Tag Archives: Opinion

4x Science-Fiction Civilization Building Games: Part I

At the start of this summer, I wanted to have a writing project for the blog, something unique to work on when those rainy days come or when I’m up late with a cold beer after the family has gone to bed.  It’s something of a tradition for me and has produced articles such as my Battletech Guide series (Part I, Part II & Part III) and my Star Wars: X-Wing guide (Part I, Part II, Part III, Part IV & Part V) for example.  

This year’s summer project is to evaluate and write a comparison article on Science-Fiction 4x civilization-building games, a topic that is something of a passion of mine.  I have always been a big fan of monster games in general as far back as I can remember, getting my start with classics like Advanced Civilization, Axis & Allies and Shogun back in the 80’s.  My love for SF 4x games however comes from the world of PC games with classics like Master of Orion and Galactic Civilization series of games.  

For years Twilight Imperium has been the ruling king of the hill of this genre in board game form, it has floated around in my top 10 best games of all time since I started it nearly 10 years ago and remains the mecca of this genre in my opinion.  Equally, for the same amount of years I have searched for alternatives for Twilight Imperium if for no other reason than the simple fact that Twilight Imperium is a real pain to get to the table despite its many positive elements.  Simply put, it’s a very long, very heavy and conceptually complex game to get into.  It demands a bit more than most gamers are willing to give and so I have searched for alternatives that might bring the 4x experience to the table more often with a wider range of players.

My hope was that if I explored this genre in detail, I might find some 4x games that might be a bit more approachable.  Going into this project I have no expectations that any of the games I will try will replace Twilight Imperium for me as my ruling favorite, but I am hoping to find some new 4x games to explore.

My research has shown that there are quite a few potentially great SF 4x games in the board game world and it’s my intention to go deep with this article series and do some detailed assessment of what I believe are the most popular of these games that will hopefully act as both a buying guide for those looking to get into the games and a sort of review for each individual game.

The List & Why

There are quite a few games that could go on this list, in fact, arguably to be a proper assessment of the whole genre I think a list of 10-15 would be needed but I wanted to narrow it down to the most widely popular games and I wanted to have some games that hardened veterans of the genre would also approve of which is to say, games that might be more obscure to general mass markets but the experts within consider staples of the genre.  This I felt was important because the goal here is to expose you, the reader to something new and interesting and battle-tested, not necessarily a comparison of the most known games.  

Twilight Imperium 4th Edition

The ultimate 4x science-fiction epic, it is considered by many to be the king of the 4x genre.

Twilight Imperium was a very obvious choice, it is considered a hallmark of the genre, ask any fan of SF 4x civilization building to make a list for you, and this one will always be on it.   It is widely accepted as one of the best in the genre, arguably the one by which all other games will be judged so it had to be on this list.

Eclipse:  Second Dawn For The Galaxy

Many argue that Eclipse is the Twilight Imperium killer, a more refined, faster playing 4x game.

Eclipse is perhaps the second most widely known and accepted game in the genre and actually has even broader mass market appeal.  More importantly, it’s considered the most natural competitor to Twilight Imperium by the gaming community even if the publisher makes no such claims.  It is also highly disputed by Twilight Imperium fans as a contender, some argue for it’s shorter play time while others insist it comes up short.  I love a good controversy, so it had to go on the list as well.

Star Trek: Ascendancy

A relative newcomer by 4x standards, but this 2016 release has made a splash with 4x and Star Trek fans alike often compared to Eclipse.

A very popular franchise but a less commonly listed game, Star Trek: Ascendancy is a full-fledged 4x game that has had quite a bit of buzz among 4x fans and has seen a number of reprints since its 2016 release which means people are still playing & buying it. One really interesting element of Ascendancy is that many argue its a better, albeit less refined Eclipse and there is a lot of debate about its quality that seems to have created a sort of Ascendancy vs. Eclipse grudge match.  From that, it was an easy decision to include it.

