Over the course of four days in October, thousands of people flock to Essen in Germany to celebrate their love of tabletop gaming, playing and buying (and buying and buying) games from a vast array of new titles making their world debut at the fair each year. As publishers and players begin to prepare for SPIEL 2025, now is a great time to reflect on the games from SPIEL 2024 that have remained hot titles since their introduction there last year.

If I say ‘Tabletop Gaming’ you probably either think of pen and paper RPGs like Dungeons & Dragons, or conjure up in your mind the image of a big board in the middle of the table covered in wooden tokens, cardboard counters and plastic figures. There might even be some cards in there too, but you’re certainly less likely to immediately think of a card game. However, the same way board games have evolved a lot since Monopoly and Risk, the world of card games is now much bigger than the standard 52 deck of cards we’re all familiar with. Card games also hold several advantages: they are usually cheaper than bigger boxed games, making it easier to justify adding them to your collection; they are generally smaller and more portable; and because they are often easy to learn and quick to play, it’s often a simpler task to get them to the table in the first place.

One of the many Halls at SPIEL 2024

There is no better place to see a cross-section of modern card games than at SPIEL, the scale of which cannot be overestimated. SPIEL 2024 was no different, with 68,500 square meters of hall space occupied by 923 exhibitors from across the world. Some 204,000 attendees were able to sample over 1,500 new games over the course of the fair.

While many of the headline grabbing titles were more typical board games, the impact of the more humble card game should not be overlooked. The SPIEL 2024 games list on boardgamegeek.com categorised some 384 of the releases as ‘card games’. Now that some time has passed and these SPIEL releases have percolated their way through the gaming community to the shelves, pockets and gaming tables beyond Germany, we can take stock of some of the big hitters from the fair that have made a lasting impact, and that I would recommend you might want to consider picking up yourself.

Flip 7

While these are all new releases, some may seem familiar to you as they play on traditional card game mechanics — Flip 7, for example, feels a little like blackjack. On your turn, you have cards on the table in front of you and will either stick or twist/hit, hoping not to go bust. The important change here is that the goal and the ‘bust’ condition are completely different. The deck consists of twelve ‘12’ cards, eleven ‘11’s and so on down to one ‘1’, plus some special cards. The value of the cards in front of you is your score for the round, but if you ever get two cards with the same value you are out. So while a 12 and an 11 is great for scoring, you have a very high chance of going bust if you take another card. And although a collection of low cards wont score much initially, it increases the chances of you getting to the mythical seven cards in front of you. If you ‘Flip 7’ cards you get an extra 15 bonus points and end the round (and of course, you garner cheers and admiration from the rest of the table for your cojones). There are also special cards, some of which adjust your score, but the more in interesting ones give you an extra ‘life’, force a player to duck out of the round early, or make a player ‘Flip 3’. This latter card is great to play on other players to force them to take three cards in a row (making them likely to go bust), but occasionally it feels like the right thing to do is to really push your luck and play it on yourself.

The designers have self labelled the front of the box ‘The greatest card game of all time!’, and while this is more than a little hyperbolic, it is not totally unjustified. Of all the card games released at SPIEL, this soon became the most played and most purchased among the team here, and has remained so since.

Seers Catalog

If you have ever played the classic card game President (maybe you know it as A✱hole), then you have played a ‘ladder climbing’ game. In these games, one player leads the trick by playing a ‘meld’ of cards made up of a run or set of matching cards, the next player must then beat the played meld by playing a better meld (often of the same number of cards), or pass. The goal of the game is usually to be the first player to get rid of all your cards. Seers Catalog is a great new twist on this mechanic, standing out from the crowd for two reasons. Firstly the presentation, which starts with a nice little pun on Sears Catalog and some linked 1960s style box art with a twist. The card design is also great with lots of references to Werewolves and magical Seers, combined with clean art and a pleasing colour palette. Secondly the gameplay. A small twist is the addition of special power cards that disrupt normal rules and gameplay. More impactful however, the simple ladder climbing mechanic is subverted by the end of round scoring. Ideally, you want to hold on to a high value card in your hand at the point another player ends the round by playing their final cards, but the more cards you have the more your score is reduced, and if you have too many you will score only negative points. This creates a delicious balance between playing your high cards to win tricks and keeping them in your hand for scoring, and of shedding your cards quickly, but not too quickly. Since picking this up at SPIEL it has made it back to the table several times and I think it will likely gaining playtime for a while yet to come.

Before we move away from classic card game mechanics, we need to mention the most well used mechanic there is – trick taking. One player leads with a card and the others then take in turns to play another single card to the trick, following or trumping the suit, highest card wins. There are numerous new twists on the trick taking game every year, and SPIEL 2024 was no different. Notable titles that we enjoyed included Bottle Imp, Fischen, Panda Spin, and Power Vacuum.

Agent Avenue

Card games often lend themselves well to team games of two vs two players, and a beautiful example of that is Agent Avenue. The theme is of anthropomorphic animals spying on each in other in 1950s suburbia, and the artwork is gorgeous. In the two player version you pick two cards to offer your opponent, one face up one face down. They pick one, you get the other. The cards either move your pawns round a circular track on the small central board until one wins by catching the other, or tick you towards sets of three cards that spell instant victory or instant defeat. The agony of which cards to put on the table face up or face down is nothing compared to the “I can clearly not choose the win in front of me” mental gymnastics you will do when choosing which card to pick. One might be terrible, but does that mean the face down one is even worse, or is it a double bluff and the face down card is actually amazing? While the game is great fun at two, it is even better with four. In your team of two, one of you must first decide, without discussing specifics with your partner (the other team are right there listening!) who will play a card face up, with the second player then forced to react with a suitable face down card from the limited selection in their hand. In the months since picking this up I don’t think I have ever sat down and played only one game of this, it’s just so compelling!.

Ito

Card games also have the ability to take a single deck and scale up to a multi-player party game. Ito does just that, accommodating up to 8 players co-operating together. First you will draw a category card, something like “Things you want to take a picture of” or “Best ever holiday”, then each player is secretly given a random card numbered between 1 and 100. On your turn you place your card face down on the table and try to give a clue to help put the card in the correct rank order relative to the cards the other players put down. For example, if the category was “Important life events” and you drew 91 you might say “Getting married” or if you drew 5 you might say “Brushing my teeth this morning”. Once all the cards are on the table the players discuss how to rank them based on the appropriate clue, and once agreed flip them over to see if you placed them in the right order. It’s a simple premise, but as you can see from the example questions, it usually generates some interesting discussion at worst, and some hilarious moments at best. It is so easy to teach, requires almost no table space, and a round can be played in just a few minutes. The perfect pocket game to take to the pub. One of the perks of SPIEL was picking this up early several months before it came to retail — unsurprisingly it sold out at the fair.

Castle Combo

Another card game that was so popular at SPIEL that it sold out was Castle Combo. A game about making combos in your castle, of course! More specifically, you are each building a 3 by 3 grid of cards, taking it in turn to choose and pay for a card from a common market of 6 on the table. Once you all have your 9 card ‘castle’ you calculate your score and declare a winner. Each card has a mediaeval character on it, but more importantly also has some kind of scoring mechanic. These are widely varied but might be: score 5 points if this card is on the top row, or score 2 points for every blue card beside this one, or score 6 for every card suit you don’t have in your castle at the end of the game. Some cards will also give benefits when you place them such as money to spend buying cards in future turns, or keys which are used to manipulate the common card market (and are worth points if unspent at the end of the game). The game rattles along at a satisfying pace with very little down time, and as the name implies there are plenty of ways to find combinations of cards that power each other up for maximum points. This game taps into that intrinsic joy of building combos such that even when you don’t win you usually feel like you achieved something.

Hopefully this snapshot of some of the hottest card games from SPIEL 2024 illustrates that games that come in small boxes can have as much impact as their bigger box cousins. Big games may grab the spotlight, but as SPIEL 2025 draws closer, we won’t forget to look for those surefire hits in smaller packages.

