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.
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 was ranked #199 for me on this year's list. 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).
A solo "wargame" that is brimming with thematic touches (from the event deck to some of the unusual ship choices)... and an impressive level of variability created simply by changing Nemo's objective.
Tips & Tricks:
Nemo’s War was designed as a solitaire game – everything from the unidirectional layout of the board to the theme of the game scream “low player count”. That said, there are variants in the rule book to play with more players… my one play with more players worked fine, but at its heart, it's a solo game.
Nemo’s War reminds me a bit of old school wargames – ships have attack and defense values, there are a lot of dice rolls, and there is even a printed CRT on the board for the various actions. At the same time, it incorporates action expenditures, bag draws, ways to mitigate bad die rolls, etc. from the more modern game designs.
Each objective demands different play styles and trade-offs, which I find endlessly fascinating. So far, I’ve proven to be the most successful at exploration – while all-out war with the nations does not seem to be my forte. I must also note that I play on the lowest difficulty setting – I cannot imagine cranking this up to the highest level… I’d be fish food in a few turns.
The game runs about 90 minutes now that I’ve internalized the rules and the order of play – it isn’t unusual for me to play a couple of times in a night if I’m stuck in a hotel on a business trip. And I’m always eager to play it again.
Extras
There are multiple expansion packs available - I sprung for all of them. The Bold & Caring pack adds 2 new objectives, which makes the game even more varied.
The Journey's End expansion is well worth your time & money! (Of course, if you're just jumping into the game, the Ultimate Edition has all the content along with really great rulebooks integrating all the expansion content.)
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.
Based on the recommendations of others gamers (especially fellow Opinionated Gamer Chris Wray), I splurged on the Everdell Complete Collection without ever having played the game. As you can tell by where I placed this on my top 100 list, I don't regret that decision.
Tips & Tricks:
Everdell is a combination of worker placement and tableau building... all in service to the creation of a world filled with anthropomorphic forest critters. The whimsical and beautiful card and board art makes the game even more enjoyable to play.
The seasons mechanic has a number of interesting strategic considerations - since by not moving into the next season, you block other players from certain worker placement spaces.
While the game will play five players, we've found it most enjoyable at 2-3 players.
My sons' favorite expansion is Spirecrest (which add the large animals and the trek across the mountains)... I'm partial to New Leaf (which adds the train station and all the visitors).
Timing is everything in Everdell...
Extras
The production of the Everdell Complete Collection is stunning - the only problem is how dang big the box is.
Picture above includes both Mistwood and New Leaf.
There are two solo modes: Rugwort (which is mildly entertaining) and Mistwood (Nightweave & her spider crew) that really shines. I’ve barely scratched the surface of the personalities, plans, and plots available in the Mistwood expansion.
BTW, Chris Wray posted a weeks worth of Everdell reviews that are a great read if you’re interested. (These reviews pre-date the newest expansions, New Leaf & Mistwood.)
Gorgeous production coupled with easy gameplay... a classic theme (trains!) coupled with a classic Rummy set-collection mechanic... just as playable with 2 as it is with 5.
Tips & Tricks:
Playing with 3 or 5 players is MUCH more cutthroat than playing with 2 or 4, due to how crowded the board can become.
Figuring out the "choke points" on any map is an important step in choosing tickets both at the beginning of the game and as you take ticket turns later.
We have a house rule that players can keep taking turns while someone decides on tickets as long as their action is to draw cards or take tickets. If a player is going to play to the board, they must wait until the ticket-taker has made their decision.
Most importantly, this is an excellent "gateway" game for non-gamers.
Extras
There are a number of expansions & stand-alone versions of the game. I'm partial to the 1910 card expansion - as well as...
The name implies the genius of the design - with a six card hand, you aren't simulating a whole baseball game... you're just showing us the highlights. Set in a future timestream where robots are batters and pitchers have cybernetic arms, this wonderful game melds deck-building with hand management in clever and interesting ways.
Tips & Tricks:
Drafting well is key... and part of that key is paying attention to the types of players your opponent is drafting.
Losing a game on your way to the World Series can be beneficial, if you stack your team with popular players that enable to get higher quality draftees.
While I'm not a fan of the three player variant in the rulebook, the 2 player game is great and the 4 player tournament is amazing with four experienced players.
Extras
The expansions that add players have some nice twists - but the coaches and ballpark expansions are just for variety (aka non-essential).
This is the second of two Mike Fitzgerald designs on my top 100 list.