Exodus: Proxima Centauri

While my first experience with this one was less then stellar, it’s a community favorite and many argue that it is a far more competitive and varied game in direct competition with Twilight Imperium and Eclipse.

I was very hesitant to add this one to my list mainly because I own it, I have played it once and neither my gaming crew or I thought much of it.  Despite this among 4x circles, it’s considered a staple and standard for the genre and it’s been compared to Eclipse and Twilight Imperium in countless reviews, many feeling this is the superior game.  While I have my doubts, the evidence is in its success.   It has also not only remained in print but has received a 2nd edition and been nominated for some prestigious awards including the 2013 UK Games expo for Best Boardgame of the year.  It’s clearly a competitor, it had to go on the list.

Stellaris Infinite Legacy

Based on one of the most popular 4x games in modern times, this new kid on the block is making a lot of bold claims about being an evolution in the genre and we are going to give it, its shot to prove it in this competition.

The final game on the list comes from Academy Games which attempts to create a board game version of one of the most popular modern 4x PC game franchises in existence, the fan favorite and beloved Stellaris.  I know very little about this one but I felt strongly that if someone is going to try to re-create a board game version of one of the best 4x PC games on the market today, it needed to be on the list.  

That’s your list, 5 games.  I’m committed to play each game a minimum of one time, though it’s likely I will have a couple of plays of each game before this article is complete and I have the advantage of having played some of these games already before I even start.  I have no idea how long it will actually take me to complete this article series, but I’m hopeful that it will make for some fun gaming and writing.

How they will be judged

I think it’s important to establish some method or standard for how all the games will be judged to ensure not only that the competition is fair, but that there is at least a general understanding of what the expectations for a 4x game are.  Each game will be rated from 1 to 5 on each of the following categories.

Is it a true 4x game

The first category simply ensures that the game meets its advertised goal which is to be a 4x game.  4x is a reference to the four key elements of a science-fiction civilization-building game.  

Exploration

Does the game have a fun/interesting exploration mechanic, after all this is a game about building a civilization in space and exploration has to be a part of that.

Expand

This is a bit of a tricky one as the word is intended to have multiple meanings.  It’s a reference to the civilization-building component of the game and covers anything that helps to build your civilization from a fledging single planet to a mass empire.  Science research, fleet and base building, economic engine growth and really anything else to do with the construction and forward progress of your civilization.

Exploit

Similar to expanding in a way, exploiting is about making sure that the galaxy itself is the source of the struggle in the game and that it breeds player competition for resources to ensure players are forced out of their comfort zone of their homeworld.  Exploitation is about the economics of the game and the road to confrontation and the final and arguably most exciting element of the 4x genre, war (Exterminate).

Exterminate

In the end, the exploration, expansion and exploitation of the galaxy should put the players into conflict with each other and lead to the expected eventual outcome which is war.  All good 4x games are in the end in some shape or form war games.

The Extras

While the 4x civilization-building genre is very specific, many of these games include concepts like politics, diplomacy, trade, espionage and other elements often associated, but not directly mentioned as part of the 4x mantra.  These extras should count and hence they get their own category in the evaluation.

Competitive & Fun

This second category is a bit more opinion driven, it’s about a general judgment and comparison of how competitive and fun the game is.  Does it hit those joy centers with its mechanics, do players walk away satisfied, is the game balanced and fair and of course naturally how does it fair in general as a gaming experience.

The Event Status & Presentation

Civilization-building games should be an event, a robust, full-fledged game that everyone is excited about and builds a foundation for a great gaming event.  This combines its visual appeal and presentation, its replayability and its status as a game around which an event can be played.  4x games shouldn’t just be board games, they need to generate a much higher level of excitement beyond just a simple game night, they should feel epic in size and scope.  This category is a measurement and discussion of its status as an event game and includes its presentation.