As we move into 2024, it’s the ideal time to look back on what the past year has brought us, and if we want to get a snapshot of what the freshness in boardgames is each year then there is no better place to look than at SPIEL, the annual board game convention in Essen, Germany. It is arguably the biggest in the world, and this year it welcomed 193,000 visitors to see some 1,750 games spread across the vastness of 62,500 square metres of hall space.

One of the many Halls at SPIEL 2023

Having all of these titles in one place can often make it easier to spot trends in board game releases, and this year was no exception. Everyone on the team felt the strongest theme that came across this year was ‘nature’. While there have, of course, always been a smattering of games with nature-based themes, most people would probably point to the massive success of Wingspan, released in 2019, as a turning point. Wingspan features almost 200 different real species of birds, all with amazing realistic artwork, in a well designed strategy game that also manages to be very accessible. Four years later it still sits as the No. 25 ranked boardgame of all time, and has sold over 1 million copies. This taught publishers that games do not need to feature high fantasy, space, war, or Renaissance Europe to sell, and that there was potentially an untapped demand for good looking games that feature plants, animals and all things nature. This has never been more evident than at SPIEL 2023, and so with that in mind let us have a look at some of the finest flora and fauna laden titles that were on offer at the fair.

You probably have a copy, don’t you?

There seems no better place to start than with Forest Shuffle. Not only does it epitomise the genre, but it was one of the most popular games in the show for the team. The game is made up of over 150 cards covered in realistic and biologically accurate illustrations of trees, birds, butterflies, mammals, mushrooms and more. On your turn you have one of two options: you can draw two cards from the top of the deck or a common face up discard display, or you can play a card. When you play a card it is placed in front of you to build your tableau. Tree cards, of which you will end up with several, form the core building blocks. Other cards are added to the trees, with certain types of cards occupying certain spaces around them. Birds and butterflies sit above trees, mushrooms and some animals live below, and other animals are placed to the side of the trees to signify that they live in the branches or the nearby forest. All the cards you play will have certain scoring criteria. Some may be worth a fixed number of points, some may score for other identical cards in your tableau, or for having other synergising cards, or collecting diverse sets of related cards. Add up your points at game end and see who is the king of the forest.

Forest Shuffle

The game has many things going for it. One is, of course, the art and the skilful melding of theme and function — as you place trees and creatures there is a logic in where they go that is intuitive and satisfying. There are also plenty of meaningful decisions to make. When playing cards you may have to pay a cost by discarding other cards from your hand, which is always agonising, as you usually feel that you don’t want to throw any of them away. It is also a game in which you need to be aware of what your opponents are doing. Is someone else also trying to collect all the different butterflies, or have the most Linden trees? The end game is triggered immediately when a third “Winter Is Coming” card is drawn from the deck, forcing you to make decisions about whether you should push your luck and hold out to pull off that big combo with the cards you are building in your hand, or to just get some points on the table before the game suddenly stops. There are a number of different strategic approaches to the game you can experiment with too, meaning that you will often feel the desire to shuffle up the cards and start again as soon as the scoring is done. 

While Forest Shuffle is at the quick and accessible end of the spectrum, towards the other end of the gaming complexity scale lies Arborea, in which players take on the role of a Patron Spirit, guiding your villagers to heal and grow the landscape around them by sending them on pilgrimages and building your personal Ecosystem. It would be foolish to try and explain the whole game in the space available here, but the heart of the game is worker placement. A lot of the game involves familiar interlocking elements; moving up different tracks to improve end game scoring, building a landscape of Ecosystem cards in your own landscape also for scoring purposes, investing in certain areas of the main board by giving gifts to improve your rewards when your workers visit that part of the board. While this fits together into a pleasing puzzle of optimisation, there are some unique elements in the game that add further interest. Workers are placed on sliding tiles rather than directly on to action spaces. When these tiles are triggered to move forward any player can choose to have their worker jump off onto one of the paths on either side. The longer you wait the better the path will be, but the longer you will then have to wait to get your worker back again. Workers that have stepped on to a path can then be activated on your turn to move through every step of that path gaining the varied rewards for each step along the way. Of course there are many varied paths to choose from across the board, all with different rewards.

Arborea

Finally, we cannot possibly talk about Arborea without mentioning the distinct art style. It evokes nature, but some kind of 1970s Vaughn Bodē version with vivid purple hued colours and fantastical hippy versions of creatures and landscapes. 

The whole thing all comes together to present an appealing package. None of us really wrapped our heads around it until half way through the first game, but once things start to click it is a satisfying engine with much joy to be derived from pulling the various levers it offers.

While mushrooms certainly pop up in the artwork for Arborea, these fungi firmly take centre stage in Mycelia, in which the aim is to bring the sacred dewdrops from your forest to the Shrine of Life and receive the support of the Forest Goddess. Pretty self explanatory surely? No? Well, on your player board you have a grid of squares of different terrain types, and drewdrops (blue gems) scattered across it. You need to take actions to move these gems across the squares to the ‘exit’ tile, after which you add them to a cardboard tree stump in the middle of the board. When the Tree is full, it is then spun in a rather superfluous but satisfying manner, ejecting the drops from the bottom along with a die which will direct where each player has to reseed some of the drops onto their board. The first player to clear all the drops from their board is the winner. This feat is achieved via card play and more importantly deck building. This is the heart of the game, recruiting new cards with cute mushroom guys on them, and playing them to move gems or to buy even more cards. The deck building is not overly complex but is still satisfying with a variety of different deck construction strategies available. The game flows smoothly and there is pleasing interplay between the puzzle of creating chains of gem movements and the deck building and card play that allows you to do this. When paired together with the charming presentation of the dew drops, the revolving tree stump, and all the cute mushroom people on the cards, I am now regretting not picking this one up at the fair.

Mycelia

Speaking of presentation, a game that you could not walk past without stopping to look at closer was Redwood, even if just to ask ‘How does that work?’. This game can best be described as a wildlife photography simulator. The large circular board depicts five different outdoor terrain types with trees and flowers printed on them, and movable cardboard animals scattered across the landscape. Each player has a model photographer figure they control. On your turn you do two things, move and take a picture. To move you pick one of the available plastic templates, which are generally curves of differing angles and lengths, place it around the base of your miniature and then move your photographer to their new spot at the end of the template. To take a picture you pick one of the shot templates which vary between long narrow cones and wide curving ones, attach it to the base of your photographer, and then spin it until you have lined up the shot you like. You then reconstruct the shot in your personal display using a card to represent the terrain type you were shooting on, with tokens placed on it for the flowers, trees and animals you covered with your shot template. Each round you will take a new picture this way to add to your collection. You score points along the way for meeting specific objectives and then at the end of the game add on further points for your collected trees, flowers and animals as well as other aspects, such as diversity of different animals or matching adjacent terrain types in your tableau. It is a unique concept executed effectively, although it can suffer a little from the issues any game can have where your score can be determined by millimetre precise calls on if something is over a line (mark it zero!).

Redwood

In Bonsai you are also trying to create a beautiful piece of art, but this time it is by nurturing your own diminutive Japanese tree. Your tree will be made up of hexagonal wood, leaf, flower and fruit tiles. On your turn you choose to either Meditate or Cultivate. If you Meditate then you draw one of the available card and tile combinations. The cards are added to your tableau and among other things can enhance your capacity to store tiles or your ability to place tiles. When you Cultivate you take a number of your stored tiles, as determined by your tableau, and then add them to your tree, obeying specific placement rules. Players take turns to repeat this sequence until the deck runs out, and will then determine who has grown the most stunning bonsai tree. Players may have collected points cards during the game for reaching certain tile targets, for example the first tree with 5 fruit tiles. These points are combined with set end game scoring for each tile type on your tree. All that then remains is to debate if the player who officially won the game actually has the most good looking tree. As should be evident from the description there are definitely decisions to be made, but this is a fairly simple game, generating a lo-fi relaxing experience.