Take the part I like best about Kingdomino (the drafting system), use it to drive a tile placement game with thematic scoring (like Carcassonne but without the arguments about which set of farm rules we’ll be using), and provided the proper components (big cloth bag, easy to read tiles, clever use of cards to add variety) to make a really enjoyable game experience.
Tips & Tricks:
The scoring has a number of elements... however, they all make sense AND the scoring track includes a reminder of all the rules in play.
Start with the Family game... the Advanced Game has some risk/reward elements that won't be clear until you've got a couple of games under your belt.
Extras
The first mini-expansion (Putt of No Return) does things: it adds interesting new course tiles and investors, it provides two-layer par boards (a welcome addition), and it fixes my main complaint about the original game with new and better art for all the cards.
The second mini-expansion (Minigolf Empire) has a cute dice game for playing through the course you created and an extensive campaign system... but I like it best for the "news" cards which offer a variety of goals to use even in single games.
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
Wyatt Earp is a cousin to this series of games & is very enjoyable as well.
Here's how I rank the Mystery Rummy games currently...
In my ever-so-humble opinion, this (and not Acquire) is Sid Sackson's masterpiece. It's so simple & yet so engaging.
Tips & Tricks:
One of the niftier variants to try is "one piece per space" - in other words, you can't stop rolling if you would have to place a marker on an already occupied space.
Dan Blum once suggested that there are two basic ways to play Can't Stop based on Star Trek: you can play like Kirk (take crazy risks) or Spock (analyze the odds). I find that both funny and accurate.
Extras
There are some enterprising folks who have scavenged copies of Advance to Boardwalk to add extra playing pieces to their copies of Can't Stop - I am not one of them. First, that's rude to a very nice game (Advance to Boardwalk). Second, Can't Stop isn't as much fun with 5+ players.
My last four games of the 2013 Gathering of Friends were the Can’t Stop tournament. I won my first two rounds, then squeaked forward in the semifinal with a second place finish over my arch-nemesis (and good friend) Larry Levy. (There were two semifinal games with 3 players each – the first two players to complete 3 columns advanced to the final.) So, I found myself in the final against Daryl Andrews, Rebecca, and the designer of two of my favorite games: Tom Lehmann. I quickly shot up the board & claimed the 6 and the 8… but it took what seemed like forever (thanks to a couple of near-misses) for me to finally nail down a 3rd column and the win! That win SHOULD have meant that I got the first pick off the amazing prize table in 2014... but as I was not able to attend, I got nothing but the thrill of victory. Sigh.
I wouldn't go as far to say that New Frontiers has fired the classic Puerto Rico for me... but it covers a lot of the same ground with better graphics and a more compelling theme.
Tips & Tricks:
New Frontiers does not seem to have the same "newbie automatically assists player to their left" problem as Puerto Rico... but players still need to pay careful attention to the downstream effects of their action choices.
Don't put all your point-scoring eggs in one basket - especially when it comes to the 9 cost technologies. I have been known to buy a 9 cost tech that was only marginal for me in order to keep it out of the hands of someone who could really benefit from it.
I personally like the goals (which is also true for with both the original card game and Roll for the Galaxy)... but not everyone is fond of them.
Extras
The Starry Rift expansion is finally out... but I don't own it (yet)!
This is the fifth of seven (7!) Tom Lehmann games that will appear on my top 100 list this time around... and the second of three Race for the Galaxy universe games. Sue me.
designers: Christopher Badell,, Paul Bender, and Adam Rebottaro
Print Status
available - but there's a new edition in print (which is actually really good... and if you're new to the game, I'd start with the Definitive Edition)
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.
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.
Card drafting meets civilization building... and it's playable with 3-7 players in a pretty consistent 45 minutes. No "wonder" it got all those awards...
Tips & Tricks:
You don't have to jump on the science train to score big points - but you do need to burn up science cards for cash or wonder building to prevent others from doing it.
Military still doesn't make sense to me - the worst point loss you can take is -6... and it can be less than that if you can talk your neighbor(s) into a truce.
The new edition is nice - the symbols are easier to teach/use. (They are based on the system used for 7 Wonders: Duel - another game I highly recommend.)
Extras
I'm a big enough fan to picked up all of the available first edition expansions - including the oddball stuff like the Wonder Pack, the Anniversary Leader & Cities cards, and the Catan wonder. And with experienced players, I like playing with all of them, though it is a bit overwhelming.
