visible right from the start.

The setup is simple as you randomly allocate different colored cubes on the map and the object of the game is to transport said cubes to their own colored cities, if possible through as long routes as possible. When player transports a cube he gains either one step on the money track or one victory point for each link he uses. So, Steam is a train game of sorts.The thing I like the most about Steam is that you must have a gameplan from the first turn until the end of game and the flow of the game dictates if you’re able to do what you wanted to do.

You cannot escape the feeling that the game makes you think. For example, at the start of each turn you have the option to take step down on the money track. Each step gives you 5 money which you use to bid for turn order and build links on the map. The loan taking mechanism is crucial as you have to pay each turn for each loan you have. You must plan that you take enough and not a penny more. The problem arises right after the loan taking as turn order is done by bidding. There are moments when it is absolutely crucial to be in the first two positions. After the bid turn order is changed for the turn and once again a decision point is given.

There are 7 different tiles and players must take one for the turn. The tiles give you an action or an benefit for the turn. They are; passing once in the next turn bid, deliver goods or build track first, build four instead of three track pieces, place new cubes onto a city, increase your locomotive and build a new city. The game has been designed so that each tile has its place and the importance of each tiles fluctuates during the game. The tiles which gives the option to place new cubes are crucial at the beginning as it is the one which lets you increase your locomotive number. Those become obsolete at the end of game where you locomotive is at the peak and there are no more cubes to place. Then it is more important to deliver goods first.

Well, once the tiles have been chosen players build three track pieces trying to connect towns and cities on the map. As you want as many link as possible you try to build the track in one continuing line. There is blocking options available but usually the blocking is not blocking per se. It is just you didn’t build before the other player. Both would have gained equally on the track and the turn order becomes crucial. The base maps are rather forgiving in the beginning of the game and players usually start distant to each other. When the middle game begins there is a big mess and everybody is trying to cover the same cities as everybody else.

The cube delivery happens after the track laying. This is done twice in one turn. One cube at a time. If you don’t want to or can’t to deliver you can once increase your locomotive number per turn. The point here being that for the last two to four turns you ought to have cubes which can be delivered with five or six links. For the first four/five turns players usually take the money as with each link they can step up one spot on the money track. It is a huge deal to get on the positive side as it opens more options for you. I mean that when you have more money you can compete on the turn order bid which lets you have all the goods things before anybody else. The cube delivery is also the cruelest point of the game. All players can take the cubes on any city if they at least equal amount of links towards the delivery city. Meaning that sometimes players can do suboptimal actions to hurt your intentions. Sometimes it is just better to get 4 money/points than nothing at all. If at the same time the other player loses a 6 money/point delivery all the better.

The end of the turn is just for paying interest which is equal to your position on the money track + locomotive number. The money track goes to 10 and the locomotive track to 6, meaning that with everything maxed player can only have 4 money interest to himself. Which means the loan taking is important even at the end of the game.

There is just so much to like about Steam. I just rambled on about it here and I presume that there isn’t much coherency on those paragraphs above. Anyway, Steam is my number one want to play but it definately is also one of the best games for me.


Maybe I should have had a blog post just for Steam. This went rather long but there you have it. My what to play list of games. Did you read them all? What did you think about the list? What games are missing from the list? Please comment.

The following weeks I try to keep my post so that on monday I will have a Gaming diary-post and on friday there will be a changing topic post. First one will be Prototyping: Hedeby. Have a nice weekend and come back on monday.

Then I thought about the games I like to play (part 9)

Games below this threshold are pretty much the games I’m enthusiastic about and will defend the greatness of them.

20. Age of Industry (2010) pic715611_md

Designer: Martin Wallace

I thing AoI is an improved version of Brass. I prefer AoI over Brass any day. The openness which is brought to the game has a huge impact on the game. As you’re not bound to just one map there is much more to discover. It has very similar feel as other Wallace games which uses cards. While AoI only uses two types of cards how they are played reminds me very much of London and Discworld. Well those two games came after this one so there might just be some kind of evolution thing going on here. Maybe even a closer look blog post.

19. The Castles of Burgundy (2011) pic1176894

Designer: Stefan Feld

This game has one of the best dice implementations on an Euro game. Two rolls per turn and every dice roll is meaningful and the number on the dice doesn’t really matter as every number is as good as the other. You just have to know what you’re doing with your dice as the actions are very limited. This is also one of the heaviest games I have played with my wife and it truly is best for two players. With three and more the downtime is unbearable and makes the game very dull. With two its just zip-zap-bibbedi-bob and you are done.

18. Crokinole (1867) pic79413_md

Designer: Uncredited

This is in the category want to play but don’t want to own. What could be easier than flicking a disc through a board. Well I have to be more precise you want to hit the hole in the center by flicking with just enough power to the disc. If there are an opponent disc on the board you need to hit that first. The game is a good mix of fun and challenge. When rounds are played with equal prowess the game is solid. Against more experienced players it is a lost uphill battle, but still fun.