While the above run down includes some of our favourites ranging from brain melting beasts to the relaxing cup of tea companions, there were just too many games to mention that leant heavily into natural world inspired themes. However, brief honourable mentions also need to go to the following SPIEL 2023 releases. The Glade is yet another game in which mushrooms prominently feature, although the main activity involves laying tiles with animal silhouettes on your personal forest board. It is an abstract strategy game with lots of player interaction that makes your head hurt, but in a good way. Planta Nubo is another title that deserves a nod, in which players are planting flowers and trees on their sky island player board, generating green energy and oxygen, and making use of tools and gardenbots. We made the mistake of playing this very late at night on the last day of the fair and trying to learn it from the rulebook as we went. It was well over an hour before we took our first actual turn. While this is more a reflection of our mental capacity at that time, it is another fairly complex, relatively abstract Eurogame with lots of interlocking moving parts, including some satisfying mechanisms in there.

As we draw to a close, what better game to finish off with than one that brings us back full circle to where we started, with Elizabeth Hargrave, the designer who brought us Wingspan and turbo charged the whole nature genre of boardgames. She had a new game at SPIEL in the form of The Fox Experiment. In homage to a real experiment from the 1950s the players are breeding foxes to generate desirable traits. The game not only has a satisfying dice pool building (and rolling of course!) element but even better each new generation of foxes are individually named by the players before being added back into the display for selection the next round. Add on top a tight action selection mechanism and you have a solid mid weight Euro.

The Fox Experiment

So, now that we have digested the releases of 2023 and are into 2024 it is time to start looking at what will show up in Essen this October. What hot new titles and boardgaming trends will emerge this year? If you are not lucky enough to be there in person then check back here this time next year for our thoughts and analysis on SPIEL 2024.

It is hard not to notice that geek culture has been making its way into the mainstream more and more in recent years, and this holds true of boardgames also. But if you want to deep dive into the heart of the hobby there are few better places to start than at SPIEL; it’s here that lockdown favourite Codenames was unveiled back in 2015, and more recently that the highest ranked release of 2021, Ark Nova made its debut. For those who have not heard of it before, SPIEL is the name of the world’s largest boardgame convention, held in Essen, Germany, every October. 2022 saw 147,000 attendees flock from all over the word to play a selection of over 1,800 games over the course of the four days of the fair. We were there, and while we only scratched the surface, we did our best to seek out the hot release, and get a feel for the latest trends on the tabletop. Now that we move into 2023 and have had a couple of months to put some of the most promising titles through their paces a few times, we are ready to bring you our highlights from the SPIEL 2022 releases.

Usual Suspects 

As is often the case, much of the pre SPIEL hype was focused around a cohort of new Euro games. You will find a variety of definitions of a Euro game out there on the interwebs. For my money these are games that typically have a fairly high strategy / low luck ratio, play in a couple of hours, will usually feature some wooden pieces, have low to middling levels of direct player interaction and have multiple possible paths to victory. 

One highly anticipated Euro we got a chance to play a few rounds of was the new release from Uwe Rosenberg, of Agricola fame. This was Atiwa, in which you are trying to develop a small community in rural Ghana, with a strong focus on conservation. Central to this are the local fruit bats, with many of your actions focused around building habitats for the bats and encouraging the growth of fruit trees to attract and feed them, all while feeding and housing the local people without allowing pollution to blight your card tableau. At its heart this is a satisfying worker placement game with some nice decisions to be made about what kind of strategy you focus on. One of the central mechanics sees you removing pieces from tracks on your player board when placing them on your card tableau. In doing so you uncover production icons underneath. The more trees you plant, the more fruit pieces you receive each round. The more fruit you have lifted from the track the more bats you will attract, and so on. Conversely when you spend these resources they go back on to your tracks and reduce the output of the engine you had built. This is where a lot of the balancing comes in as you try to create a satisfying feedback loop without running into problems with food supply or population overcrowding. Sadly the setup the publisher had for the fair did not allow us to play the full game, but everyone enjoyed the time we did get with it.

Atiwa – Lookout Games 

Oak was another Euro that drew a lot of interest. It is a truly good looking game with a strong and unique theme. Each player is the leader of an ancient druidic order. Play focuses around placing your druids (workers). This is mostly to the central main board, and often in combination with cards from your hand that alter the outcome. Alternatively you can commit druids to paths on the branches of the eponymous Oak where they can advance to get powerful payouts. The core game plays as a fairly conventional but engaging mid weight Euro with lots of options to make combos and forge different paths to victory. However the twist it brings to this familiar tale is with the ability to upgrade your druids. When you unlock an upgrade there are six different options, each of which bestows a unique power on that druid when they are placed in future actions. The icing on the cake (stone on the henge?) is that each upgrade is indicated by a unique piece of miniature kit which is placed onto the wooden druid meeple. This might be a cape, a satchel, a raven, or for the mega upgraded ‘Ancient’ a hood with a set of antlers on them. It is a great touch which is both a neat gimmick and a fully functional integrated part of the game play.

Oak – Game Brewer

There were of course a number of other Euro games sparking interest this year, with Tiletum, Woodcraft and Hamlet: The Village Building Game all being popular examples, but as is always the case, we were in search of games that did something a little different.

The Games Is Afoot

One of the themes that could not be missed at the SPIEL this year was that of deduction, with several of the most sought after (and sold out) games asking the players to put their little grey cells to good use.

Turing Machine was a perfect example. Each player competes to solve a logic puzzle using less questions than their opponents. The solution to the puzzle is a three digit number, one blue, one yellow and one purple, with each number having a value between 1 and 5. Each game will have a different set of available questions on the table for players to choose from, and these questions can all be asked in different ways. For example the question might be “The blue number compared to 3 is…” and a player could use this card to ask if the blue number is greater than, equal to, or less than, 3. Or the the question card might allow a player to ask of any coloured number, if it is the smallest of the three numbers. Players will use their powers of logic to build up information until they feel ready to make a guess at the final answer. Guess right first and you win, guess wrong and you are out! One of the nicest features of the game is the way you ask these questions. There is a selection of old school computer style punch cards on the table and players will choose three of these depending on what colours and values they want to ask about. These are then stacked together like misaligned Swiss cheese and will leave only a single hole passing through all three. You then lay these on top of the key cards for each question and will see a tick or a cross to give them the ‘Yes’ or ‘No’ answer to the exact question you just asked. How they built this kind of blows one’s mind. There are a vast array of puzzles of various difficulties available. Each key card has a matrix of almost 150 ticks and crosses on them. There is something satisfying about the way that all the combinations of fenestrated punch cards and complex key cards match up in every case to give the correct answers to solve that puzzle. A couple of criticisms we did have was that we found that most of the players in our group reached the correct answer at pretty much the same time, often with a similar choice of questions, and also that there is not really much player interaction. Ultimately this felt to us like it might be more satisfying played as a single player game, in which case it could be a nice one-a-day kind of logic puzzle experience.

Turing Machine – HUCH

Elsewhere in Hall 3 was another competitive game of logic and deduction, Tiwanaku. However, despite these similarities, this is a very different game. Players move their pawns around a square gridded board. To begin with this board is completely blank, but it is actually secretly divided into different coloured regions, ranging in size between 1 and 5 contiguous squares of the same colour. Also, upon each tile will be planted a specific crop. For example, within a 3 tile region there will be a 1 crop, a 2 crop and a 3 crop. Importantly, a crop will never be found in the 8 tiles surrounding a crop of the same size. As you can see, these strict rules allow players to make calculations about the locations of other tiles and crops as the board is gradually revealed. The more information you have the better you are able to score points as you move around the board. While the ultimate ‘solution’ for each game is predetermined, there is no printed map to consult. Similarly to Turing Machine, the game has a very satisfying physical mechanism to allow you to effectively ask questions. There is a cardboard wheel into which a different disc is inserted for each game. When you are ready to ask a question about the colour of the tile you are on, or the crop to be planted there, you dial in the coordinates of your location, and slide open a little window to find the answer. For my mileage I enjoyed Tiwanaku more than Turing Machine, it just felt there was more of a game to be played. It also has a simple but beautiful aesthetic, and if you plump for the luxury version there are some nice chunky wooden pieces for all the square tiles and round crop tokens.