Deliver On The Promise

This one is important mainly because I don’t think a game should be judged solely on the expectations and desires of players, but on what the game actually promises.  Whether it’s by advertisement on the box or website, we use that information to determine how well it delivers what it promised.  Does the game do what it said it would?  That is the question we are answering and rating here.

Strengths vs. Weakness

This is the only category that will not be scored so much as listed.  I will attempt to outline each game’s strengths and weaknesses and help guide players to the game that is right for their group.  

Comparison Ranking

Finally is the comparison ranking.  This category will not be included with each game, but rather be an article in its own right where I compare and contrast all of the games and come to a conclusion about where they ultimately rank in this competition.  It will be a definitive, top 5 of the best from this list of SF 4x civilization-building games.

Conclusion

Ok so that is the setup for this article series, we have our game list and we have our established method of judgment.  I’m uncertain exactly what order these articles will appear or even what approach I will take beyond these simple goals but the plan is first to play all of the games so that I have a strong basis for assessment.  I expect this series will go well beyond the summer to complete, but keep an eye out for it in the near future.

On The Table: February 2022

February has been a busy gaming month for me, I managed two full reviews which may not sound like a lot but for a guy who runs a blog as a hobby, that is quite a bit to add to my normal life schedule. This month my gaming group also managed to restart our long-running Vampire: The Masquerade chronicle which had been put on hold a number of times due to corona. With the pandemic taking a massive swing for the better and all the restrictions lifted in Sweden where I live, we are opening the gaming flood gates!

New Aquisitions

In a rare turn of events, there were no new acquisitions this month. I felt I had so many games to play this month it just seemed silly to add to the queue and there are a couple of games on the release calendar that I’m eager for so I’m holding out. Perhaps instead I can talk a little about future acquisitions instead to fill the space here.

Enemy Action: Kharkov

Compass Games component quality on Enemy Action: Ardennes was pretty awful so I have my reservations about this one in that regard, but it’s hard to pass up a Butterfield design, so it makes the list.

The Enemy Action series gets a second game in the series finally after 7 years of releasing the first, the amazing Enemy Action: Ardennes. John Butterfield is without question one of the most renowned designers in the Historical War Game genre right up there with Mark Herman, so when he makes a game we should all be paying attention.

The Enemy Action series is awesome for a lot of design reasons, most notably because it actually is three games in one. You get a solo game for two sides of the conflict and there is a 2 player version as well. More than that though this is one of the most thoughtful, original and exciting game designs to come out in the last decade and while I’m yet to do a full review on Enemy Action: Ardennes, I’m really looking forward to seeing a continuation of the series. It’s a very deep and complex war game, but it works on a wide range of levels.

My biggest beef with the series is that it had really weak publishing, the components weren’t great, there were a lot of misprints and alignment issues as well as missing components. I felt judging the game given that the quality of the components actually made the game nearly unplayable would be unfair to the designer, it was better that I waited for the corrections before I did a review. It has taken quite a while for Compass Games to send me replacement parts so this one despite how much I appreciate the design has remained un-reviewed. I only know it because of the Vassal version which I have used for my gaming but I never do reviews based on Vassal experiences mainly because I’m here to review board games, not digital versions of them.

Pacific War

A Mark Herman classic gets a reprint and its going to be hard to resist.

Pacific War by Mark Herman due to land any day now in Europe is a more tactical operations level world war II game set in the Pacific theatre, a pre-cursor to the amazing Empire of the Sun. I never played the original release but now that it’s being reprinted with a lot of bells and whistles, I’ve had my eye on it and I think in the end it’s going to find its way to my shelf.

I’m a sucker for all things Mark Herman and I have a particular interest in the Pacific War, so this game is right up my alley. I’m intimidated by its complexity, but I made it over the learning curve hump with Empire of the Sun so I feel like I can learn to play anything.

