I have finally succumbed to an urge to publish a “top ten”
style list of the boardgames I most enjoy. I have resisted calling it a “top
ten” because I’m fully aware that my experience and knowledge is not as
expansive enough to justify such a label. There are many, many games which I
know have great reputations and which I have never played (or sometimes, even
seen on the table). Titles such as Twilight Imperium, Cosmic Encounter, Blood
Rage, Descent, Gloomhaven and all the Arkham/Eldridge Horror series immediately
spring to mind. Instead what I have imagined is a ‘desert island’ type of
situation, where I am faced with access to a limited (10) number of games for
the foreseeable future. I assume Elaine will accompany me to the ‘island’ and
that we will encounter ‘new’ potential players, but we don’t know what their
gaming preferences will be. I therefore have planned my list to be
representative of the wide expanse of gaming styles, mechanisms and genres.
I have set myself a few ground rules. I will allow inclusion
of some expansions to the core game if they can be fitted into the base game
box (but for one of my games I would ideally take some additional material). I
also assume I have access to the full range of gaming miscellanea; dice,
playing cards, pens and paper etc. I also have not ranked the games in the
list, so the game listed at number 2 is not necessarily a “better” game than
that listed at number 3. Attempting to do this just proved too hard and,
actually, did not add any further value to the listing process.
Such lists are always a very personal and subjective
exercise. I would gratefully welcome comments and alternative suggestions from
readers, and such contributions would be useful to inspire me to get or try out
games new to me.
(1) The first game I’m going to list
is a dedicated 2-player, filler style of game. I think this category of game is
very important; sometimes you just want to fill a short period of time with a
small, quick, light game. This is the type of game Elaine and I would take on
holiday and play in those hours between getting back to our lodgings and before
going out to dinner. This is a time to put your feet up and recuperate after a
full day of site-seeing. I have selected Schotten Totten to fill this
requirement, but it was a close call, just edging out Lost Cities. Schotten
Totten is a small,
simple card
game that can be a real brain-burner. There is excellent re-playability and
every game poses a challenge. Interestingly, we have never played the game
variants included in the box because we find the base game to be sufficient,
but maybe the isolation of a desert island would encourage us to try these
additions. I think the factor which moved it ahead of Lost Cities is its depth;
Schotten Totten causes you to really analyse your card play and the bluffing
element comes into play more. I would highly recommend Schotten Totten and
would consider it a vital inclusion when packing for holiday trips.
(2) I definitely want a tile-laying game
and Carcassonne fits the bill perfectly. This game is a classic and can be
easily taught to new players. I like the scaling to fit varying player counts;
it works OK with just 2 players but equally good with 4 or 5 players. The
randomness of the tile draw gives good replay ability, there are different
routes to victory with a ‘hint’ of take-that. I would take the traditional base
game with the ‘River’ start tiles added. There are numerous small expansions to
the game, many of which I think are interesting, but I have found they tend to get
played once or twice before being left to sit on the shelf. So, I am happy to
leave them behind and just play the base game. Carcassonne has been re-skinned
many times to fit different themes with some rules adjustments; you can simply
choose the theme you enjoy the most. The original theme actually works best for
me, because we have spent a number of very enjoyable holidays touring
South-West France, visiting Carcassonne and surrounding towns and castles, so it
therefore invokes happy memories.
(3) Deck building is
such an enjoyable mechanism. It has been widely used in many great games, and
therefore demands representation in any games collection. Dominion fits this
niche for me, I still
remember the pleasure I got when I
first encountered this game. It’s addictive, and this is one possible reason
for the backlash it has engendered amongst some gamers; every year there seems
to be another (large box) expansion, with more cards, combos and rule
additions. I therefore would restrict myself to the base game with a single
expansion only. In fact, I would strongly recommend most gamers to follow a
single expansion policy for Dominion; the game appeal suffers with the more
stuff you get, and it becomes a drag! I am sure there are card types I own that
I have never yet used in play, and the number of possible card combos is huge.
My personal choice of expansion would be Prosperity because I like purchasing
the higher value cards. Another common criticism of Dominion is the lack of
theme. I feel you should play Dominion to simply enjoy the card drafting mechanism
and the lack of theme is largely irrelevant. Other, more thematic, games of a
similar type tend to distract, divert and dilute the card draft mechanics.
(4) The next game on my list is very theme heavy i.e.
Dungeon Petz. This game also encapsulates the worker placement mechanic nicely.
The game uses iconography brilliantly; the game flow,
mechanics and options are
nicely illustrated, easily followed, and most importantly, fit the theme
perfectly. Players face tough choices about where to place their imps/workers,
they need to think ahead, planning for the growing requirements of their ‘petz’,
and which competitions/customers are coming up. Amazingly, players frequently
become so caught up with the engaging theme, that they knowingly make less than
optimal decisions because they have become emotionally ‘attached’ to the particular
‘petz’ that they have raised. Getting those ‘tear’ cubes is so sad (even if
there is a customer who wants sad ‘petz’), and the build up of the brown cubes
in cages is a source of shame! I love this game and have never felt the need to
buy the expansion, although smaller expansions with simply more ‘petz’ would
work well. The base game depth is fine for me, and I don’t feel the need to
expand the options available. I am surprised that the game has not generated a
range of miniature models with clicker bases to replace the card ‘petz’ in the
game. If I was more skilled in modelling with clay, I would make my own ‘petz’,
and maybe this would be a good project in the future.
