Thursday, March 19, 2026

#76: Port Royal (Mark's Top 100 - 2026)


Port Royal

  • rank: 625
  • rating: 7.1
  • published: 2014
  • designer: Alexander Pfister
Print Status
  • in print
Why It's On The List
  • A tableau-building push-your-luck game with some "you scratch my back, I'll scratch your back" added in to increase the fun... and the current version available in the U.S. has all the expansions along with the base game in a single box.
Tips & Tricks:
    • You need to properly assess what your opponents are getting from the number of cards you flip (or don't flip) on your turn. Alternately, you can vocalize what you see happening to warn less savvy players. 
    • Buying something just because you can afford it is not always a good idea... patience is a virtue and no gamer hath enough of it.
    Extras
    • This is the first of three designs by Alexander Pfister on my top 100 list.

    Wednesday, March 18, 2026

    #77: Res Arcana (Mark's Top 100 - 2026)


    Res Arcana
      BoardGameGeek 
      • rank: 180
      • rating: 7.6
      • published: 2019 
      • designer: Tom Lehmann
      Print Status
      • in print
      Why It's On The List
      • You'd think that a game with an eight card individual player deck would feel claustrophobic - instead, it's the entry point to a brilliant Tom Lehmann design that challenges each player to build a victory point engine while defending themselves against the direct and indirect challenges of the other players.
      Tips & Tricks:
      • Proper assessment of your deck at the beginning of the game is vital.
      • Like many of Tom's designs, the speed curve is slow for the first couple of turns and then accelerates rapidly toward the end of the game. 
      • You can win without taking a Place of Power - but it's not easy to do.
      • You don't have to "crank" every card in your tableau - sometimes it's smarter to pass and grab the magic item you need.
      Extras
      • The first expansion - Lux et Tennebrae - adds some nice variety to the system and a couple of new mechanics that don't overwhelm game play. (Note: my son noted that there's a lot more Tennebrae and not very much Lux in the expansion.)
      • The second expansion - Perlae Imperii - throws more new curves into the system - but again without overwhelming the incredibly solid base game.
      • Res Arcana Duo is a two player version of the game... but I just put all of the content into my box to give the system even more variety.
      • The production of Res Arcana is gorgeous - and the box is appropriately sized for the components - including all three expansions!
      • This is the second of seven(!) Tom Lehmann game designs on my list. 
      Ruminations on Game Themes & Christianity
      • I've been asked about my comfort level with the darker/sorcery-based elements of the theme of Res Arcana as a follower of Christ. This isn't the first time (nor will it be the last time) that this kind of question is raised.
      • Rather than reinvent the wheel, here are some things I've written at different times over the years on this very subject.
      • I was asked in an interview if a game's theme can go "too far". Here are my thoughts:
        • Everybody has a belief system of some sort, which includes ethical & moral considerations.
        • If a game (or a movie or a book or whatever) violates those beliefs, you should not - if you want to stay true to your belief system - partake of it.
        • Just because something does not fit your ethical or moral schema does not mean it should be outlawed for everyone else.
        • Therefore, people are going to play games I think are morally reprehensible... I am under no obligation to play them nor are they under any obligation to avoid them because of my beliefs.
      • In a different interview, I was asked "Do you think that there are games that are actually a detriment to play? Just how important is philosophy in a game?" My (very long) response follows.
        • The first time I remember struggling with this is back in the golden days of D&D... yes, children, back when we oldsters had to walk uphill 5 miles in the snow both ways to the game store to buy The Village of Hommlet module, and then wait forEVER for the The Temple of Elemental Evil to come out. (Still bitter about that one, TSR.)