On The Table This Month

This month I focused a great deal of my gaming time on the two games I reviewed (Peloponnesian War and Caesar: Rome vs. Gaul). While Peloponnesian War practically reviewed itself, I struggled with Caesar: Rome vs. Gaul quite a bit. Doing reviews isn’t always easy, one of my goals with all reviews I do is to not only be fair and impartial but respectful to the designers. Games are not easy to design and I think as a reviewer it’s my job to have a good understanding of what the designer was trying to accomplish which sometimes can be quite tough. In either case, played lots of great this month so in no particular order.

Brass: Birmingham

The game is very pretty and while the theme is very historical, like most Euro games it is highly abstracted. It’s a thinker and a very tight point salad.

Brass: Birmingham has been on my must-play list for quite a while, as a game reviewer I feel obligated to play every game that appears on the top 10 list on BBG and this one has been sitting in the no. 3 spot for a while getting ready to challenge the two top spot games Pandemic Legacy and Gloomhaven.

This was a fascinating game based on the industrial revolution in England between the late 18th and early 19th centuries. You effectively take on the roles of business moguls trying to control the various early industries of the era building factories and transporting goods through canals and railroads.

The game is a quasi-card game with a fairly dynamic setup creating very unique obstacles and puzzles to solve each round as you try to outpace your opponents in a game where making money is important but points are scored more through expansion and control.

It did not take more than a round or two for the game to click, so while Brass is quite robust and there is quite a bit going on, the rules are streamlined and it was easy to catch on. Playing it well, however, coming to grips with what is and isn’t a good strategy is going to take a few plays I think. I did well but I was outpaced by the more experienced players on my first run, but I think I’m going to perform a lot better next time based on my first go.

We played it 3 players and while I think the game played fine in that player count, this game is clearly going to be best with 4 players and the next time I play I’m going to be aiming for that. With 3 players part of the map is kind of a “no go zone” and I always find that this way of handling reduced player count in games always feels off. It was strange that the map was two-sided and rather than creating a 3 player and a 4 player map to compensate for the player count, the two sides are identical having a day and night side which has no impact on rules and is just for cosmetics. Definitely a missed opportunity in my opinion.

Endeavor: Age of Sail

This is a really solid Euro-style game that plays very fast with a lot of great tension and great balance.

This one hit the table twice in February and continues to impress. I’m working on a review for it but I don’t mind spoiling a bit and say that I really like it quite a bit.

It’s a big and busy-looking game but is actually lightning-fast and super-tight which gives the game a sort of high tension right in the first round that stays with you until the very claustrophobic conclusion. There is a lot of dynamics in this game, but as we play it repeatedly we have uncovered a few strategies and counter-strategies and so far none have proven to be dominant which is great as it gives the game a really strong balanced feeling. Victory counts at the end of this game are always tight, we are talking 2-3 point differences between first and second place typically.

Great game, I think this will definitely be going on the list for our big summer board gaming weekend this year.

Empire of the Sun

There are games, there are historical war games and then there is Empire of the Sun, a game that demands as much as it gives. One of my all-time favorites, always happy to make time for it on my hobby table.

This beast hits my table in late February multiple times and I suspect I will still be playing it in March. Whenever I set up Empire of the Sun on my hobby table to play solo against the AI bot (Erasmus) I know it’s something I will be playing over the course of a week or so. Usually I become instantly obsessed and end up playing it for weeks at a time over multiple games and that certainly has been the case this month.

I’m playing as the Japanese right now as I find playing the historical loser in this game is very challenging against the AI bot and I really love the many different approaches you can take to this game and how that core is driven by your card draw. That initial card draw in Turn 2 completely changes the dynamics and direction of the entire game and never ceases to surprise me.