17. Hive (2001) pic791151_md

Designer: John Yianni

Hive is a great two player abstract. When I think about Hive it gives me a similar feel than chess. Different hexes have different actions/movements and the goal is to capture the queen bee (king). Tactical game where you either place new bug in the hive or move a bug in the hive. a lot of possibilities with just the base game. Really portable game also. Remember though that the hexes look weirdly solid in a x-ray scanner at an airport and you have to open your backpack for the officers, this I can tell you from experience.

16. Trains (2012) pic1606346

Designer: Hisashi Hayashi

For me Trains is the epitome of an deck-builder. Just the introduction of the board brings the game more alive. The theme is also very acceptable and evokes a nice feeling when playing. In Trains you start with a hand of trains which gives you money to buy another cards, a station building card and a track laying cards. The map has cities and terrain in which you build you track and stations. The game starts with little player interaction as there is room for everyone. When you build you also gain trash to your deck and after little while the map gets really crowded. You’re waiting for the build station card to come and nothing but trash is in your. Soon the stations costs too much and you missed your opportunity for cheap points. I like. One of the single most best things about Trains is also the fact that you can and should pass at some point to get rid of the trash from your hand. Timing that correctly is hard thing to do but also very rewarding.

15. Bruges (2013) pic1652004

Designer: Stefan Feld

Last year was the year of the Feld. Bruges came out as did Amerigo and we gamers had a lot to ponder. Bruges is a somewhat classic euro game but it plays just differently not to be categorized dull or predictable. This game is played with cards that have many different options on them. I like to call that action selection mechanism. The cards come in five different colors and have various different characters on them. How you succeed in this game has a lot of do with the different actions the characters provide when you can accomodate them in your part of Bruges. The game state changes every turn with dice rolls that give the five dice changing emphasis and additionally poor rolling of the dice introduces a negative feedback mechanism to the game. After three rolls small catastrophes occur if you’re not ready to face them. As this is a Feld game there is a horde of scoring options and a lot to do with your limited actions.

14. Lords of Waterdeep (2012) pic1116080_md

Designers: Peter Lee & Rodney Thompson

This is the first worker placement game you should teach to new players. Place worker then take an action. Collect cubes and give cubes for points. Done deal. The theme is okay and the cards have unnecessary fluff in them but those players who like the D&D world that is a nice bonus. I can rant about how uninterested I’m about that the cubes represent thiefs and whatnots and the missions are just plain but that doesn’t change the fact that Lords of Waterdeep is mechanically very sound. Lords of Waterdeep did to worker placement the same thing than Splendor did to engine building. I should buy the expansion and see how the game evolves into something even better perhaps.

13. Glass Road (2013) pic1723950_md

Designer: Uwe Rosenberg

The games I have played this are mainly with the wife. Glass Road works great as a two-player game and can recommend it as such. The structure Uwe has given the game allows the game stay somewhat the same independent of the player number. As the new introduced mechanism is that from fifteen cards you choose five. On your turn each player places a card face down and then in turn order reveal them. If no other player has that particular card in their hand the player gets two actions from the card if there are then each player gets just one action. With this mechanism players collect resources to an unique two-rondel system which instantly tells you how many resources you have but it also is a neat representation of the cost mechanism for two of the most important resources. As  instantly when you acquire enough resources for glass or brick then the rondel springs forward giving you one glass or brick but at the same time “deleting” one from the others. With a boatload of different buildings keeps Glass Road fresh and lets players have more out of the game.

12. Amerigo (2013) pic1824151_md

Designer: Stefan Feld

The introduction of what the cube tower can do, not shown in Wallenstein and Shogun. The cube tower is a neat thing in Amerigo. Each turn a drop of cubes to the tower is done and an anticipation of what cubes might flow out of the tower at least keeps me interested. There are seven cubes which gives seven action types. I have pictures that the cube tower would randomly keep some cubes there and actions wouldn’t be so monotonous. In my games there are only 1-3 actions available during each round and the action point count is usually around 5. This whole thing could have been done with a card and a bag. Draw a card with an action point number and draw that many cubes from the bag. That would not have the same feeling the cube tower brings but mechanically it is the same thing but with increased variability. Anyhow there are more to the game than the cube tower and it is a great game. The modular board looks fabulous and somehow I always start to picture SeaFall looking something like this.

11. Star Wars: X-Wing Miniatures Game (2012) (should play soon) pic1603292_md

Designers: James Kniffen, Corey Konieczka, Jason Little, Brady Sadler & Adam Sadler

I’m a sucker for prepainted Star Wars miniatures but I’m also poor/wise enough to limit my game purchases to one game system. Thus, X-Wing Miniatures is my choice. I haven’t bought anything after the first wave because I don’t have a regular buddy to play this with. I can just display the ships as they’re just beautiful. Anyhow, the game is also good. First spend points to make your squadron ready then add some characters and droids to them and off to the far away galaxy. The hidden dial movement that was introduced in this game is a clever thing to do. It is a breeze to go through the movement and then rolling the dice for hits. I really should get this to table more often so I could judge it better. The eleventh place might just be because the theme and the prepainted ships.