Tiwanaku- Sit Down!

Time… Enough

Gardeners is a game that not only requires deduction, but also features what seemed to be another common theme this year: real time play. Players co-operate to try and appease a fickle and capricious king, who has a very specific idea of how he wants his magnificent garden arranged, and also sees fit to disseminate his different directives separately to the different gardeners. Players arrange tiles in a 6×6 grid, each of which is a specific colour and depicts different garden features, such as trees, flowers, benches, fountains and paths. Each player also holds a certain Constraint tile which must be obeyed. Maybe one player knows that each bench must face a tree, and another that all red trees and flowers must be at the edge of the garden. For the garden to be complete all the Constraints must be met, once this is achieved one of the players draws a new constraint and play continues. The game itself takes place simultaneously and in real time. And in total silence. Each of you will be placing tiles to try and deduce, and then meet, the Constraints of other players, while removing tiles that don’t meet yours. The goal is to fulfil as many Constraint cards as possible before the timer runs out. This experience is an interesting mix of a frantic race against time and a puzzle solving experience. 

Gardeners – Sit Down!

Another real time game which is definitely not played in silence is Ready Set Bet. The concept is simple, a day at the horse races. In fact it is so simple it is a wonder nobody has thought of it before. There are 9 horses running, in 4 different colours. The centre piece is a large table where players place a limited number of betting chips on different possible race outcomes. Each horse has spaces for Win, Place (first or second) or Show (first second or third). In addition there are other options such as ‘a Blue horse wins’ or ‘the Black horse will place ahead of the Blue horses’. The race itself is run by rolling dice and moving different horses depending on the results, with some clever mechanisms that prevent the number 7 horse from winning every race, and also allows for outsiders to suddenly make a break for the finish line. The real magic is the fact that the race takes place in real time. Players take it in turn to ‘run’ the race, frantically rolling the dice and moving the corresponding horses, ideally all while calling out a running commentary in your best horse racing voice. Meanwhile the other players place their bets, right up until just before the horses enter the final furlong. If you place too late all the highest paying spots on the board will be gone, if you go to early you may have dropped all your cash on a horse that started well, but never makes it over the line. Perhaps one of the indicators of how much fun we had playing this in the hotel, was the fact we became so raucous that we had to stop after a few races because the table behind us kept asking us to keep it down!

Ready Set Bet – AEG

There were a couple of other real time releases that deserve a quick mention. Sync or Swim is a cooperative game where players have a very limited time to quickly place coloured number cards down in slots in front of them with specific rules, while also passing cards to their teammates to allow them to do the same thing. Kites was also a co-operative game that required players to simultaneously play cards from their hands, but in this case the time pressure comes from using those cards to flip corresponding coloured sand timers at just the right moment to stop any of them from running out, trying to keep them all running until all the players have managed to get rid of all their cards. This was a game I foolishly delayed picking up at SPIEL, and am now still waiting for it to come in stock with retailers.

Sync or Swim – Bezier Games

Three Games to Rule Them All

It is at this point that the few months between attending the show and writing this report pays dividends. In this intervening period it has been possible to see which games have risen to the top. The three following titles are the most played and most purchased releases from SPIEL 2022 within our group, in addition to also drawing a fair bit of attention in the wider gaming community. The other advantage of a little time is that you might actually be able to pick a copy of one of them yourself if you fancy. All three were released at SPIEL ahead of retail and all three sold out there before the end of the show, two on the first day. Two became available in retail in late December, and the other will hopefully be out imminently.

Let’s start with Cat in the Box, or to give it the full title Cat in the Box: Deluxe Edition. The original version was published in Japanese only in a small print run last year. Cat in the Box is a trick taking game. One player leads the hand by playing a card, other players must follow by playing a card of the same colour if they have one, or another colour if not. One colour is ‘trumps’ and beats all other colours when played. Winner of the trick leads the next one. The aim of the game is to win points by predicting how many tricks you will get in each hand. Cat in the Box preserves almost all these conventions, but adds one crucial twist. Where Schrodinger’s cat in the box was neither dead nor alive until the box was opened, these cats (or the cards) have no colour until they are played. All the players have a hand of numbered cards with no colour. Only when you play a card must you declare what colour it is. Crucially this information is tracked on a central board and if you are forced to play a card that cannot exist then a Paradox is created, the hand ends and you score negative points. Such a paradox can occur for a couple of reasons, firstly there will be five cards of some numbers in each round, and there are only four possible colours. Secondly you might choose to strategically declare you have no more cards of a given colour. This might allow you to play the trump colour when others cannot and pick up extra tricks, but it comes with a risk. This game is genius. The concept is simple and clever, but importantly it also translates to a truly great game. Of the seven of us in our core SPIEL group, all seven have purchased a copy of this!

Cat in the Box – Bezier Games

The next most purchased game by our group at SPIEL was Challengers! This is again a game with a simple concept which sounds like it should not work when explained, but actually really does. Each round is played head to head between two players, each facing off to try and capture the flag. You take it in turns to play cards from your deck to try and match the power of the card in front of your opponent who is currently holding the flag, if you match or beat them you then capture the flag. It is then their turn to try and do the same, rinse and repeat. Crucially though, once you shuffle your deck, you have no control over which card you play, flip the top card of your deck, then the one after, and so on. No choices. So where is the game? Well the choices are actually between the matches when you deck build. You will draw a handful of cards and add one or two to your deck, also choosing if you want to cull any of the older cards out of your deck. Then shuffle your deck and hit the next match. The game works so well for a number of reasons. There is a central conflicting mechanic at the heart of each battle; the flag passes back and forwards between players until one is eliminated, either because their deck is empty, or because they have run out of slots to place their exhausted cards on at the side of the play mat. So in deck construction you are constantly balancing between risking the former loss condition by having too small a deck, and risking the latter by having too large a deck. As identical cards stack together to use only one ‘slot’ this also affects your choices. When deck building there are lots of options to build combos and synergies as most of the upgraded cards you acquire will have some kind of special power on them. Another strong point is that the game plays up to eight players, with multiple 2 player games all running at the same time. There is a set order of rotation for each player count to mix up who you play against. It is genuinely exciting to see what kind of deck your new opponent has built, and to find out how your own newly finessed deck will fare against them. This tension and discovery more than offsets the fact that you will, certain card powers excepted, make no actual choices for the short duration of the actual match. A great game, roll on the inevitable expansions. 

Challengers! – Z-Man Games

My personal favourite, and the game which has seen the most plays among the team since SPIEL, is War of the Ring: The Card Game. There were a very limited number of copies at the fair, and we only managed to snag two. As of writing it still has not made it retail, making this a real SPIEL exclusive at present. As the name implies, the game casts you in the role of characters from the Lord of the Rings Trilogy. Two players are on the side of Shadow, while the other two players are the Free Peoples. Each faction has a unique deck of 30 cards. Play focuses on large format Battleground and Path cards in the centre of the table, with the default position being that one if each is contested every round. As expected the Battlefields focus on the classic military clashes such as Helm’s Deep, Isengard and Minas Tirith. The Paths on the other hand relate to the journey of the Fellowship and include locations all the way from Bag End to the Crack of Doom. Players take it in turn to play a card to one of these locations, or to their reserve for a future round. The cards are mostly Armies and Characters, although there are some one time Events, as well as Items that can attach to certain characters. Once all players are satisfied that they have played enough cards then the round ends and each Path and Battlefield cards goes to the team who won the contest there, earning victory points. New hand cards are drawn and a new Path and Battlefield added to the table, starting the next round. Play continues until 9 Paths have been resolved, or before if one team gains a 10 point lead for an instant win. 

