Everything including the kitchen sink... but with special attention paid to board games, Jesus Christ, my family, being a "professional" (and I use that word loosely) Christian, and the random firing of the 10% of the synapses I'm currently using.
Flip your standard adventurers v. monsters around and put players in the role of harried dungeon masters trying to fend off sticky-fingered heroes. Add loads of RPG and WoW-related humor... and tie it together with an almost perfect melding of mechanic and theme.
Tips & Tricks:
My original impression of Dungeon Lords is that it only worked with a full complement of four players. I'm happy to say that I was wrong. My oldest son and I really enjoy playing two player - there are some interesting decisions in choosing actions for the non-player dungeon lords.
The Festival Season expansion makes the game a little longer & adds some more wrinkles... but they're really good wrinkles and worth the time if you like the game system.
You MUST pay attention to what other players can and cannot choose as actions to avoid losing an action.
CGE published a blinged-out version of the game (Happy Anniversary) - I spent too much money getting the pieces to upgrade my set, but the Anniversary set is just so darn cool.
Final warning: a 4 player game with the expansion fills up a dining room table - but it looks good doing it.
Extras
I'm really proud of my review of the Festival Season expansion... I think I managed to capture the humorous tone that adds so much to this game system.
The game that launched the European "game" invasion... the first true "franchise" game for Kosmos & Mayfair... a game so simple & yet so innovative that it could inspire devoted play with almost any crowd. This infinitely variable game of trading & building is still a personal favorite, even when way too many gamers have left it behind.
Tips & Tricks:
There are lots of strategy guides out there - the best I've ever seen was compiled by Scott MacPherson - and I republished it so you could find it:
While your first game may take 90+ minutes, it's not unusual for experienced players to knock out a game in 60 minutes or less. A lot of that depends on how quickly trading goes and how "aware" the people you're playing are - example: it doesn't matter how many times you ask for "brick", if we haven't rolled it in two rounds, it isn't there for trade. Sigh.
Our local group prefers playing 5 player with the slightly larger board and the "build around" rule.
Extras
The picture above is my well-worn but well-loved original German Die Siedler von Catan collection - which includes (pictured) the base game, Seafarers, Cities & Knights, the first twohistorical boxes, "The Book", and "The Chocolate Market"... and the 5/6 player expansions for all of the big boxes. Not pictured are Settlers of the Stone Age, Struggle for Rome, Rise of the Inkas, Candamir, and the original Starfarers (with the resin figures!). And let's not forget the numerous official country and state maps, a plethora of official variants, and even some oddball scenario maps created nearly 20 years ago and released at Essen by various folks. I've loved Catan for a very long time.
I wrote my Unofficial Guide to Catan back in 2007 - but the basic information is still pretty helpful, if not complete due to age. (Part 2 focuses on Catan spinoffs; Part 3 is a 2010 update of Part 1.)
I also wrote about my visit to the very first CatanCon.
Most recently, I wrote a review of Klaus Teuber's memoir, My Journey to Catan.
Despite not being a particularly big fan of Dune (the books or the movies), the game manages to combine deck-building & worker placement to evoke the feel of the Dune universe in an incredibly playable format.
Tips & Tricks:
One of the things I like best about the game is the ability to adapt your tactics/strategy to the character you are playing and the ever-changing board situation.
You don't have to win every conflict - in fact, sometimes the smartest thing you can do is let two other opponents duke it out and save your troops for a later battle.
The House Hagal mechanic (an AI deck) makes sure that 2 player games have enough filled board space without complicating the game unnecessarily.
I've played the game at all player counts (1-4 players) and enjoyed them all.
Extras
The Rise of Ix expansion has some great twists/additions to the game... highly recommended.
The Immortality expansion adds yet another layer of complication - but does add new ways to spend/use resources. Only for advanced players.
The solo design uses the House Hagal deck to create two feisty AI opponents... highly recommended as a solo game.
The app (available as part of the Dire Wolf games app) automates the House Hagal deck and helps walk you through set-up... as well as offering some alternate play modes.
I've played Dune: Imperium - Uprising a couple of times solo... it's working in the same basic space but adding some interesting changes to how the system works. (It also offers a 6 player team mode.)