On friday I will be introducing my Top 10 games. Maybe I should think about something else to write about. Well Essen is coming soon, which gives me an idea.

Then I thought about the games I like to play (part 8)

For the last three post let me tell you again what this list is about. From the games I have rated 6½ or better on BGG I chose first 128 games. Then through the magic of mouse clicking I completed a swiss-tournament which ordered the games according to the question I asked myself. The question being: If there was perfect time, place and players to play a game which game would I choose to play? The results are this list. It is not a list of the best games I think but a list of games I would rather play. Well this point those two things pretty much are the same thing. Anyhow, lets continue with the next ten games.

30. The Speicherstadt (2010) pic686491

Designer: Stefan Feld

This is one of my with the wife games. The Speicherstadt is about first about bidding then about set collection. The bidding mechanism is done very lovely as even with two players it is meaningful. There are cards which players bid on by placing their worker in a queue, when all players have placed their workers the last player to put his worker on that queue can pay coins equal to the number of workers on that queue. That player can opt out if he doesn’t want the card or can’t pay it. The second-to-last player has the same option and so on. This mechanisms makes for an interesting game because there are some cards that you really want and with clever worker placement they can be either costly for the opponent or cheap for you. The Speicherstadt also has a negative feedback mechanism in which the town is set on fire and players score points depending on the difference of firefighters they have. I want to buy the expanion.

29. Through the Ages (2006) pic236169_md

Designer: Vlaada Chvátil

This game is also one of the modern classics in my mind. A civilization game without a world map. All done by card play and cube pushing. The mechanisms in this game are just brilliant. How the new cards come to play, how different governments have different attributes, how the expanions of your land is done and I could go on how brilliant it is. However there are two downsides to this game. First, the military power and the attacks can just be brutal and can cripple players so that the game is not fun anymore. Second, while it is not the longest game I have played it feels usually a lot longer than it should be. While I have played many face-to-face games I like to play it more online.

28. Risk Legacy (2011) pic1196938

Designers: Rob Daviau & Chris Dupuis

One of the biggest innovations in the board game industry was introduced when Risk Legacy hit the shelves. The actions players have an effect on the game board and on the whole game state. Ripping cards and placing tokens on the map was something that was not seen before Risk Legacy. The game Risk itself is not very fascinating, but how the Legacy aspect works brings a whole new kind of continuity and wholesomeness to the experience. When played with the same group the game really shines as the grudges can come and haunt you. I’m eagerly waiting for SeaFall as I think I would enjoy the game more if I had just one kingdom to rule.

27. Ora et Labora (2011)pic1165426_md

Designer: Uwe Rosenberg

The first thing that pops into my mind when thinking about Ora et Labora is the first iteration of the rondel resource system shown in an Uwe game. It is an unique implementation of resource upkeeping and keeps the game play pretty fluent. I recently read a great insight into a mechanism article on BGG which tells a nice evolution story of the upkeep phase of Rosenberg games. Read it here if interested. Ora et Labora might just be the ultimate resource handling game and that shows as there are tons of tokens that changes and changes and changes and then you have points. Good game that needs more plays.

26. Las Vegas (2012) pic1450127_md

Designer: Rüdiger Dorn

A dice game this far up in this list. How can that be. Well, Las Vegas is a great family game that I have played and enjoyed playing even with my parents (who definately are not gamers). It has a nice thematic push-your-luck element in which you can roll your dice as long as you place on number per roll. There are six casinos which gives different payouts for the single majority holder. Another great game play aspect is that if there is a tie in majority those dice are disregarded and the player with single most dice in a particular wins. I should do a lighter version this to go that replaces all the cards with chips.

25. Port Royal (2014) pic1949286_md

Designer: Alexander Pfister

Another fun filler high up in this list. Port Royal or Händler der Karibik is a pretty fresh game from last year. The game play is simple. Draw cards until you stop or two pirate ships of the same color have been drawn. I’m usually pushing my luck way too hard and want to have at least four different pirate ships on the table before stopping, when this happens it allows players to buy two cards from those drawn. Well, anyway you collect coins from defeated pirate ships and use those coins to buy cards which lets you benefit from different aspects of the game. Port Royal is a pure card game which is easy to transport and fun to play making it a perfect filler.

24. Homesteaders (2009) pic1113708_md

Designer: Alex Rockwell

Homesteaders is also one of those resource management games I enjoy. Thematically it is set in the wild west but not much of that is present in the game mechanisms. Homesteaders uses a nice bidding mechanism to obtain cards. There are of course one less card available than players and players bid money in track to get the possibility to obtain a building. The player who does not want to or can’t to bid is not forgotten as he get a small (increasing from turn to turn) bonus. Those buildings then produce and you change them from one to other to obtain points. The flow in this game is good and one game doesn’t take that long which is a bonus.