Cities is the easiest expansion to add to the game - and it contains the rules for team play, which is actually pretty cool. (Note: team play will allow you to play with 8 players.)
Armada is quite enjoyable - and adds some nice twists to the game that require players to pay attention to more than just their immediate neighbors.
The laws portion of Babel and the Leaders expansion are the two most difficult expansions to add to the game - they have lots of new symbols that can confuse players.
Here's my first look at the Cities expansion after I played the prototype.
I wrote a preview of the Babel expansion back in 2014 as well.
I have not played the 2nd edition Edifices expansion - it looks like they rebooted some of the best ideas from Babel.
As some of my long-time readers know, I spent nearly 15 years as a church planter & pastor (after 13+ years in youth ministry)... which came to end in early 2013. (You can read more about that on my posts aka former pastor guy and Kenny Rogers, Toffee, and a Hatmaker.)
For nearly ten years, I didn't preach. (That's not entirely true - I officiated at funeral services for friends and former congregation members - but I didn't deliver the message for a Sunday morning service.)
Last year, that changed - thanks to the leadership and encouragement of Aarron Schwartz and our church family at Restoration Church Nashville. It's been humbling and wonderful and a bit scary to be back "in the pulpit" (even if we don't actually use a pulpit). The Restoration Church family has been so supportive. (A special shout-out to Bethany and the worship team... it's a privilege to speak after they've helped us prepare our hearts and minds.)
I need to also say "thank you" to a number of folks who encouraged me to take Aarron up on his offer to be part of the preaching rotation - including my wife (Shari Jo), my sons (Braeden & Collin), and even some of the folks I know through my "day job" (thank you, Terri & Denette.)
I decided that I needed to pull those messages into a single place... so that's what this post is for. I'll update it as needed. I'm putting the time stamp for the start of the message - but you're missing out if you don't get the worship team as well.
February 23, 2025 - 2nd Samuel 6 - When The Ark Comes to Town...
message starts at the 40 minute mark
I left out another 80s reference from my notes to the 1984 film "Footloose"
God will not be put and kept in a box, whether the box is constructed of crafted wood or hewn stone or brilliant ideas or fine feelings. We don't take care of God; God takes care of us.
September 1, 2024 - Exodus 35 - More Capable Than You Realize
message starts at the 35 minute mark
"Sing to him a new song; play skillfully, and shout for joy." (Psalm 33:3 NIV)
Every faculty you have, your power of thinking or of moving your limbs from moment to moment, is given you by God. If you devoted every moment of your whole life exclusively to His service you could not give Him anything that was not in a sense His own already. So that when we talk of a man doing anything for God or giving anything to God, I will tell you what it is really like.
It is like a small child going to its father and saying, "Daddy, give me sixpence to buy you a birthday present." Of course, the father does, and he is pleased with the child's present. It is all very nice and proper, but only an idiot would think that the father is sixpence to the good on the transaction.
"I have prayed [especially] for you [Peter], that your faith [and confidence in Me] may not fail; and you, once you have turned back again [to Me], strengthen and support your brothers [in the faith].” (Luke 22:32 AMP)
March 17, 2024 - Luke 20:27-40 - Jesus & the Theobros
message starts at the 38:30 minute mark
balloon illustration is borrowed from N.T. Wright's Luke for Everyone
Yeah, I somehow managed to combine Narnia, levirate marriage, and Admiral Ackbar into the message.
September 24, 2023 - Luke 14:25-35 - Counting the Cost
message starts at the 38:30 minute mark
my personal notes call this message "The Symphony Bar"
“Simply put, if you’re not willing to take what is dearest to you, whether plans or people, and kiss it good-bye, you can’t be my disciple.” (Luke 14:33 MSG)
March 26, 2023 - Luke 8:22-25 - Master of the Storm
message starts at the 33 minute mark
The message here is NOT “Jesus will calm all the storms in your life”… it is “Jesus will not leave you alone in the boat”.
"If I rise on the wings of the dawn, if I settle on the far side of the sea, even there your hand will guide me, your right hand will hold me fast." (Psalm 139:9-10 NIV)
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.
A dexterity game that more about physics than perfect dexterity... and more about the fun of building (and accidentally destroying) a huge house of cards than about tricking your opponent into making a bad move. And, yes, it's a kids game - but it's been successful with pretty much every person I've taught it to.
Tips & Tricks:
Not getting "cute" with your early builds will lead to a more stable base and a MUCH taller building.
The game is random enough (you roll both to see how far your hero climbs AND to win battles against other heroes) that you should not take it seriously.