        • I grew up in church, and there was a substantial section of folks in the evangelical subculture who felt that D&D was evil and/or dangerous. While their opinions didn't stop me from playing, I did choose to run my 3 year campaign (I was the DM) as a "one God" universe... and didn't allow players to have full-out evil characters. My strong feeling at the time was that I wanted a world that I liked... a world that reflected my values. So, characters got "punished" when they were cruel or rude or unwise – and "rewarded" for altruistic behavior.
        • I continue to struggle with this: it's easy for me to pick out games that offend me (the aforementioned Hellrail and Lunch Money), but you're actually touching on a bigger question. For years, my response to someone trashing fantasy/magic-based games has been, well, kind of lame. It's consisted of pointing out the logical flaw in the argument: if the objection to playing D&D/Talisman/Magic: the Gathering/etc. is based on the fact that these games encourage anti-Biblical behavior, you've got a problem if you play Monopoly, which clearly "teaches" players to run each other into the ground. Like I said, it's not the world's best argument (negative arguments seldom are), but it's served me well over the years.
        • But the real question is: what ARE games "teaching" us? When we play Family Business, are we really learning how to "rub out" the competition, Mafia-style? When we engage in the free-wheeling backstabbing of Intrige, will that transfer over to the rest of our lives?
        • The answer is: it depends. Over time, I've come to believe that someone with a strong belief system can engage cultural items (movies, music, games, tv shows, magazines, etc.) with thoughtful discernment. They can think through the implications of the work/items they're interacting with and discard those assumptions/philosophies that are harmful. To continue my gaming example, I can play Family Business without choosing to actually shoot someone... or, more to the point, without taking that "every man for himself/king of the mountain" philosophy back into my work or family life. Or, frankly, even into the next game.
        • What concerns me is that there are lots of folks who lack:
          • a. strong belief systems (note: I didn't say Christianity... while I believe that a relationship with Jesus is the best way to live & the only way to die, what I'm talking about here does not require a belief in a Higher Power)
          • b. discernment skills - For them, it's a crapshoot as to how they'll deal with any kind of cultural input. In the same vein, kids don't have these kind of necessary filters in place.
        • So, I think games (and commercials & movies & newspapers, yadda yadda yadda) have the ability to "teach" us both good & bad behavior choices and systems, if we let them do so without thinking about them. It depends upon our willingness to stay engaged rather than let our brains & hearts pickle in philosophies & ideas unconsidered. (And, since kids have less ability to do that, helping them choose wisely about the games they play - and teaching them those discernment skills.) The line gets fuzzier when you go from playing games which encourage questionable actions (whether it's the bluffing/lying of Liar's Dice or the cutthroat nature of Diplomacy) to games with questionable themes. Can immersing yourself in a particular theme be a problem?
        • Again, the answer is a squishy "it depends." A non-gaming example: because of my personal beliefs & struggles, I am VERY careful about the films & television shows I watch. A long addiction to viewing pornography (finally broken with God's help) means that I choose not to see films that feature sexually charged scenes and/or nudity... I don't want to start the cycle again. (It's similar to recovering alcoholics choosing not to hang out in bars.) It may seem "prudish" to you, but it's a healthy & wise choice for me.
        • The same is true in gaming terms. While I never experienced any kind of attraction to occultic practice while playing D&D, I can see where someone who had struggled with this would find D&D (and fantasy fiction & the like) something to avoid.
        • I'm not sure this is a complete answer - I find myself comfortable & yet uncomfortable with some of the games I play and/or own. While they don't bother me, I'm sure they would be a problem for other people, and so I'm still dealing with the implications of those feelings.