23. Edo (2012) pic1201149_md

Designers: Louis Malz & Stefan Malz

Action selection pretty much at its finest. Players have square tiles which show at least two usually more actions that can be done with that tile. You start with three but can obtain more action tiles to enhance your play. Each turn you choose which three actions you use from the tiles available to better your situation on the board. The goal is to build structures in Edo and nearby towns. First time I tried it I thinked to myself that now were playing something new and fresh. Edo is still that. I haven’t encountered games using the same mechanism and now I wonder why not because that tile mechanisms could be utilized in many types of games. There are of course other good things about this game but just for that one mechanism I like to play Edo.

22. Concordia (2013) (should play soon) pic1980675_md

Designer: Mac Gerdts

This is one of those games that I have tried and would like to play more. It has one of the trading-in-the-mediterranean themes which is doable as the game mechanisms are very solid. It is a card driven action selection game where you try to have as much influence as possible. The cards allow you to send workers out in the map. The workers build you cities which then produce goods for you. You use the goods to get more workers, cities and cards. Cards are also used in the end game scoring. There several aspects in the scoring and depending on how many cards you have in your deck for that aspect you either score high or low. Choose your tactic, focus on it and be victorious.

21. Trajan (2011) pic1054375_md

Designer: Stefan Feld

This game is an analysis paralysis inducing mess of an Mancala points salads where you gain points from everything and try to accomplish something worthwhile. Gamers I have played this with usually ends up either loving or hating this game. I’m in the love group with appropriate gamers. The mancala system where you pick cubes from one spot and drop them one by one until you take the action where your last cube is placed makes a good game. I can plan like three-four turns ahead and when my plans come together I’m happy as a kitten. This is a heavy user game which will fill your head.

Then I thought about the games I like to play (part 7)

The seventh part of my list starts to show the really good games in my mind. I wouldn’t mind playing any of these games. Well any game played is a game played and that is always a good thing.

40. Wurfel Bohnanza (2012) pic1197852_md

Designer: Uwe Rosenberg

I stumbled onto Wurfel Bohnanza by accident and it was deemed somewhat a lousy game. Well after a few games I really liked it. The beans are there to remind you that it is part of the Bohnanza family but otherwise it is its own game. It is push your luck dice rolling game where you try to collect bean sets shown on a card, you have two at a time. In each card there are six orders which you must deliver in order with increasing difficulty (there a percentages on the cards showing the possibility of that order) to gain victory points. The innovation of this game is that all players can use your dice right after you have rolled them, they don’t have to wait for the final roll. This makes the game more interactive as you have to be part of the rolling. This is a great filler in my mind and on my want to buy list.

39. Belfort (2011) pic1368514_md

Designers: Jay Cormier & Sen-Foong Lim

Well just the five-membered ring design of the board with multiple references to other games is tell-tale sign of a good value. Belfort with its elves, dwarves and gnomes is one those games that you start by looking through the components very carefully and with great joy. The game itself is a kind of worker placement game where players bid for resources and other useful stuff to build buildings in town. With house gnomes and extra powerful workers this just a fun game which I have tend of winning.

38. Ginkgopolis (2012) (should play again) pic1412371_md

Designer: Xavier Georges

Ginkgopolis really is a game I should play again. The one time I played left me great impression, well I won that game but nevertheless I liked the mechanisms involved. There are three colors of city tiles which either provide victory points, resources or new city tiles. The placement of those tiles were limited with letter markers that were shown in cards. You could build up or sideways and scoring was done on how tall your building was. In my mind it had a nice flow going and well if you look what other games Xavier Georges has designed you know that the games are solid.

37. Innovation (2010)pic1440811_md

Designer: Carl Chudyk

Innovation is an innovation on symbol matching. Games I have played are mostly two player games which is the recommended player number. The game is a journey through time as the cards are divided into ten time periods (decks) with inventions related to that time. The interaction is nicely done because with just a simple majority of a single type of symbol actions can be either be shared, demanded or claimed for yourself. Scoring is also balanced as influnce gained is not by itself is not points but turned to a single point at a time and influence changes hands pretty easily.

36. Kingdom Builder (2011)pic1152359_md

Designer: Donald X. Vaccarino

The gamers I know are either for or against Kingdom Builder with its rather limited options. I’m for KB as those limitations given to you and how you manage them makes the game good. It is a strategic game and with experience becomes a truly great game. The kinda bad comes from the limited scoring cards and extra actions through tiles. I haven’t played the expansions as I’m satiesfied with game play provided in the base game. A great gateway game.