The Bloodlines expansion mostly expands Uprising - in some intriguing ways.
I reviewed a 3D printed insert for Uprising & Bloodlines for the Opinionated Gamers site created by Play Mode.
This is the second of two Paul Dennen designs on my list.
designers: Dave Chalker, Brett Myers, Rob Daviau, Justin D. Jacobsen, Brian Neff, Jim Keifer, and Noah Cohen
Print Status
in print
Why It's On The List
A classic 80s roll'n'shoot received a substantial and extremely-thoughtful re-imagining to turn it into a game worthy of the moniker "a tabletop version of Mad Max's Fury Road". Plus, it's loads of fun.
Tips & Tricks:
While randomizing the road boards is fine, it's not a bad idea to avoid some of the more vicious/difficult ones (I'm looking at you, Scenic Route... and you too, Bunker.)
You can play with five players - we certainly have! If you do, I'd recommend using The Parking Lot as your starting board. (The Carnival of Chaos expansion adds a fifth "normal" team of cars.)
The Big Rig is an absolute hoot to play - but we still haven't seen it win a game.
Save the crew leaders and Choppe Shoppe cards - use them once you & your friends have a couple of games under your belts. The ability to evaluate how useful a crew leader or car modification will be based on the terrain you're facing is much easier once you have a feel for the game.
Extras
This is decidedly NOT a Euro game – there are way too many die rolls, tile flips with potentially horrible consequences, chain reaction events that can hurt or help you in your quest to win, etc. Everyone I’ve taught the game to has – with that understanding – enjoyed it immensely… but if your gaming tastes run more in the “think-y/crunchy/puzzle-y” direction, this is probably not going to be a good fit for you. Thunder Road: Vendetta is a game filled with improbable events and great stories… and while there are tactical decisions to be made, the amount of random tiles and dice rolls definitely slide TR: Vendetta towards the “experience game” end of the scale.
Back in 2010, I actually had the original game as #96 on my top 100 games list for that year.
I like the Carnival of Chaos expansion a lot but given the choice, I'd rather play the road race version of the game.
There is a simplified version on the way (Ignition!) as well as a second expansion with campaign elements (Interstate of Decay).
If anybody wants to get me a decadent completely over-the-top stupidly expensive present, the 3D terrain pieces for Thunder Road: Vendetta from Adrena Creative are at the top of my wish list.
This is the third of five (5!) games on my top 100 list designed by Rob Daviau, the second of three by Justin Jacobsen, and the first of two by Noah Cohen and Brian Neff.
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.
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!
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.
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.
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
Here's how I rank the Mystery Rummy games currently...
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 begsfor a reprint... preferably using the GeekBits concept.
Here's what I wrote about Flowerpower for Game Central Station (my old website).
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.
I'm as surprised as anyone that a game about distilling liquor is among my favorites - seeing as how I don't drink. But both the production and the design of the game are excellent and it's a lot of fun to play.
Tips & Tricks:
After multiple plays, I'm convinced that there is not a single path to victory... you can focus on aging spirits or putting out stuff that isn't aged or some kind of mixture. The trick is doing it efficiently.
It's easy to forget about bottle collections and objectives your first few games... but both are solid sources of points.
The trickiest thing to learn in the game is how to deal with aged spirits you don't sell prior to the endgame. (The excellent player aid card walks you through it - but it's not something that easily sticks in your brain.)
Extras
The Africa & Middle East expansion mostly just adds more variety to the game... while the Cask Strength expansion has four different modules that complicate game play.
Yes, I backed the Cocktails expansion... it's due later this year.
This is the tenth new-to-the-top-100 game on the countdown.
The drafting is similar to 7 Wonders and the tile-laying feels like Suburbia. But that misses some of the innovations that make NEOM more than just another chip off the old blocks.
Tips & Tricks:
The game uses a “bomb” draft item (Flood, Fire, Crime Wave) in each era that hurts others but denies you a turn... and the decision on whether to play or pass this can be really tricky.
The initial “seeding” draft of cornerstone tiles does more to set strategy than the similar Leaders expansion in 7 Wonders.