War of the Ring The Card Game – Ares

The core gameplay is simple but there are so many ways in which the game mechanics make for an engaging and tense experience. Some of this comes down to the unique powers many of the cards have. While some will simply contribute a certain amount of strength to a Battlefield or a Path, many have unique abilities which come into effect when they enter play, or simply by having them in your reserve. Really though, much of the joy comes from agonising decisions. Every time you play a card you must discard another card from your hand to do so. These cards have a chance of coming back into your hand later, but you never know quite when . This leads to real dilemmas about which cards to keep and which to let go of. There is also a very satisfying ebb and flow of the game with the Free People starting stronger but the Shadow players building momentum as the game goes on. There are great opportunities for team work as you figure out which of you is best placed to contribute to which battle in any given round. Deciding when to go all in, spending lots of valuable cards, and when to concede a battle is yet another example of the satisfying predicaments the game presents you with. Finally there is a really satisfying learning curve. The four decks are all unique, and play slightly differently. There is nothing so complex as to make the early games futile, but you do feel truly rewarded as you become more familiar with the contents of not only your deck, but that of your ally, and your two opponents. I am confident this will be hitting the table repeatedly over the coming months and beyond.

Finally a special mention to the Spiel Des Jahres Kid’s game of the year Magic Mountain or Zauberberg!  This had us on a knife edge with tension building throughout as we rolled balls down the beautifully crafted mountain trying to save the princess from the evil witches.  Think Plinko but with theme and a modicum of strategy.  Yes this is a kids game but this game was unashamedly enjoyed by a us, a large group of adults. 

Zauberberg – Amigo

So here ends my selected highlights from SPIEL 2022, and while with so many new releases we have only scratched the surface, I like to think that between the preshow research, a bit of a nose for the the unusual, and the 100+ games the team played, we have identified some of the classics that will will endure going forward. Having said that, our hotel rooms are booked, and the clock is already ticking down to SPIEL 2023….

Returning with a vengeance and on it’s last month of funding is the new Kingdom Death Monster Kickstarter Campaign sitting pretty at 7.3 million in funding and three times it’s original backers. The project revolves around a 1.5 edition of the core game being printed along with an ever-growing list of secondary and tertiary expansion content; with an update kit tier for those that already own the core game. I keep calling it a new “edition” but my understanding is that it’s a reprint with a new expansion tucked inside it that lengthens the core game with an even more final boss. And announced during the campaign is the new Screaming God expansion that adds further final bossness. Because hey, game was too easy amirite?

In addition to the core game the campaign presents the Gamblers Chest, otherwise known as “The Gigantic Box Of Expansions”. Every day or two Adam Poot’s rolls 2D10 and updates the boxes contents accordingly. Inside is everything from advanced game rules, “Narrative Character” mini-expansions, topless men with solid iron nipple-rings, and more! It’s basically for people like me that must have every single bit of game content or I feel dead inside.

I’ve been watching this campaign extremely closely because I feel like it’s a landmark for the tabletop hobby as a whole. Adam Poots is using Kickstarter exactly for what most people argue it should be for: Pushing through a complex labor of love project no sane corporation would touch. This lack of executive meddling is part of what makes the game so organic in presentation.With less than a month to go and plenty of content to reveal it’s too early to wrap up exactly what your pledge will get you besides many, many miniatures; even now there are monsters in the darkness that have yet to make themselves fully known to us.

I keep calling the game complex, why? Having watched a lot now I know that the table setup is pretty manageable compared to other big box games. There’s less than ten miniatures on the table at any time, all of the decks are placed in specific places in a neat row during play, and you assemble miniatures as they are needed session by session. Those are major selling points, but I call it complex because of how extremely intimidating the game can be for the uninitiated. Looking at any individual part of the game, the kick-starter campaign, or really anything KDM related without the entire product as context can be absolutely maddening like an eldritch artifact. You really do have to watch a full session of the game being played before your brain clicks and you get it, just reading a rulebook won’t do. And that’s also a selling point.

Kingdom Death Monster is currently on it’s last month of it’s Kickstarter Campaign. To sum up what’s what: Kingdom Death Monster 1.5 is the core game, the Gamblers Chest is a big box of extra game content, and the other expansions are large chunks of extra game content.

We stand in a dimmed room, surrounded by bright warning signs, and are briefed by an Agent from the T.I.M.E. Agency, a German in a black suit whose eyes are veiled by dark glasses. An anomaly has been detected in an Asylum in 1921 and we are to be transported back into the bodies of Receptacles there. The cause for the disturbance in the time continuum must be found, and fast. We step into the next room to see three low white tables surrounded by white chairs. As we sit down onlookers peer at us through large windows in the opposite wall. We look at the table to see a panorama of an Asylum Dayroom and as we focus on the details we begin our attempt to unravel the mysteries within.

T.I.M.E. Stories Agent – image BenOni

This was how the first day at Essen started for us. The annual boardgames fair/convention/show held in Germany every October and attended by some 160,000 gamers from all over the world (you can learn some more background here). At the last count almost 800 new games were available.

Now that we are into 2016, and have had the chance to really chew over the 2015 releases we can sit back and single some out that stood above the rest. While what follows is purely personal opinion there is major overlap with many other ‘best of the year’ lists, and virtually every title is among the top 10 from 2015 in the over all game ranking at boardgamegeek.com. One other thing they also have in common is that they could all be found at Essen, along with most other contenders for the game of the year that have not quite made my shortlist.

TIME STORIES

The mysterious experience we began Essen with was T.I.M.E. Stories. It is comfortably in my 2015 top 5 as well as that of many others. One of the most striking features about this game is that it can be played only once! That’s right, for around €40 (or $33) you get a single co-operative gaming experience for four people that lasts about 4 hours, then it’s done. The puzzle has been solved, the plot revealed and the experience is over. To many boardgamers this seems insane, and I was put off buying it at first, but when you compare it to the cost of a trip for four people to the movies, or to a decent restaurant, it seems much more reasonable. Add to that the fact that this is a game system, with new scenarios being released regularly for around €23 (or $20) and things seem less crazy. In the Asylum scenario the team move around an Asylum, talking to the staff and patients, making choices, picking up items and overcoming challenges. The plot unravels as you play and you slow piece together clues in an attempt to solve the mystery. Everything you do in the game costs time, however, and if you run out you will have to reset the scenario and try again, using the information you have gained to do better the next time. The pleasure comes from the combination of the puzzle solving, the unexpected twists of the plot, and the immersive environment created by the combination of story telling and art. A unique game that has sent some fair sized ripples across the boardgaming pond.

CODENAMES

A few stalls over is a very different beast. The presentation is stark by comparison, a 5×5 grid of cards, on each one a single word is printed. For me this is possibly the best new release of 2015. Codenames. This is a team game, the Red team against the Blue. A secret card tells the Spymaster (the clue giver) from each team which words belong to which colour, which are neutral and which is the Assassin – the card that if selected spells instant defeat. Each Spymaster takes it in turns to give a clue that leads their team mates to select as many words from the grid that belong to their team as possible. The clue takes the format of a single word and a number. “Fruit 2” says the Blue Spymaster, that means there are 2 words on the table that belong to Blue and are related to fruit. You see “Apple”, that’s clearly one, but what is the other? “Bat” as in Fruit Bat, that must be it. Your team mates disagree, “Ninja” as in Fruit Ninja, the mobile phone game. You all try to get inside the head of your Spymaster to work out what they mean, while they are forced to sit poker faced as you veer off on a wild tangent. The Red team meanwhile throw in helpful suggestions; “Platypus! They eat fruit” “Fan Fruit, everyone has heard of Fan Fruit”. This game is so simple yet so clever. The deck of word cards that make up the random 5×5 grid always conspires to throw in words that confound your clues and risk your team helping your opponents out by accidentally picking one of their words. Whenever you are not the Spymaster you want to have the job because you are so convinced you could do it better than the current one, and when you are the Spymaster you almost wish you were not, the pressure piling on for you to pick a decent clue as your team watch you expectantly. I have never played just one game of this in a sitting, people always want to try again. It is also among a select number of games I have seen work as well with a group of hardcore gamers as it has with my easily distracted family, including my 90 year old granddad. Genius.