35. The Manhattan Project (2012) pic1222522_md

Designer: Brandon Tibbets

Building bombs and striking others players plants are the actions expected in The Manhattan Project. The innovation in this worker placement game that there two different types of workers which can do of course different kind of things. There are engineers and scientists, engineers build and scientist discover elements for the uranium and plutonium bombs. On top of each player has their own player board which can be attacked by opponents with their fightersif you do not have enough fighters yourself. This can lead to an interesting power balance as if the attacks can go around the table just spanking the weaker players. As a worker placement fan the uniqueness of the theme and variable workers are a the things going of for Manhattan Project.

34. Mage Knight Board Game (2011)pic1083380_md

Designer: Vlaada Chvátil

Vlaada, you designer devil. Mage Knight is great for solo as for casual co-op if you have the time. This game has all the great things going on within its genre. The masterfully done leveling of characters and fights that can somewhat be planned but just enough randomness (no dice) via tile revealing. This game is just sweet nectar for those who have played Heroes of Might and Magic and want to have the same experience with a board game. If I would vote for the best designed game I presume that this game would be in the top 10.

33. Race for the Galaxy (2007)pic236327

Designer: Thomas Lehmann

After the seventh game Race for the Galaxy was pure gold. I could argue that this is a classic. The roots for this game comes from San Juan and games such as Eminent Domain and Glory belong to the same collection. The game is pretty simple choose a card and take that action with a bonus. In addition take actions what other players have chosen without action. There of course is a order in which those actions are played. The learning curve of this game comes from the iconography but once you dealt with that you have a good time. I also got a lightbulb moment when I started looking at other players tableaus and wondered what cards they might play so I don’t have the need to play that particular card. The first two expansions are great but after that it gets a little confusing.

32. Sun, Sea & Sand (2010) pic892478_md

Designer: Corné van Moorsel

Sun, Sea & Sand has a wonderous theme, holiday. I had an idea for a game with the same theme before I knew about SSS and after some market research I noticed that the game I had an idea for already existed. Then I got a hold of a copy and was happy to notice that Sun, Sea & Sand is a good game and I don’t have to make it better. What makes it a good game is how the elements instilled that brings the theme to life. People coming from boats to your resort to have a good time in hot spots you have built. Of course different people have different tastes so you try to make you resort suitable for everybody. It is a nice optimization game with great components and a competitive game play. I enjoy playing this.

31. Tzolk’in: The Mayan Calendar (2012) pic1413480_md

Designers: Simone Luciani & Daniele Tascini

First time I saw the board for Tzolk’in I was blown away and I presume that me you were also. The rotating gears which dictated what action a worker can do was a brilliant and thematically sound mechanism. Additionally how it worked was just simple (place&pay or take&gain). If you go behind the gears the same thing could be done in a bar form where workers just slide one step up or down but the revolution of 5 gears simultaneously made the upkeep phase a breeze and exciting for the first ten times. I still don’t know how to win Tzolk’in but will gladly play it.


In the next list there just might be another worker placement game or two or three. I don’t know come back on friday to see for yourself.

Then I thought about the games I like to play (part 6)

After the midway point you might see a pattern forming with the rest of the games with only few surprises springled in between. If given a choice between two games I these are the games I rather play in order.

50. Glory to Romepic1079512_md (2005)

Designers: Ed Carter & Carl Chudyk

Quite similar to the previous game Eminent Domain if you just consider the action selection mechanism which is similar to yet another game further down the list. In GtR one player is the Leader who chooses a role from those available. Other players can also choose to do that action if they have the ability to do it,through card play or permanents on your player board. If they opt out on that they receive additional cards to their hand. So in essence if you can do lot of actions during other players turns you’re pretty much doing ok. The goal in GtR is to build, trade and get followers as the end game is usually trickered by a card which might tell you the winning conditions or it just ends the game and players score their points for obtained goods and buildings. GtR was overshadowed by another great game but would be worthy of its own time in the spotlight.

49. Ground Floor (2012)pic1560952_md

Designer: David Short

Get money, use money to build floors on your office. That is what Ground Floor is about. It has the slow 2-step worker placement mechanism where you first place your workers and when everyone has placed them the execution of those workers is done. Well the execution of the action where the workers are to be more precise. There are some key spots to place your worker so the tough decision to compete for the first player position goes on. Fortunately, Ground Floor has a lot of options so if your the last player you can play somewhat out-of-sync regarding other players and reap rewards from different plays.

48. 7 Wonders (2010)pic860217_md

Designer: Antoine Bauza

I think this game belongs to the most influential games of the past 5 years. 7 Wonders made drafting a plausable game. Where as before it was used to start a game now it was the game. With different player wonders and a lot of possibilities for scoring. Game play is divided into three phases which have different distribution of cards among them. From those players pick one card from a starting hand of 7 and pass them to the next player depending on the year. After everybody has picked the card it is revealed if played or put facedown under your wonder if constructed as a part or discarded for money. This goes on until there is only 2 cards to choose from and after one those is played wars broke out. Another cool thing about 7 Wonders comes from the fact that it doesn’t really matter how many players are playing as you are only affected with your neighbors. Meaning that buying resources and wars are always with your neighbors.

