Wednesday, May 06, 2026

#28: Africa (Mark's Top 100 - 2026)


Africa

  • rank: 6,577
  • rating: 6.0
  • published: 2001
  • designer: Reiner Knizia
Print Status
  • out of print
Why It's On The List
  • A great Knizia exploration game that was sadly under-rated when it first appeared in 2002 because it wasn't the next Euphrat & Tigris.
Tips & Tricks:
  • As much as possible, don't waste moves. You can work to set up plays so that you can make sure that each turn has two productive activities.
  • Use the "skip a turn, move anywhere" power sparingly.
  • Relocating nomads can be very lucrative point-wise, especially if you plan for it.
Extras
  • Africa packs a lot of game into 30 minutes... it's worth tracking down a copy.
  • I don't understand it - but for some reason, this is a really polarizing game for some people.
  • Here's what I wrote about Africa for The One Hundred.
  • This is the fifth of five (5!) games on my list by designer Reiner Knizia.

Tuesday, May 05, 2026

#29: Voidfall (Mark's Top 100 - 2026)


Voidfall

  • rank: 86
  • rating: 8.5
  • published: 2023
  • designer: Nigel Buckle & Dávid Turczi
Print Status
  • in print
Why It's On The List
  • Normally, I’d balk at a game with a non-random combat system and heavy intertwined mechanisms – but the theme of defeating the Voidborn is so tightly woven into the design & flow of the game that I find myself lost in the world and the puzzle of trying to expand my civilization’s capabilities whilst fending off the encroachment of mind-altering evil. 
Tips & Tricks:
    • You have to know two things about this game going in: first, there's a LOT going on and it's going to be overwhelming. Second, for as heavy as it is, it's not a tremendously long game - 2 hours as a solo game and 3 hours or so as a two player competitive game.
    • I don't care if you're the savviest gamer in town, you should NOT skip playing the tutorial. It's an actual game with an excellent guardrail system that gives you a pretty full tour of the complex game system without sending you down a railroaded pathway.
    • It takes a bit to get used to the combat system. Remember: the "battles" in this game are multi-year wars, not a single battle. (It's a highly abstracted and non-random system... but it works well in the context of the game.)
    • All but two of my plays of Voidfall have been solo - and that system (which is similar to the cooperative system) works like a charm.
    Extras
    • The copy pictured is the Galactic edition - which has cool miniatures and lots of other bling. The underlying game engine is strong enough not to need the bells & whistles.
    • Along with a team of fellow writers at the Opinionated Gamers site, I hosted an extended conversation about Voidfall.
    • Yes, I've already backed the upcoming expansions (Resurgence and The Last Novarch) as well as the "sister" game in the Voidfall universe, Revenant.
    • This is the fourth of four games on this countdown with design work from Dávid Turczi and the second of two games from Nigel Buckle... not to mention the second of two games designed by this team!

    Monday, May 04, 2026

    #30: Sentinels of the Multiverse (Mark's Top 100 - 2026)


    Sentinels of the Multiverse
      • rank: 687
      • rating: 7.1
      • published: 2011
      • designers: Christopher Badell,, Paul Bender, and Adam Rebottaro
      Print Status
      Why It's On The List
      • A cooperative comic book game that uses multiple card decks (heroes, villain, environment) to tell the story of a "battle royale". It's enhanced by a well-developed mythos and a plethora of sly references to various "real" (read: DC/Marvel) superheroes.
      Tips & Tricks:
        • Some games have the potential to divide gaming groups into "wow - love that! let's play again" and "I'm pretty much done with that one after one play" - Sentinels is definitely one of those. I get to play a lot because both of my boys and one of my best friends LOVE the game.
        • When teaching new players, you MUST let them get to know their hero decks on their own. Avoid the temptation to tell them which cards to play - it will kill their enjoyment of the game... and shortchange them of the joy of "discovering their superpowers".
        • Building a good superhero team is a little like building a good D&D party - you need a variety of skills to take on different situations.
        • One of the skills that is difficult to master is creating a challenging but not impossible game - the right combination of heroes, villain & environment. 
        Extras
        • There are a LOT of expansions for this game system - we own pretty much everything that has been published because part of the fun is getting to take on a new challenge each time. However, the game out of the box is quite enjoyable.
        • OblivAeon is the final expansion for the game... and it's a table-eating 3.5-4 hour slugfest against multiple foes. It's an attempt to recreate the full-on nuttiness of the original comic book Crisis on Infinite Earths... and it succeeds. It's not for the faint of heart... but my eldest son and I love it. (Out of 6-7 plays, we've only won once.)
        • My boys & I created a way to play that we really like - The Bloodsworn Arena. Basically, you send one team up against one weak villain after another and see how long you can last. My younger son managed to get ALL of Unity's mechanical golems in play - which is an impressive amount of firepower. (The picture here was taken during that game... and Collin is pictured with his plushy Mr. Chomps.)
        • I don't think the Sidekick app is necessary - I've found it to be as fiddly as using tokens. (I have added some more generic tokens to my set for marking Nemesis status and Setback's Unlucky pool, etc.)
        • OTOH, I think that the Sentinels app is a fantastic addition to my iPad gaming library... we have all the expansions in digital form as well.
        • As of writing this post, Sentinels of the Multiverse has been bought by Handelabra, the company that publishes the digital/iOS app version of Sentinels. This gives me some hope that the Definitive edition will continue to grow.