I know this gets said a lot in game descriptions - but there really are multiple pathways to victory.
Extras
The game is designed for 3-5 players... but the addition of a Fields of Green-like 2 player variant (that works well) and a solo packet variant (that I love) expands chances to get it to the table.
My initial rules read of NEOM (prior to seeing the game) made me think it would be an interesting but difficult to play 7 Wonders knock-off. I’m happy to say that the first day I taught/played (a few weeks after Essen 2018), I was proven wrong… and ended up playing it 3 times in one day. As soon as it became easily available in the U.S., I jumped on a copy… and it’s now in regular rotation here at Chez Jackson.
Solo play: I typically play 2-3 games of this at a shot… since once you’ve got it laid out, it’s easy to reset and try again. I’ve defaulted to play with all the tiles in, which offers more variety and some interesting decisions since you know that you can (sometimes) wait for the tile you need.
It's a very-straightforward tile-laying game that can be give a lot of layers (esp. by using the expansion) or kept simple, straightforward, and very family-friendly with the base game.
Tips & Tricks:
Like many game where players draft from a common pool, timing is extremely important.
As well, this is a game that rewards the Tetris-y spatial skills of looking at a piece and being able to mentally flip it about to find the optimal placement.
The addition of the goals (both from the base game and the expansion) vary up the mental puzzle really well.
Extras
The storage solution in the base game is, well... not very good. I love the Folded Space insert I bought that fits both the base game and The Bad News Bears expansion into the box.
The expansion adds extra goals, an additional piece of land per player for building, grizzly bear enclosures, and tramways. I think the tramways here are much better implemented than in the designer's Cloud City game.
Michael Schacht takes the central game mechanic from his card game Coloretto & develops it into a full-fledged board game with delightful artwork & theme. And then, if that wasn't enough, he keeps expanding that world (thanks to the SdJ win) in some very intriguing ways.
Tips & Tricks:
I didn't like Zooloretto particularly the first time I played it... that, as you can see, has changed. (The theme drew me back in, btw.)
Lots of people like Coloretto better than Zooloretto - they're wrong, of course, but I think that's more a function of "liking a clever mechanic" versus "liking a clever mechanic in the midst of a thematic & enjoyable game".
Zooloretto spawned Aquaretto - which I also enjoy. Aquaretto is the more gamer-friendly of the two - there's more potential for a new player to mess themselves over with bad tile placement.
The plethora of large & small expansions can be confusing - but I like how you can tailor the game to your personal tastes.
The game is best with 3 or 4 players... 5 has a little too much downtime (if you're using any expansions) and 2 is bland.
If you're going to play Zooloretto & Aquaretto together, you should only play with 3 players... or with Michael's 6-player partnership variant.
Extras
I wrote an extensive post about Zooloretto & the various expansions entitled Renovating Your Zoo(loretto) for this blog.
I translated the Big Boss variant from Michael Schacht's site - it's used w/the Zooloretto: Boss expansion.
One of the proudest moments of my life - my son, Braeden (who was 7 at the time), created a really great variant idea for Aquaretto - and Michael Schacht published it on his website! Check out the Touch Pool...
The picture above shows a game with all the expansions in (the white meeples are workers from Zooloretto: Boss).
This is the second of two Michael Schacht designs on my top 100 countdown.
A civilization-building game that plays in under an hour with an evolving set of technologies to power your development.
Tips & Tricks:
Pay attention to the order in which the events are coming as well as their effects.
Each player starts from a slightly different position - don't waste that bump by ignoring how it helps you.
You are unlikely to be able to both build the highest level monuments and recruit the highest level leaders - so specialize in one of those.
The one rule I consistently forget - you do get to purchase a technology card at the end of the final round. (You never use it - but it does count for points and card type scoring.)
Extras
I like the solo system a lot - at least once you start adding to the difficulty level. Once the game is set up, it's easy to reset and play again - which makes it like a bag of potato chips for solo gaming.
This is the ninth new-to-the-top-100 game on the countdown.
A pile of clever mechanisms interlocking create a compelling set of puzzles... but that would just be mish-mash if it wasn't for the excellent production and graphics to accompany it.