47. Glen More (2012)pic1013640_md

Designer: Matthias Cramer

Any game where you can make whiskey is a pretty good one. This is true with Glen More. Players a scottish clansmen building their own territory with pieces taken from a common board. The idea of this game is how the turn order is structured. Each turn players take one tile from a common board. This common board has those tiles in a loop with pieces missing where the turn order tokens are and where is the end of line so to speak. Player farthest away from the end of line takes the turn and can take any tile he wants if he takes a tile somewhere closeby he has next turn pretty soon. If he takes a tile near the end of line he must wait until all players have come past him. So the choice between now something or further away good. Additionally this tile taking has been taken account in the scoring as each player compares the number of tiles he has to the player with the least tiles. Each tile going over the least tile number is negative victory points. This turn order mechanism was an inspiration for a prototype of mine. More from that might come in the future.

46. Magnum Sal (2010) pic792062_md

Designers: Marcin Krupiński & Filip Miłuński

I fell in love with the board of Magnum Sal. It was even my desktop before my first Essen trip in 2010. It really drew me in which was a good thing as Magnum Sal is a good worker placement game. The theme is present as players really dig the salt mine with shovels and whatnot. The extra thing Magnum Sal is that the placement of those workers in the aforementioned mine is important. As the salt is delivered to the surface each non-player worker needs to be paid and this can be a costly thing. So the balance between workers selling the salt outside the mine and workers inside the with the extra layer brings the game together for a splendid time. At this time I have to give a shoutout to a game called Letnisko, which has the same publisher. Letnisko is in my top 110.

45. Power Grid (2004)pic173153_md

Designer: Friedemann Friese

Power Grid is one of the modern classic which should be played very early in ones gaming hobby. It teaches nicely through bidding how to evaluate objects in games. Since the point is not to get money put to give power to cities, money can be spent on necessary things. Those necessary things are of course power plants which you bid on and then the resources to generate power. The turn order mechanism is also interesting in power grid as depending on the phase starting player is different. For example you buy resources first but build last. This gives a new layer of tactics to Power Grid.

44. Factory Fun (2006)pic802170

Designer: Corné van Moorsel

I talked about fun in part 5 and this game what I meant. Factory Fun is Fun! Basically it is a multiplayer with each player solving a solitaire puzzle. Players have their own respective factories which they build by placing machines and plumbing inside the wall. There are four types of goo which can come from a well and then transformed, hopefully many times, into a black goo. The point is not to produce the black goo per se but to convert the different colored goos into other and make a network of machines which feed one another. Usually when I teach this game I tell new players that don’t worry about winning just make your factory work.

43. Santiago de Cuba (2011)pic1918128_md

Designer: Michael Rieneck

Santiago de Cuba was one of my target purchases for games to play with my wife. It was a direct hit. Suitable simple rules for a non gamer to grasp but still meaty enough for me to have decisions inside the game. In Santiago de Cuba players try to export goods through several ships. This is done by circling around the city with a cab. The cab stops at a action location which gives the player either resources or an action. In addition that player must move his player marker onto another location which allows him to have an another action. Those two places are of course linked together in the setup. Through those action Santiago de Cuba allows just enough screwage to be a good family game.

42. Troyespic750583_md (2010) (should play again)

Designers: Sébastien Dujardin,Xavier Georges & Alain Orban

Another dice worker placement game on this list. Players first chuck a pile of dice which then they allocate to three different locations which ultimately leads to an action with each dice. Players can buy dice owned by other players which mitigates a little the fact that bigger numbers are better. Anyhow players use the dice and the actions to cumulate victory points. The game is played through cards (which represent either professions or event) and players act on those cards to receive benefits or points. Interesting take on combining dice and worker placement.

41. Rokoko (2013)pic1795272

Designers: Matthias Cramer, Louis Malz & Stefan Malz

Another game to play with the wife. Not because it is a game about making dresses but because it is a good game for two. Rokoko in essence is a pretty simple set collection game as there are four different fabric colors you collect to make the dresses. The new idea in this game how it allows actions to be taken. The action selection mechanism is driven by cards. There are three different level of action cards, novice, basic dude and a master. Depending which card you play the actions are limited, well master can do anything. Each card, few exceptions, has an extra action player can take which drives the optimization forward. There is also a deck-building thing going on, as you recruit more artisans to your deck. Anyhow after you have made your dress you can either sell it or display it. When you sell them you gain money and when you display you gain victory points. Good with two players and scales up well also.

Only four list post coming. Not a big surprise but in the next list there just might be another Feld game coming.

Then I thought about the games I like to play (part 5)

This post marks the halfway of the list with games 60 – 51.

60. Thunder Alley (2014)pic2062087_md

Designers: Jeff Horger & Carla Horger

Thunder Alley was a complete surprise for me when I started playing it. I heard about it but being a racing game it wasn’t on my radar to play. I really enjoyed playing Thunder Alley. I really liked the card driven mechanisms and teams. Meaning that as you had more than one car, and the movement was done usually with other cars moving along, there were some tough decisions to be made. The flow of the cars was very thematic in my mind and I really liked the visual aspect of the cars lining up.