(5) No essentials list could be complete without the classic
set collection game, ‘Ticket to Ride’. There are so many geographic variants,
but my personal favourite is ‘Europe’. I like the presence of
tunnels and ferries, and the stations
make the game less cut-throat. I don’t feel the need to include the ‘1912’
expansion, whereas I feel the ‘USA’ game does benefit from the ‘1910’
expansion. I have played a fair few of the different Ticket to Ride versions
and they all give interesting games. Individuals all have their own favourites
and I’m happy to play any that get brought to the table. I don’t think the
choice simply corresponds to the geography the player is familiar with, for
example I’m not overly fond of the ‘UK’ version (too many additional rules to
expand the range and technology).
(6) As a wargamer I have to include a
combat game. My choice would be Battlelore-2 with the expansions for both the
red and blue forces. Ideally I would also like to take the purple army to
provide greater variability, but these do not fit in the original box, so
probably would have to be left behind. The hex game board allows for simple,
clear-cut rules and the opposed scenario generation system provides for
interesting terrain and force placement. The card-driven command choice
mechanism is clever and I really like it, but I don’t find it translates well
into ‘historical’ backgrounds. This is a major reason why I’m not a fan of
‘sister’ games like Memoir ’44; I don’t think the game mechanisms simulate the
command problems and decision making found on a historical battleground. I
think this criticism equally applies to the combat dice rolling, but in a
fantasy background, these issues are irrelevant. In a fantasy scenario no-one
can argue a point based on precedence; if a designer wants to represent his
Orcs as peaceful and caring, then that’s fine, he is simply diverting from the ‘accepted’
norm. Therefore, I think the game mechanics found in Battlelore are great, but
only in a fantasy setting; they fall short when translated to historical
conflicts. The magic aspects of fantasy combat are also handled in a
streamlined way by Battlelore, and the whole package gives a fast paced game,
packed with interesting decisions.
(7) I enjoy the co-operative genre of
boardgames a lot, and the giant of the market is Pandemic. This game has added
personal appeal because I am a retired virologist, and the game ‘models’ some
of
the issues I used to work on. I would
certainly include the ‘On The Brink’ expansion. I love the way this game builds
tension, and can throw spanners in the works just as you think you are getting
on top of the problem. Interestingly, I find the difficulty increases with more
players, and winning is easiest with just 2 players. The win/lose balance is
nice, so the game remains challenging even after multiple plays. I like
differing character special powers and the discussions the game produces, and I
have never encountered problems of a dominant, alpha-male type of gamer taking
over; everyone’s input is valued. I have not played the more recent ‘legacy’
versions which have generated a lot of positive reviews, largely because I’m
wary of campaigns that require you to play repeated games over short periods. I
like to chop-and-change in my gaming choices, being a jack-of-all-trades and
master-of-none!
(8) In contrast to co-op games, I would want a take-that style
of game and King of Tokyo does this nicely. This is a very silly, yatzee dice
rolling game that is quick and fun to play. I would take the
‘Power Up’ expansion to add further silliness.
I prefer King of Tokyo to its spin-off, King of New York, because of its
simplicity. It does not require the additional rules and options the New York
game adds, players simply focus on getting into the city and beating up on
their opponents. Games are short, so the player elimination aspect is not a
problem. My only concern in making this choice is the simplicity of the game,
and I did consider taking Small World instead, which has more depth and
variation. It was another close call, but I went with the ‘pure’ take-that
style provided by King of Tokyo.
(9) The next game on my list involves a role selection mechanism,
and that is Glory to Rome. I love
the multiple uses of the cards and
the combo possibilities of the buildings. When you choose a role, other players
can follow, so players are constantly engaged. There is a lot of depth and
strategy, and I’m sure I am still a long way from playing effectively. I own
the cartoon-style version of the game and personally like the graphics used. I
have seen the ‘Black Box’ version and found it to be uninspiring on the table.
I am not sure how easy it is to get Glory to Rome at the moment, so my
alternative choice in this category would be San Juan, which has a similar role
selection mechanic and is less complex and easier to understand.
(10) My final choice of game involves players bargaining with
each other. I did consider Chinatown, which involves no-holds-barred
bargaining, but the game is out of print and is, maybe, too free-form. Therefore I will go with Bohnanza, where players bargain
over beans! I was stunned by this game from the very first time I played. The
rigid card sequence in the players hand of cards force players to interact and
strike deals; sometimes multiple players are negotiating for a particular bean,
whilst at other times you have difficulty giving beans away for free! Every
game is different and tough choices have to be made; when is it best to plant
that extra field? I know there are many versions and expansions out there, but
I have never played them, so cannot comment on whether they are worthwhile. I
would appreciate any views from readers of this blog.
So, there it is, my personal list of 10 ‘essential’ games.
Even as I write I can think of numerous omissions, and the temptation to add
more games is very strong. I can see I have included many ‘classic’ games, but
I think such games are considered ‘classic’ for a very good reason; that is they
are inherently good games. I am concerned that I have not included any puzzle
or race games, but I set the line at 10 games, so some excellent games had to be
dropped. I would feel sad to think that Catan, 7 Wonders, 5 Tribes and others
would be left behind to gather dust, but maybe my stay on the ‘island’ would
turn out to be reasonably short.