I can’t praise this game enough but I always caution anyone considering getting into this one that it’s super complex and a very robust game that will take some time to learn to play properly. Lots of exception-based rules driven by historical chrome that you might initially find to be overkill but if you are fascinated by the tragic history of the Pacific War like I am, these details really just give this game a narrative flair like no other. This is a game that is as complex as it needs to be, no more, no less. Mark Herman is great at explaining the why of his rules in the rulebook which while adding page count actually helps you to remember the rule itself as you make the connection so it’s a blessing in my opinion. I adore this game and I find it hits my solo hobby table often in long stretches at a time. Takes some doing to get into it, but if you make the crossing you will not be disappointed.

Peloponnesian War

This one blew the doors off, a complete game-changer with a core concept (switching sides) that I’m finding to be applicable to a lot of 2 player games I play solo. This one stands out in the crowd of solo gaming.

Definitely, the game of the month and one of my favorite recent discoveries, this absolutely amazing solo game is one of the most challenging games I have played in a long time. Rules are relatively simple to wrap your head around but unraveling this puzzle is going to take some serious effort.

This is one of the most unique handlings of a solo mechanic I have seen in any game ever and I keep saying this to anyone who listens but why on earth is this approach not seen more commonly in solo games. The concept of playing one side and then switching gives this solo game a really awesome feeling of playing a real opponent, there is no one better equipped to beat you than you.

Love the historical detail of this one and how that brings out the narrative of the game, it’s so good, absolutely a must-own for any historical wargaming solo fans. I put this one up there with Enemy Action Ardennes in terms best solo games I have ever played.

Find the full review for this game HERE.

Caesar: Rome vs. Gaul

I understand some of the complaints about balance in this one, but I don’t really share them. Let’s just say, I get it but not everyone will.

This latest addition to my CDG collection was a hit with my gaming partners both online and offline, myself included. Despite some oddly shaped balancing in the game that might trigger some to proclaim the game unbalanced, I personally found this game’s design goals to be intriguing and unique. It spoke to me and I suppose I’m on the “I get it” side of the discussion.

I can understand the arguments about the game being tilted towards a Gaul victory, I address my opinion about this one in my review but the short answer is, it is exactly what it needs to be to make this game work.

For me this was a keeper, it fits nicely with some of my other CDG games that I know and love and while it certainly didn’t kick my favorite Imperial Struggle out, I can see an argument for playing this over Washingtons War for example. I look at it like this. I have 4 CDG at the moment. Imperial Struggle is the best one, but it’s fairly complex and actually not really a CDG in the purest sense. As such it comes down to the other three, Twilight Struggle, Washington’s War and Caesar: Rome vs. Gaul. All games I can teach you and get you playing quickly, so it boils down to picking the historical subject you find most interesting.

Caesar: Rome vs. Gaul is a great game, it’s doubly so if the subject matter interests you and you already love CDG’s.

Find the full review for this game HERE!

Vampire: The Masquerade

The single best RPG experience of my life and I speak on the behalf of my entire gaming group of long-time RPG players.

Role-playing is as much a hobby for me as board gaming, but the truth is that the term role-playing is really redefined in Vampire The Masquerade. This is a game that goes deeper and more immersive than most RPG’s I play and this is precisely why my gaming group adores this game.

We have been playing the 5th edition since its release and we have created memories and stories that we will be talking about for the rest of our lives in my gaming group.

My gaming group post-corona-apocalypse restarted our ongoing chronicle right where we left off this week and everyone is super psyched to get this gaming going again.

If you have never played a role-playing game before this might not be the best place to start as it really makes a lot of assumptions about the player experience, but it’s definitely the crowning jewel of my personal role-playing experiences.

On The Horizon

I already mentioned a couple of games I’m looking forward to in the near future, but there have been a few new entries in the future-future section that got my attention this week.

Rebel Fury

Another Mark Herman game… I’m starting to think I’m a fanboy!

I have been looking to add my first Civil War game to my collection as currently, I have none! This is not a topic I’m super interested in at the moment, but I certainly see a lot of potential here.