Tips & Tricks:
The cardinal rule of these kind of games - you can NOT do everything. Make good decisions about what you will and will not try to focus on. (A little bit of everything is a risky strategic choice.)
You need to invest some energy early on in building your income, especially when playing just the base game.
Often, early point-scoring to get you past the first threshold will allow you to choose the best spot on one of the goals... and that will give you a clear picture of what to chase through the mid- and end-game.
Extras
The Space Agencies expansion is really good - it not only adds new alien species but also a TM: Prelude-ish way to have asymmetric starting positions.
Take the basic card combat idea behind Star Wars: Epic Duels... add in the brilliant LOS board configuration system from Tannhäuser...and infuse the game thematically with a "mix of characters across time & reality" vibe from Heroscape... and then do a top-notch production job... and you've got Unmatched.
Tips & Tricks:
One of the biggest issues in Epic Duels (the need of some characters to turtle for multiple turns in order to make decent attacks) is fixed here... both by better balancing the decks AND by instituting a "getting to the end of your deck" penalty.
Each character/team has different strengths and weaknesses... you cannot play each character the same way and be successful.
The character receiving the least love out of the gate was King Arthur... but I've managed to pull off some wins with him by playing the cards in his deck, not the cards I wish he had.
Some of the newer boxes (and there are a LOT of them) have more complicated decks - but I'm happy to have the variety in play styles and characters.
Extras
Due to the expiration of publication rights, the Restoration Games Unmatched vault already contains the Jurassic Park, Buffy the Vampire Slayer, and Deadpool sets. While Deadpool is impossible to find in retail (and have been for quite a while), the other sets are still available - so if you're interested, it's time to pick them up.
Some quick thoughts on the various boxes - all of which are stand-alone expansions:
Robin Hood vs Big Foot - the best introduction if you're not sure about the series... two great characters and two great maps
Cobble & Fog - two more great maps with four excellent characters - though three of the four characters are not quite as straightforward to play
Jurassic Park: InGen vs Raptors - my least favorite map, though both characters are fun to play. Dr. Sattler vs T-Rex contains the only large figure in the system (so far)... the dino is fun to play occasionally.
Buffy the Vampire Slayer - two more excellent maps... don't love the Buffy character in 1v1 play but otherwise a fan of this box
Volume II - a great map and four excellent medium-difficulty characters
Bruce Lee - a solo character (no map) that's a lot of fun to play... now rereleased as Lee vs Ali with another great fighting character.
Marvel: Redemption Row, Marvel: Hell's Kitchen, Marvel: Teen Spirit, and Marvel: For King & Country - I like the creativity in the Marvel maps and the figures are incredible. Due to some balance issues across the set (my sons both swear that Bullseye is "way OP, dad" and I'm not sure we've ever seen Elektra win), I like these better for 2v2 play. (Note: I love the teen heroes in Teen Spirit... and I haven't seen a production copy of Brains & Brawn yet, which was a great deal of fun to playtest.)
Unmatched Adventures: Tales to Amaze! - we hated the playtest... .but Restoration knocked this one out of the park and it's one of my favorite cooperative games of the last few years (and the heroes are playable in head-to-head fights as well!)
Slings & Arrows - these are not beginner characters... but there's not a bad hero in the set (and the theme comes through beautifully [speaking as a former English/theater major])
The Witcher: both Witcher boxes are really good (Steel & Silver and Realms Fall) - interesting maps, interesting characters... and I'm not even a fan of the IP.
Volume III - we playtested this box as well... and these are the trickiest characters to play in the "volume" boxes.
Stars & Stripes - working on a review of this RIGHT NOW... my younger son & I have been waiting for these characters since we playtested them!
My boys & I have been playtesters on a number of Unmatched sets: Vol. II & III, the Marvel boxes, Tales to Amaze!, Slings & Arrows, the Witcher boxes, Lee vs. Ali, and Stars & Stripes.
I've written a number of reviews about Unmatched for the Opinionated Gamers site:
follower of Jesus, husband, father, "pastor", boardgamer, writer, Legomaniac, Disneyphile, voted most likely to have the same Christmas wish list at age 58 as he did at age 8