      Tuesday, March 17, 2026

      #78: Wyatt Earp (Mark's Top 100 - 2026)


      Wyatt Earp

      • rank: 1,732
      • rating: 6.8
      • published: 2001
      • designer: Richard Borg & Mike Fitzgerald
      Print Status
      • out of print
      Why It's On The List
      • Mike Fitzgerald's "Mystery Rummy" system gets some interesting polish courtesy of veteran designer Richard Borg - and ends up with a Western-themed game that plays quickly and with a great deal of style.
      Tips & Tricks:
        • I think that Wyatt Earp is at it's best with 3 players.
        • Some folks complain about the "gunshot" mechanic - but it's a probability issue that the "rummy" nature of the game actually makes easier to figure out. The more cards that have been played to the table, the less likely a "gunshot" action is going to work.
        • We always use the optional "play a Photo for free when someone else melds an outlaw" rule.
        Extras
        • I have usually lumped Wyatt Earp in with the rest of the Mystery Rummy games for these countdowns... but I didn't this time and it rose into the top 100 by itself.
        • This is the first of two games for Richard Borg and the first of three games for Mike Fitzgerald on this countdown.

        Monday, March 16, 2026

        #79: Anno 1701: Das Brettspiel


        Anno 1701: Das Brettspiel

        • rank: 7,420
        • rating: 6.7
        • published: 2007
        • designer: Klaus Teuber
        Print Status
        • very out of print
        Why It's On The List
        • While I didn't like Klaus Teuber's attempt to make Anno 1503 deeper via an expansion - I thought it was bloated & made the game much too long - I think his 2nd attempt at a similar game was very, very successful. And that's Anno 1701, which feels like a cross between Catan & Anno 1503.
        Tips & Tricks:
          • There are lots of options to harvest victory points (which can win you the game) - but you can't try to do all of them.
          • The island tile sets are nearly identical - the brown ones are just farther from the starting point.
          Extras
          • Sadly, this game has never been published in English - there are some translation issues but they shouldn't be an insurmountable barrier.
          • Not liking Catan does not necessarily mean you'll dislike Anno 1701 - give it a try!.
          • My hot take: I think this design informed the design of Catan: Explorers and Pirates... they share a number of very good design ideas.
          • This is the second of five games on my top 100 list designed by Klaus Teuber.

          Sunday, March 15, 2026

          #80: Rum & Pirates (Mark's Top 100 - 2026)


          Rum & Pirates

          • rank: 3,762
          • rating: 6.4
          • published: 2006
          • designer: Stefan Feld
          Print Status:
          • out of print
          Why It's On The List:
          • a dice game with opportunities to manage your risks... and a really neat movement mechanic that makes for some great board play... and a nicely done theme
          Tips & Tricks:
            • If you can pull it off, always have a coin so you can get in on tavern runs.
            • Don't forget you can pay a coin to skip your turn!
            • Extra sailors are the key to winning - don't pass them up & don't set other players up to get them easily.
            Extras:
            • Rum & Pirates is my favorite Stefan Feld game (though Marrakesh and Kathmandu are very good as well)... which is funny, because for most hardcore gamers, it's the one they like the least.
            • Nassau uses the central mechanic of Rum & Pirates as half of the game... but combines it with an ocean board that utilizes the things you pick up in the first section of the game. It has some interesting ideas but runs too long for what it is.
            • If you've got five players who are not prone to downtime, it's a great game. Otherwise, stick to 3-4 players on this one.

            Saturday, March 14, 2026

            #81: The Taverns of Tiefenthal (Mark's Top 100 - 2026)


            The Taverns of Tiefenthal

            • rank: 247
            • rating: 7.6
            • published: 2019
            • designer: Wolfgang Warsch
            Print Status
            • in print
            Why It's On The List
            • A clever puzzle of a game that incorporates deck-building, dice placement, and a nicely thought-out series of mini-expansions in the base game box.
            Tips & Tricks:
            • Sequencing your card purchases is an important skill... working so that you group nobles together, for example, makes it much easier to spin through your deck.
            • It isn't necessary to throw in every mini-expansion on your first play to prove your "gamer cred" - the base game is enjoyable on its own merits.
            Extras
            • There is an expansion (Open Doors) that adds some neat extra twists to the game. I've one play with ALL of the modules - I wouldn't suggest that. It's a bit much.
            • My younger son refers to Taverns as "gamer Quacks"... not sure I completely agree, but I see where he's coming from.
            • This is the first of two games designed by Wolfgang Warsch on the countdown. (I don't think you'll have a difficult time figuring out the other one.)

            Friday, March 13, 2026

            #82: World Wonders (Mark's Top 100 - 2026)


            World Wonders

            • rank: 477
            • rating: 7.6
            • published: 2023
            • designer: Zé Mendes
            Print Status
            • in print
            Why It's On The List
            • The gorgeous wooden "wonders" pieces is what drew me to the game. Imagine my very pleasant surprise that there's a solid drafting/city-building game to go along with all the pretty stuff.
            Tips & Tricks:
            • Don't avoid loans altogether - there are times where it is absolutely worth it build a particular wonder or draft a specific tile.
            • You have to watch what other players are doing. Spending lots of time and resources to set up a wonder build is potentially wasted if someone else is doing it faster than are.
            Extras
            • The Mundo expansion has some interesting new wonders to add to the game... as well as a different version of those wonders with additional complications.
            • There are some promo wonders I'd love to own - especially Mont St. Michel. There's also a Europa wonders expansion I have on my wishlist.
            • This is the third new-to-my-top-100 game on the countdown.