FOOD CHAIN MAGNATE

Not far away from T.I.M.E. Stories is a modest collection of two tables. Immediately after the doors opened on the first day it was surrounded by a snaking queue of people all waiting to secure a copy of this sought after game. The table is absolutely covered in stuff. A compact board sits in the centre depicting a simplistic suburban area. It is surrounded by about 40 little stacks of cards, and tons of colourful little wooden pieces. On closer inspection these are shaped like little hamburgers, pizza slices, coke bottles, beer bottles and lemonade bottles. And all the art is in a predominantly monochrome 1950s style. This is Food Chain Magnate. I hovered around the table for a while but was deterred by the €60 price tag and did not want to burn so much of my budget so early on, there were about 799 other games still to see. Sadly by the time I decided that I would take the plunge and buy it half way through day 2, it had sold out. Happily one of the others in my group been more decisive and had picked up a copy.

Food Chain Magnate is a heavy game. Not heavy in terms of mass, although it does actually weigh more than the average game due to all the cards and bits of wood inside the box, but heavy in terms of depth and complexity. You are each running a fast food restaurant chain in the 1950s and the one who makes the most money wins. After placing your first branch down on a spot you feel is close to neighbouring households and supply points, but far enough away from the competition, the game begins. By running ad campaigns you generate demand in households for certain products – burgers, pizzas, beer, coke and lemonade. They will then buy from the player whose restaurant can provide the combination of products they want at the best price, provided they are not too far away. At the heart of your empire you have employees represented by cards. Each card is an employee who can perform a certain function such as make burgers, pick up drinks, reduce prices, increase prices (if you have a monopoly), hire more staff (get more cards), carry out ad campaigns, open new restaurants, train staff and thereby upgrade employee cards, and so on. And this is the heart of the game. The staff you hire determine your strategy. Do you get an early start in a particular product and aggressively market at hiked up prices, do you slowly build up a massive array of well trained staff to swamp the market with a host of products and undercut the competition, do you poise to jump in on a product your neighbour has marketed, do you open up extra restaurants so you are always just round the corner from every house. One of the marks of a great game is when it occupies your mind after each play as you try to modify your strategy; optimising, fine tuning or completely revolutionising it for next time. Food Chain Magnate absolutely leaves you with that feeling, particularly when you keep losing like I do.

THE GRIZZLED

The Grizzled – image mudshark_baby

Finally we travel to a small single table staffed by a friendly Frenchman with a dry sense of humour. The booth is adorned with beautiful comic book style art. The game is The Grizzled, a co-operative game where you and your colleagues attempt to survive as French soldier in the trenches of WWI. At the heart it is a team hand management game where you try and avoid getting in a situation where you have played cards with matching symbols (gas mask, bullet, rain etc.) on to the table. The mechanics are simple with some nice additional touches, like the ability to give a rousing speech at a particularly difficult time. As the game goes on players will suffer the psychological effects of war with certain cards like Frenzied, Demoralised, Clumsy, or Mute having specific negative effects on how you must play the game. Somehow the game is simultaneously fun and yet manages to evoke the depressing hopelessness of war. Some of this is evoked through the artwork, which was one of the last projects of Tignous, a French artist who was killed in the Charlie Hebdo shootings in Paris. The mechanics of the game also manage to call to mind the camaradare of the squad and at times the feelings of futility. While these are noble achievements, the game also needs to be good, and it is. Like all well designed co-ops, when you get beaten down to start with you feel the urge to try again and are convinced that you were defeated by the wrong decisions you made rather than the blind luck of the draw.

PANDEMIC LEGACY

A final honourable mention must go to Pandemic Legacy. This was the big launch title at Essen for one of the pretty big publishers, Zman games. The game is based on the popular co-op game Pandemic that is now 7 years old. In Pandemic you are a group of scientists trying to cure diseases by moving around the globe, collecting cards to find cures, and fire fighting outbreaks as you go. In Pandemic Legacy the core game is the same, but it is played out over multiple sessions, each representing a month. During the games decisions will be made and events will occur that fundamentally change the game – cards will be added or ripped up, stickers will be put on the board, and standard rules will dramatically change. Every time you sit down and play the game it will have evolved, with an accompanying narrative that drives these changes. Once you reach the end of the campaign you are done. That game cannot be played again, the surprises have been revealed and permanent changes have been made. Like T.I.M.E. Stories you buy the game and get a single play. In this case there are no new expansion scenarios to give further replay value, although to get through the whole game, over multiple sessions, will take many hours. Pandemic Legacy is a veritable phenomenon, shooting to the all time number one spot on boardgamegeek.com as the game rated by voters (based on over 7000 votes at present) as the best boardgame in the word, dethroning Twilight Struggle which had held the top spot for years. I have yet to try it, but will hopefully know before the end of 2016 whether I think it was the best game of 2015, or even of all time.

So what will 2016 bring? I already have my eye on a few upcoming releases. And I have my tickets and hotel booked to go to the Essen Spiel fair again in October and see what delights it will offer up for the 2016 hit list.

I was fortunate enough to be invited by Cryptozoic Entertainment to visit their WonderCon booth and try out a prototype build of their upcoming project, Ghostbusters: The Board Game II. The roleplaying game will launch as a Kickstarter campaign on April 11.

Before we dive into the playthrough, let’s start with some background information. The original Ghostbusters: The Board Game also began as a Kickstarter and met its funding goal many, many times over. The fanbase was active and vocal during the development process and Cryptozoic took their feedback into consideration when creating the game.

One thing you will notice right away is that the art and monsters are all licensed. Sony Entertainment gave the team free reign with their licenses, including TV shows, toys, and comics. Each ghost and spirit is taken from that already-developed universe. The creators of IDW Publishing’s Ghostbusters comics provided the art used as a base for the squad’s character designs as well as wrote up the plots featured on the scenario cards.

Let’s talk about these scenario cards for a moment. One side features a little backstory write-up and the other shows a map describing how to layout the playing field at the start of the story. This is particularly interesting as it negates the need for a Game Master. It also allows you play to a single-player campaign (controlling all four Ghostbusters).

NOTE: Images are of a prototype build.
NOTE: Images are of a prototype build.

After arranging the game board to match what is shown on our chosen scenario card,  we all selected our characters. I played as Winston Zeddemore. Depending on which of the Ghostbusters you choose, you have different skills based on your level (which increases as you gain experience). Working together and utilizing characters’ skills effectively is the key to victory.

NOTE: Images are of a prototype build.
NOTE: Images are of a prototype build.

Notice how my character’s art is black and white? The card is actually two-sided, with a full-color illustration on the other. There are two different sides to designate your weapon’s attachment: a Slime Blower or a Proton Pack. The difference between the two comes into play when handling obstacles on the map. One is mostly used to remove ooze on the field while the other mainly is used to deal damage to ghosts. You are free to switch between the two on your turn but it will cost you one of your two precious maneuvers per turn.

NOTE: Images are of a prototype build.
NOTE: Images are of a prototype build.

There were several different ghosts in the scenario I played, one of which was the Street Creeper. The card explaining how the ghost will behave was a great example of the game being its own GM. Even the “random” element mentioned on the card is dealt with by way of a numbered directional board and a simple roll of the D8. Again, I can’t stress how awesome it was that licensed art was used for this game. It made the whole experience feel more authentic.

NOTE: Images are of a prototype build.
NOTE: Images are of a prototype build.

I was told that campaigns can last from one to four hours, depending on how many rounds you decide to play. I played just shy of an hour at WonderCon and I am sold. This is one Kickstarter campaign that I will definitely keep my eye on.

Board games are again making strides to become a great way to gather around your friends and family to enjoy quality time with our imaginations. Getting away from the latest new hit TV drama or movies and spending time around the table does not illicit a painful groan from people like it once did. There are some that are still reluctant to exercise their imagination since easier visual stimulation is simply mere inches away in the form of smartphones and tablets. Game Technologies S.A. takes one of these “distractions” and merges it with their latest product, DICE+.