59. Wallenstein 2nd ed. (2012) (should play again)pic1102879_md

Designer: Dirk Henn

Haven’t yet played the 1st ed. but want to. Anyhow, Wallenstein is my number two for games that use the tower. I prefer Wallenstein over Shogun because the map is tighter and there is no escape. The big thing about Wallenstein was the tower which spewed the cubes out in random. It is a magnificent piece of (patented sp.) board game technology. Otherwise I can say that it is a decent area majority game with nice action selection mechanism.

58. Archipelago (2012)pic1640388

Designer: Christophe Boelinger

The gaming group Kärmes bought this for itself few years ago and it received a lot of different opinions. Archipelago is a competitive cooperation game where it is better to be cooperative than competitive. This fought against the principles of Kärmes and only few games were played. I was on the like camp because Archipelago is, stunning in looks, a good game. There is a lot of going with action selection and you should know what to do the gain the proper foothold in this game. The game can be brutal but with cooperation anything can be achieved.

57. The Name of the Rose (2008) pic698039_md

Designer: Stefan Feld

I promised more Feld so here is Der Name Der Rose. First three games of this brilliant deduction game was cut short because the white and grey player cards where too similar to new players. Once we explained thoroughly the difference of those cards everything went smoothly. The player roles are unknown to others and you cannot reveal yourself during the game. Three times you reveal a color you are not. The Name of the Rose is pretty easy deduction game located inside a monastary where players try to outwit others and “select” a killer among themselves. Players “hand out” suspicion points by positioning the monks in various places inside the monastary and then through card play. I like the elements of this game and will gladly have it in this list as a bluffing game. Also, I should see the movie.

56. Terra Mystica (2012)pic1356616_md

Designers: Jens Drögemüller & Helge Ostertag

If nothing else I’m impressed about the sheer number of balancing this game has gone through. 14 different species (and more with the expansion) that play totally differently but still some what balanced. Terra Mystica is now the number 4 in BGG and I understand why. For me it was little stale after the first few games and when the races where seen. The map is fixed, usually you start with the same idea in mind. This is a thinking mans game who wants to play one game hundreds of times I’m not one of those so here it is between to Feld games.

55. Strasbourg (2011)pic951192_md

Designer: Stefan Feld

The positives of Strasbourg include the card driven influence mechanism, variable round track tiles and a lot of decisions. Also Strasbourg was quite easy on the points salad as those games were just coming from Feld. With the use of randomly drawn influence per turn players first influence the different guilds for points, then they place their family members on a common town, trading is also here as special scoring. Planning most be done from the first round up to get the most of the edifice tiles and of course each player has their own secret scoring card.

54. Dungeon Lords (2009)pic569340_md

Designer: Vlaada Chvátil

Vlaada, you are a funny man. Dungeon Lords has one of best or the best thematically written rule books in print. It also has the two manual system which CGE uses. The name says it all, in Dungeon Lords you are the Dungeon Lords that build their own lairs and fill them with all kind of rooms and imps and trolls. Of course everything is not dark and gloomy as the gallant heroes know about your dungeon and want to get rid of you. The puzzle element, the heroes attack at the end of year, is one of best puzzles in board games with more than one person. All the different traits the heroes and of course your guardian monsters have bring a new challenge each game.

53. Key Market (2010)pic779996_md

Designer: David Brain

The sixth game in the Key-series is curious take on resource management and timing. Players have field workers who they place on a common board. These workers then produce resources which are used in the market to obtain money (victory points). That part is quite straightforward but what makes it interesting is the addition of different guilds that give you bonuses to your actions. Workers start as an apprentice in any guild and work their way up during the game to a master status. The guilds and what guild do you want to pursuit makes this game.

52. Legacy: The Testament of Duke de Crecy (2013)pic1873539_md

Designer: Michiel Hendriks

In Legacy players see how their family grows for four generations. Each player starts as a p/matriarch of his family and then conceives future generations through card play and worker placement. There are 75 different characters in this game with glorious illustrations and profusion of nationalities, professions and abilities. Of course you family needs mansions and titles, so those are available for purchase for you. Actions are very limited in this game so careful planning on all parts is needed. Grow your family to create wealth is the key to victory.

51. Eminent Domain (2011)pic1160506_md

Designer: Seth Jaffee

Eminent Domain is in the top tier of deck builders. It is similar in the action selection as the next game on this list so I leave that part for next time. In Eminent Domain players will capture new planets (which are victory points) under their influence either by force or by peaceful colonization. These planets can produce bonuses and/or resources. Those resources can then be sold for victory points. However, the most crucial thing you do in this game is research as it allows you to gain new improved cards some are victory points) to your deck which you go through several times during the game. With this game I must say that the expansion is a must as the base game gets pretty straightforwarded with increased plays.