The only person worth setting up for a fall is the player who is currently highest up on the tower - if they lose, everyone else wins.
Extras
This is part of the very successful Rhino Hero family of games from HABA... the original Rhino Hero is both highly portable and a lot of fun to play. I haven't played the other games.
Picture includes Owen (my younger son's good friend AND fellow Unmatched fan).
out of print... but not difficult to find at decent prices on Amazon & Wal-Mart
Why It's On The List
Imagine a three-way collision between the Mad Max films, an auction game and a worker-placement city-building game. Throw in a little Notre Dame-ish fend off the invaders (marauders instead of rats)... and allow players to use people as currency in the auctions as well as workers to keep your post-apocalyptic settlement running.
Tips & Tricks:
The artwork is evocative without leaning too hard into the dystopian grimness… and the iconography is very clear once you get the hang of it
I’ve found that it takes players 2-3 rounds (roughly half a game) to get acclimated and then they’re ready to defend their very tiny barb-wire encrusted empire.
The auctions are double-layered... they are "get to choose first" auctions for buildings and for equipment. In addition, the winner of each auction gets a small bonus, and the loser gets a penalty.
Extras
I've been working on a review (complete with fiction sections) of Armageddon for years now... short version: I think all of the elements fit together to make a really satisfying and enjoyable game experience.
I also think this is a criminally over-looked game... and I said as much in a really good Opinionated Gamers article you should check out.
This is the first of two games on this list designed by David Thompson. (If I remember correctly, this was David's first published game!)
Bag-building and whimsy combined to produce an easy-to-teach press-your-luck game that has been 100% successful with everyone I've introduced it to.
Tips & Tricks:
You need to look at what powers are available - and remember that you can't do everything.
Not worrying about scoring for the first couple of rounds is sometimes worth it for the rat-tail catch-up mechanic.
Extras
I like both of the expansions... though they make the game a little trickier to teach and get into for new players. I'd recommend you wait on Herb Witches and/or Alchemists until everyone at the table has a game or two under their belts.
I have two nifty add-on things for my Quacks collection - the splendid GeekUp Bits tokens (seen in the picture) thanks to a very good friend (King Bob!)... and the Folded Space organizer.
This is the second of two games designed by Wolfgang Warsch on the countdown.
While Ark Nova has similarities to Terraforming Mars (i.e. buckets of cards, build your engine, resource management), it is very much its own entrancing creation. The puzzle of how to build my zoo while building conservation initiatives tickles my brain.
Tips & Tricks:
The solo game is absorbing and the multiplayer game (with 2-3 players) is great fun. (I’d avoid four players due to downtime.)
While you can over-focus on developing an income stream, you can certainly err in the other direction and find yourself forced into helping the other players to generate enough $ to compete.
Don't let the perfect way to play a card become the enemy of the good - sometimes, it's better to get something on the table than delay in order to get the maximum benefit. (And sometimes, it's not. Life is like that.)
Extras
The Marine Worlds expansion is highly recommended if you're a fan of the game - better bits, corrected cards, added marine animals without overwhelming the game system... and the enhanced action cards add some really interesting twists.
The Zoo Pack just adds a couple of new park blueprints - but as much as I've played this solo, I welcome the additional variety.
Zoo-themed games that were ranked from 101-200 on my list (seriously, I like zoo-themed games!):
It's a solid civilization-building game that plays in a reasonable amount of time (roughly 30-45 minutes per player for multi-player games) and isn't overburdened by a need to pursue military buildup in order to survive and thrive.
Tips &Tricks:
Balancing short-term goals (completing Golden Age & Civilization Achievement tiles) and long-term goals (scoring for Projects & Technologies) is key.
It's also important to remember what does (and doesn't) score at Empire scoring points. Sometimes, it's worth guaranteeing second place in a region to stay relevant in the game.
The game moves at a wonderful clip - since players only take one action each turn, experienced players can make the game fly while still having lots of interesting decisions to ponder.
Extras
Mosaic is an excellent civ-building game… and the expansion adds some great new elements (many of which can be used as modules). Multi-player games with it have been a lot of fun,,,
...but I’m still unhappy with Forbidden Games for numerous mistakes they’ve made with the excellent David Turczi solo “bot”: only putting Herobotus in the Colossal edition of the base game, then not updating the solo bot with the Wars & Disasters expansion (even after printing “1-5 players” on the expansion box).
There is a fan-made solo version using the expansion that works... but it's a little clunky.
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