DICE+

DICE+ is a bluetooth-enabled die that looks like a blank square with some heft to it. Once you turn the die on and the LED lights spring forth exposing the numbers on each of its six sides, you come to realize that this is something special. Syncing the DICE+ up to my Android tablet was easy as setting anything else. Once you download the central hub software simply called Board Games!, you can manage all of the current games out for DICE+ and multitudes of stats on the device itself. Want to know how many times DICE+ was rolled? How about total time played or how many points scored throughout all the games? Using the color of the LED’s can also indicate when you should charge the die, and using the app can give you an exact percentage if you’re more into concrete numbers. There’s even an achievement system for those still into those dopamine drips equivalent to a pat on the back. With all this technology in such a small package, is DICE+ ready to shine? Not yet.

The games that are currently out for DICE+ are great for demoing the die. Backgammon, Chuchumba, Rainbow Jack, and This Way Up are good for a quick session to put DICE+ through its paces. Only Rumble Stumble had lasting appeal after the initial playthrough. Finger Twister is a great way to describe Rumble Stumble. The color and the number after you roll the die determines how many fingers you place on the correct colored tiles. Holding the position until the other player is done with their turn before moving your fingers off the tablet is the challenge depending on how you went about putting your fingers on the tablet. Plenty of times in the beginning I made the mistake of reaching for the die since it rolled off the table near me to hand to the person I was playing with. I tend to be a little forceful when rolling the die.

DICE+

Solid design saves DICE+ from people like me that are a little overzealous with die when rolling like you’re playing craps. After many of hours of shaking, rattling and rolling, DICE+ still looked brand new. This eases the first impression most will have when they find out that to charge the die, you have to slide back one of the tiles to expose a micro-USB port. Game Technologies has said that careful consideration in the balance of the die so no one side was favored more was taken which, if you take their word at face value, is a relief. Games that rely on rolling a die is not the only thing DICE+ can be utilized for. The built-in accelerometer essentially turns DICE+ into a bluetooth-enabled controller. Developers wanting to add a little something more to traditional style board games or totally go in a different direction and make a motion-controlled game, like Wings on Fire, can do so.

The software is what holds DICE+ back from being something everyone that loves board games should pick up right away for $40. There are plenty of developers besides Game Technologies S.A. that have signed up for making games, but who knows how soon these titles will show up. Until more software is available that goes beyond feeling like a tech demo, DICE+ remains tumbling without a surface to rest upon.

So. What kind of geek are you? Comic? Movie? Video game? There is another kind of geek out there. There are many similarities: we collect stuff, we get excited when new stuff is coming out, follow its progress on the internet, post pictures and speculate, pre-order, get tempted by limited editions and bonus stuff. There are celebrities with their own followers who crave their hero’s signatures upon shiny new releases. There are different genres with their own sub-groups of devoted fans. There are lame in-jokes. And there is the mother of all geek conventions, Essen, in Germany every October. Bigger than Comic-Con (130,000 geeks), Comikaze (45,000) or E3 (48,200), with 149,000 geeks visiting 827 exhibitors over 4 days. These are the boardgamegeeks.

Wait. Before you dismiss it as a totally ludicrous hobby for people that even geeks think of as freaks, let me tell you about our world. Follow me. Come closer. Maybe I can persuade you to put cardboard to the table.

But before getting a taster of some of the 66,449 boardgames available to you, there is one key question. Why bother?

WHY?

For most people, the number one reason is social. It’s a fun thing to do together with a bunch of people, friends or not-yet-friends. There’s usually lots of banter, and in our group well mannered cussing, creative swearing, and inappropriate urban dictionary style sexual references. It can be a chance to flex your mental muscles and get heavily competitive,  a chance to get stupid and childish, or a chance to get lost in theme and atmosphere. It all depends what you choose to play, what pops your wheelie.

And that’s what I’ll try to dip into next. To give a flavour of some of the different itches that can be scratched.

WHAT?

Board (and card) games can be categorised in many ways. Like with anything, put enough geeks together with keyboards, and some of them will get into pointless internet arguments. You can categorise by mechanic, theme, number of players, designers…. you get the idea.

I will try to go through what I feel are some of the main styles that may attract different players for different reasons.

1. A BIT SHIT

So in my opinion, this is where Monopoly sits, and to a lesser extent some of the other ‘classic’ games. Don’t get me wrong, these games had their time and place in history, but have just been superseded. Personally, I had not played Monopoly for about 20 years but didnt remember it being that great. However I decided to give it another go a year or so ago. The first 45 minutes was actually quite fun – properties came up, there was some ineteresting bidding, decisions to make on where to develop. Then there came the next 2h 15 mins. For this whole time we could all see who was going to win, which to guys were screwed and the other 2 guys who would kind of be in the running for another hour or so. We could do nothing to affect the outcome and just had to watch painfully as the poor got poorer and the rich richer. It may be an accurate simulation of life but it was truly awful.

Having said all that, if you love Monoploy and get a kick out of it every time, more power to you. But be aware, in my books you are missing out on the Class A stuff.

2. THE EURO

So without boring you with the history, probably around 20 years ago boardgames began to evolve. Many of the issues with Monopoly and other similar games were ‘fixed’. These games mostly came out of Germany, which probably is still the heart of the modern boardgame industry. As a consequence these games are called Eurogames.

Typically a Eurogame will have the following. A clearly defined game end, making play time predictable, usually between 60 and 120 minutes. It will have multiple different strategies that can be effectively employed to win the game. There will be no player elimination. The game will often try to avoid the problem of a runaway leader. Or instead there will be hidden victory points so people can enjoy the game through to the end before they realise they are being royally humped. Oh yeah, and there will be brightly coloured wooden cubes.

Puerto Rico

You are all settling in the New World in the age of discovery, constructing your own buildings and plantations, populating them with ‘settlers’ (clearly slaves), producing goods and then selling them or shipping them back to the Old World. One of the central elements is that on your turn you selected one from a limited number of actions remaining that round and carry it out. The rub is that everyone else gets to do the same action you choose. You get a special bonus for choosing the role, but it could still benefit another player more than you. Do you really want to start a round of producing goods when the next guy is going to start moving them on to the ships, leaving them full and your goods wasted. Even worse if they have a special building that allows them to move extra goods. But if you dont they might choose it themselves, get the perk of the role, and leave you last to produce goods and finding them all gone. Oh, the sweet agony. A classic 90 minutes for 3-5 players.

Image binraix.
Image binraix.

Image OldestManOnMySpace
Image OldestManOnMySpace

Image naturemorte
Image naturemorte

Power Grid

Supply electrcity and make the most money. Simple. Bid for different power plants, buy the fuel for your plants, build into the cities you want to supply, fire up your plants and get cash. Rinse and repeat. Easy eh? But which plant to you put up for auction, maybe the one you dont want to get someone out of the running and maybe get a better one into the market? But you might be lumbered with it if nobody else wants it. How much can you afford to spend on that plant  and still leave enough cash left to buy the fuel for it? And do you take the lead and face being the last one to buy fuel at the highest prices? Or do you hang back to get the perks of last place, hoping to can predict the game end coming, and leapfrog into first place at the crucial moment? A great game to teach new players as it’s so easy to get the basic flow of the game, and yet full of strategy and player interaction.

Image garyjames
Image garyjames

 3. AMERITRASH

Yet another topic boardgame geeks can argue endlessly and tediously about – what is Ameritrash? The name is clearly derived from the hybrid of American and trash. Get it? They usually originate form American and are trashy in as much as they can be a more about style than substance, and are hence looked down on by some. Common elements that are found in Ameritrash games are as follows. A large quantity of highly detailed plastic miniatures, lots and lot of bits, dice, a strong theme which will usually be of a fantasy or sci-fi nature, a reasonably hefty rule book, high quality art.

Arkham Horror

This is a fairly good example. There is a lack of figures but it otherwise fits most of the criteria. You each play an Investigator trying to hold back one of the Great Old Ones from H.P. Lovecraft’s Cthulhu Mythos world. Characters move around, having encounters, getting tooled up, fighting bad guys by rolling dice and trying to seal the gates the old ones threaten to burst through. This game has a fucking gazillion bits. With all the expansions it could just about take an hour to set up and fill a 10 seater dining table. But it drips with theme and is a really fun ride.

5-AH
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Most would also class Civilization as Ameritrash. It a pretty accurate simulation of the PC game many of you will be familiar with. Develop your civilization in a struggle against your opponents to be the first to claim a military, economic, scientific or culture victory.