        Sunday, May 03, 2026

        #31: The Princes of Florence (Mark's Top 100 - 2026)


        The Princes of Florence 
        BoardGameGeek
        • rank: 301
        • rating: 7.5
        • published: 2000
        • designers: Wolfgang Kramer, Richard Ulrich,  and Jens Christopher Ulrich
        Print Status
        • back in print
        Why It's On The List
        • You have 21 moves - 7 auctions & 14 actions - in order to turn your estate into the perfect place for great artists & scientists to create their masterworks and bring prestige to your name... each action, each bit of coinage, each building, each recruitment is vital. What a perfectly formed & thematically rich (yes, I think it is!) Euro game...
        • ...it's the perfect balance between game length (70 minutes) and an unforgiving system. Any longer, and it would be soul-deadening to play out the final rounds when you know you've lost all hope of winning. Any shorter, and there wouldn't be enough time to make meaningful decisions in this game's Spartan structure.
        Tips & Tricks:
        • I first started playing The Princes of Florence with a German version and cheat sheets to translate the cards. The game was/is good enough that people were willing to get over themselves & learn to play this way. (I have since replaced all of the components in my set with English language equivalents except for the player boards... which is what you see in the picture above.)
        • This game is subject to groupthink - despite much debate online, jesters & recruitment cards (both of which are valuable) are worth what the market will bear, not some arbitrary number established by a bunch of game nerds (he sez with his tongue firmly planted in his cheek).
        • There are two expansions available with newer versions of the game that are nice but not necessary. (For those of us who've played it a lot, they offer some variety - but the original game is so good that even I, the Man Addicted to Expansions, don't feel like they are important.)
        • The building strategy (building LOTS of buildings) can work - but only if you commit to it and only if you're the lone person attempting it.
        Extras
        • Here's what I wrote about The Princes of Florence for The One Hundred: both the list entry & my personal entry.
        • This is the fifth of five (5!) games designed by Wolfgang Kramer on my top 100 list.

        Saturday, May 02, 2026

        #32: Mystery Rummy: Al Capone & the Chicago Underworld (Mark's Top 100 - 2026)


        Mystery Rummy: Al Capone & the Chicago Underworld

        • rank: 4,303
        • rating: 6.9
        • published: 2003
        • designers: Mike Fitzgerald & Nick Sauer
        Print Status
        • out of print?
        Why It's On The List
        • This is my favorite of the Mystery Rummy series... mostly because it feels a bit like Canasta (possibly my favorite standard deck card game) in how difficult it is to hide key cards from your opponent(s).
        Tips & Tricks:
          • In my opinion, this is the easiest of the Mystery Rummy games to teach to non-gamers.
          • While MR: Al Capone is a great 2-handed game and a wonderful partnership game, it drags on way too long with three players.
          • Don't give up... it is possible to fight your back into the game, even after a bad hand. (Just one of the reasons I love this game.)
          Extras

          Friday, May 01, 2026

          #33: Flowerpower (Mark's Top 100 - 2026)


          Flowerpower

          • rank: 5,365
          • rating: 6.6
          • published: 2001
          • designers: Angelika Fassauer & Peter Haluszka
          Print Status
          • way out of print
          Why It's On The List
          • Despite an off-putting box cover, this is a tremendous two-player game of building gardens that can be played "friendly" or "cutthroat"... and enjoyed both ways.
          Tips & Tricks:
          • You must use the "community garden" area wisely - ignoring it will simply allow your opponent more space to plant with.
          • Wait to use your "weeds" (you only have three of them) until your opponent has filled up enough of his side of the board to make them painful.
          • Pay attention to how much space you'll need to get a flower bed to the next point level - there's no use making a bed of five flowers when they're worth the same as a bed of three flowers.
          Extras
          • This is a game that begs for a reprint... preferably using the GeekBits concept.
          • Here's what I wrote about Flowerpower for Game Central Station (my old website).

          Thursday, April 30, 2026

          #34: Midnight Party (Mark's Top 100 - 2026)


          Midnight Party
            BoardGameGeek
            • rank: 4,491
            • rating: 6.2
            • published: 1989
            • designer: Wolfgang Kramer
            Print Status
            • while it's not currently in print, you can find some of the versions in the secondary market pretty easily
            Why It's On The List
            • The ultimate "I don't have to outrun the bear. I just have to outrun you" game... which plays up to 8 players and always provides a splendid time for all involved - even if Hugo the Ghost tags your players.
            Tips & Tricks:
            • Don't put your folks close to each other - you need to spread them out a bit.
            • Starting next to an open door is always a good idea.
            • The game works well at all player counts... but is best with 5+ players.
            • I think the older versions of the game are better - while the newer versions feature some twists, the original Ravensburger game is hard to beat.
            Extras
            • Here's what I wrote about it for my Kid Games 100 list back in the day.
            • This is the fourth of five (5!) Kramer designs on my list.