Whew, I’m halfway there. Next time there is some fun coming to the list.

Then I thought about the games I like to play (part 4)

The journey continues through games 70 – 61 I would play.

70. Stone Age (2008)pic1632539_md

Designer: Bernd Brunnhofer

Another dice game where you don’t use the dice to attack or move. One could argue that I like those kind of games and would be somewhat correct. Stone Age with Kingsburg has inspired me to think differently about dice, while these both are about dice roll accumulation, they both show that worker placement and dice can work together. Anyhow in this game players are people from the stone age collection different sets and erecting buildings. This is also a game where a negative feedback through feeding is present but with some strategy players can disregard that.

69. Istanbul (2014) pic1885326_md

Designer: Rüdiger Dorn

The Kennerspiel des Jahres winner this year is an interesting game. While the game play is nice and needs a little bit of planning through the drop mechanism it seems as a update to the genre rather than a leap to a new. As there is only one goal, collect diamonds, it is rather easy to see what other players are doing and then exploiting that to your advantage. I read a “confession” from a judge that Kennerspiel is not really meant for heavy euros and looking through that glass I think Istanbul is a good choice.

68. Hawaii (2011) pic1188333_md(should play again)

Designer: Greg Daigle

In Hawaii players are chieftain that want to expand their own villages. This is done by moving your chieftains in the island and purhasing tiles from there with shells. The game comes down to the fact that you can use the fewest moves and have the highest gains. Intriguing game with nice theme.

67. Spyrium (2013)pic1808509_md

Designer: William Attia

With a small box and a decent playing time Spyrium has lot going on for a extended filler. The twist in worker placement can be found that the workers are not played on cards but between them. This allows player to choose from two possible cards which he wants to buy. The other thing about Spyrium is that it is played in two phases. In the first phase you place the workers and in the second you take them out and choose one card next to that worker. Thus players with extra workers are not in advantage as the more favorable cards are taken first. Well you need your workers to work those cards which you purchased earlier.

66. Age of Steam (2002)pic429576_md

Designer: Martin Wallace

In my mind this game started the Martin Wallace era of great games. Age of Steam with the countless expansions is still a formidable game. The one thing what drives me away from AoS is how the cubes come to the game with each dice roll. Not a fan of that. I’ll talk about the rest of the game when the descendant of AoS comes in the list.

65. Euphoria: Build a Better Dystopia (2013)pic1615561_md

Designers: Jamey Stegmaier & Alan Stone

Another worker placement with dice. The idea behind this game is really beautiful and asks from a designers point of view that should you workers know something? Why do they always do what you ask? In Euphoria the workers have knowledge and if they suspect that they’re controlled they leave your side.  I like that. Too bad the implementation went little off because I think that you can ignore that part and go with the flow. Don’t take new workers means that you can’t lose them. Work what you got. Well the downside of that is that there is a lot going on in this, positively speaking.

64. Machi Koro (2012)pic1992476_md

Designer: Masao Suganuma

This game rides the wave of the Japanese games. Very good abstract city builder where you use dice to determine the action you have. Other players might also gain something from you roll so the interaction is there. One clever thing here is that players start with one dice which means that there is an equal change to roll 1 through 6. During the game however players can obtain another dice which means the roll distribution changes completely and you roll a 7 most likely. This design is quite genious. The design process must have been interesting to balance the cards which just enough game play with either one or two dice.

63. 1830: Railways & Robber Barons (1986)pic882119_md

Designer: Francis Tresham

The grandparent of 18xx with no bells or whistles. The last 18xx game in my list. All the 18xx games I have played I have noticed that the extra little things that comes with most of the 18xx games deters from the basics. I like the basics. Usually play my 18xx games over the internet and prefer to 1830. It just flows, well that might also be that I know what to do.

62. Dungeon Petz (2011) pic1103979_md

Designer: Vlaada Chvátil

Just look at those baby monster. Don’t you just want to feed them, cuddle them and then show how awesome they are. That all cool, but I suggest that you neuter them also. The twist in this worker placement game is that players simultaneously prepare different sized groups of imps in order to play sooner than others. Beside that there just keeping your petz happy and fed with the food you collect. Nice looking game but the question remains, where can I buy that player board T-shirt?

61. The Resistance: Avalon (2012)pic1398895_md

Designer: Don Eskridge

This is love letter expanded. In the same instance I can say that I also like The Resistance but the added cards to the base game is what gives Avalon the nudge for this spot. I’m not much of an deduction/partnership gamer but from time to time I like to spend time with these types of games. With no regard to the outcome I usually like to talk like a bad guy even if my role says otherwise. It increases my enjoyment to see that other players need to figure out if I’m just bluffing or for real. This method is good when you few rounds after because then when you are the bad guy everybody thinks you’re just bluffing.

Next time I’ll have even more Vlaada and Feld featured.