Image envision
Image envision

7-Civ
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4. CASUAL

Some games are well suited to the more casual experience. They usually play in under an hour, have fairly simple accessible rules, feature a slightly higher luck / lower strategy ratio and often have a light, humorous theme. These a great ‘gateway’ games. The kind of soft drugs that get you hooked and make you move on to the hard stuff. While I love them in their own right, I will also often pull out one of these games to pop the cherry of the boardgames virgins.

King of Tokyo

You are an oversized monster trying to wreak havock on Japan’s capital, kaiju style, to become the King of Tokyo. You win by having the most points or by kicking everyone else’s asses and being the last beast standing. The play centres on rolling and re-rolling special dice, Yahtzee style, picking the ones you want to heal, damage other monsters, get points or collect energy to buy power ups. While undeniably light there is definite strategy there. The power up cards feature entertaining art and titles that kind of tempt you to read them in a stupid movie voice. ‘Giant brain’ ‘It has a child!’

Image garyjames
Image garyjames

 Cockroach Poker

A very simple game about lying. Pick a card from your hand and pass it face down to another player making a claim about what it is. ‘It’s a fly’. They have two choices. Call you – truth or lie. If they are right the card goes back to you as minus points, if they are wrong it sits in front of them as minus points. Or they can look at the card and pass it on making a claim ‘It is indeed a fly, Andy would never lie’ ‘Do not believe him, its a bat’ [It’s actually a toad]. Genius. Do you have a good lying face?

Image Marsh
Image Marsh

5. HARDCORE

You toked on the mellow of the casual game, experimented by popping a few Euros, now you find yourself drawn into the sordid world of the Hardcore from which there is no return. These games are heavy duty. They will usually take 2-3 hours or more to play. Have a fairly complex ruleset but a much more complex interplay of tactics and strategy. These games can make your brain hurt but give you serious satisfaction once you get your head round them.

Die Macher

So if I asked you if you wanted to play a 3 hour game about German politics I might not be surprised if you told me you would rather stick pins in your eyes. But hear me out. In this game for 3-5 players you each take the role of a political party trying to achieve victory over a number of local elections. These elections are contested one after another but you can influence more than one at any time, if you are clearly going to tank in one you might focus on another instead. In each election the elecorate have certain preferences – they may pro-economy, anti-nuclear and anti-tomato (I think it is supposed to genetic engineering). You try to align your policies with theirs, by changing yours or perhaps by taking control of the media to change public opinion to match your stance. In each election you also try to improve the popularity of your party and maybe reduce that of others and hold ‘meetings’ to increase awareness of your party. Finally the votes are calculated and the winner decided. Or maybe winners if two parties chose a coalition, or even if one was forced unwillingly into a unwanted coallition. As the elections pass you gain votes, increase your party memebership and try to influence your policies and the global agendas to tie up. There is a lot going and many different ways to try and fight your way to victory. There is a lot of interaction between players with the  appropriate amount of resultant name calling. Did I convinve you, or shall I get you those pins?

10-DM
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18XX

This game is so hardcore it is actually a family of over 50 games with running times between 2 hours and half a day. They may look like they are about building railway networks but are actually brutal stockmarket manipulation games. OK, and you build rail networks too. Each features a number of railway companies, a map and a crucial stock market track. Players buy shares in the rail companies. The companies can use that capital to build their network and buy trains in order to run routes and make money. The money can either grown the company or pay all the shareholders. Shares in the companies go up and down depending on how they perform. The player who makes the most money wins. Easy. I  wish it was, I am awful at these games due to a lack of innate financial ability. Doing well is simple surely, buy low and sell high. Milk the company for what it’s worth then dump it on the other shareholders just as all its trains are about to rust leaving it bankrupt. I usual place last in these games but enjoy them just the same. Although they do make my head hurt. In a good way that is. I think.

Oh, and it’s a video game. Well there was a DOS version called 1830: Railroads & Robber Barons  back in 1995. Anyone?

Image DarkoBeta
Image DarkoBeta

 6. CO-OPERATIVE

For some this is the antithesis of gaming. No competition? Surely just an exercise in mutual masturbation? I’d hate to comment on that, but for me and many others co-operative games offer a different but very enjoyable experience. A team of you (if you wish it might be just two of you, or even solo) try to use you collective whit to beat the engine of the game, to solve the puzzle and choose the best moves under pressure. Some games add a secret traitor element to appease those with an irresistible competitive urge.

Ghost Stories

As the Taoist monks you must work together to hold back the waves of ghosts haunting the inhabitants. If you last long enough you will face the challenge of defeating their master Wu Feng, the Lord of Hell. Each turn you much choose which ghost to try and fight, protecting yourself, your fellow monks or the village buildings. Villagers can help you in different ways and you must choose wisely who you turn to and when, never knowing when they might be scared off by a haunting ghost. The game is accessible with simple but tough choices to be made, has great art, and is really damn tough. I have played it over a dozen times and have yet to beat it. I just keep going back for more punishment. Wu Feng, I will crush you yet!

12-GS
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Battlestar Galactica

GalacticNar has already written a nice piece on the BSG boardgame right HERE on Geekscape. You are all humans working together to lead Galactica safely to Kobol. Except some of the crew are actually cylons with a totally different agenda. Filled with paranoia, lying and deception it’s all about the table talk.

7. OTHERS

While I seem to have go on a bit there a lot I havent covered. The whole world of collectable card games that was kicked off by Magic: The Gathering. MTG itself is still going strong but has spawned a host of others. A notable mention is Netrunner, set in a William Gibson style future where one player is the massive Coropration and the other the hacker [Runner] trying to break into their servers and steal valuable data. Netrunner also follows a new trend of being sold in such away that expansion packs contain all the cards you need, for those of us who dont want to go bankrupt buying and trading in the hunt for those elusive rare cards.

Or solitaire games. A concept freaky and a bit sad to some but a hugely rewarding way to spend a quiet evening for others.

Or a diverse range of two player games, within which are many well suited to gaming couples where one partner, realistically often the lady, can be persuaded to join their geek mate and enjoying a shorter lighter morsel of gaming.

Or wargames, again a whole world in itself where the Grognards get down and dirty with their hexes, blocks and chits. Again these range from the softcore with plastic tanks and glossy cards to the hardcore extreme with rulebooks the size of War & Peace, expansive maps and stacks of cardboard counters

HOW?

So if you have read this far you are either very bored, morbidly fascinated by this apparent car-crash of a hobby or perhaps slightly interested. So how does one go about dipping the toe into these fetid waters.

GROUPS

You can find a local games group. The advantages are that you dont have to research any games, dont have to spend any money buying games and probably wont have to read any rulebooks.

The disadvantges are the unknown. They may not play the kind of games that you are interested in. They may be weird and socially awkward, although probably not more than you. They may have set up their group as a front to lure you in and harvest your organs.

However, in my experience gamers are a friendly and welcoming bunch who are usually pleased to see someone else interested in their hobby. We have a group of around 28 people at present, of which 10-14 will turn up on any given night. We have a website that is the main way new members find us and we try to play a variety of different types of games to suit the varying tastes in the group. And we have a strong tradition of bad chat.

To find your local group, try the Googles and have a look at this list HERE too.

DIY

Or do it yourself. Go buy some games, gather some mates and give it a whirl. When choosing what to buy one option is to browse boardgamegeek.com where you can read reviews, check out pictures and rulebooks or post in the forums for advice. There is an all-time ranking and a ‘Hotness’ section where inspiration may be found if needed. The site also features session reports, rules questions, random Geeklists and is home to a massive friendly and welcoming community.

The other option is to find your friendly local games store (FLGS) and asking them for advice. Don’t be shy, they are just like comic stores. In fact some of them also are comic stores. HERE is a list of stores in the USA, and HERE is one for the rest of the world.

So, does it all sound like a load of cock? Or have I convinced you? You tempted to try it out?

Flame me in the comments below or find me at BGG as MonkeyMagic!

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