Rebel Fury seems like a good entry point, its a Mark Herman game and it’s based on a game series that is highly regarded. This is a bit out of my scope in that the game is about specific battles rather than more global conflict, so while I’m still on the lookout for a game that lets me fight the whole war, this seems like a great place to start the next phase of my gaming education.

That’s it for this month!

On The Table: January 2022

This year I’m kicking off a new article series and what you are reading right now is the inaugural article for that series. On the Table will be a monthly column where I will discuss various gaming topics based on what I have been involved in, in the previous month.

This will include impressions about games I played, new arrivals that I have unboxed, games on the horizon that sound exciting, conversations and discussions I’ve had with the community, designers, and publishers as well as hot topics in gaming. It’s going to be a smorgasbord of gaming-related topics covering all genres, styles, and types of games.

I think that is enough of an introduction, let’s get into it.

New Aquisitions

This month I picked up four new games.

Western Empires

The first acquisition of the month was Western Empires by 999 games. This was a gift of sorts. I received a Christmas present from my work (100 bucks to Amazon) and I took the opportunity to pick up something I probably would not have bought for myself under normal circumstances (aka my own money).

I have always been really curious about the cult following that surrounds Francis Tresham’s Civilization franchise, but I passed on the very expensive Mega Civilization that came out a few years ago and while Western Empires effectively represents half of Mega Civilization (Mediterranean Half), it’s still a very expensive game and one that I think is going to be extraordinarily difficult to get to the table with my gaming group in particular.

This is a 12+ hour-long game for 5 to 9 players and while I will say that my gaming group is incredibly flexible and generous with their time, this one pushes some boundaries that even my very tolerant gaming group will probably not want to cross. Even if they did, this one would be in competition for the rare opportunity for an all-day slot, games like Twilight Imperium, Through The Ages and War Room. It would not be easy to justify it myself, let alone talk the rest of the group into Western Empires.

I did set the game up on my hobby table, read through the rules and took the time to test drive some of the mechanics, kind of standard operating procedure for me to determine if and how I would like to pursue the game (or not). In the case of Western Empires, while I don’t want to rush to judgment and I did find plenty to enjoy with some head nods of understanding why this game has such a following, I have determined that the likelihood of this one qualifying for that rare all-day event slot is pretty slim.

I just wasn’t blown away by it, it was an interesting game and I really can understand why it has a following, but the game despite its scale and scope really felt to me like something that might be interesting as a 2-3 hour game but not as 12+ hour event game.

The biggest interaction in the game is trading commodity cards reminiscent of Settlers of Catan where you are trying to complete sets to get enough resources to purchase Civilization advances, with this rather nasty setback mechanic driving the hostility in those trades via the Calamity cards. It’s a civilization game where you’re constantly getting knocked back by these calamity events, undoing your efforts, but because you really have minimal control over what calamities you get (sometimes non at all with non-tradeable calamities), the game felt a bit dated to me, a sort of throwback to the games from the past where stuff just happened to you, often determining for you wether you win or lose. I supposed that is because it is a game engine designed in the 80’s, so I’m not sure what I expected, but I think it suffices to say that I can think of at least 5 better civilization games out there that are much better and take considerably less time to play than this one.

It’s a curiosity buy, not every game on my shelf ultimately makes my table and I’m certainly not discounting the possibility of making it happen sometime in the future, but for now, I think this is a pass for me, I have bigger fish to fry!

Endeavor: Age of Sail

Next up is Endeavor: Age of Sail by Burnt Island Games, I picked this one up from a recommendation by a friend of mine. It was a very pretty-looking game that was actually quite cheap but it was a bit of an impulse buy, I did zero research relying on the recommendation entirely.

We got this one to the table (see below), so I will cover the gameplay there but the one thing that struck me about this game was the production value. Just an amazing game visually, with sturdy components, well organized in the box with inserts. All I have to say is that as a gamer with high expectations, for a 65 dollar game to give you this much value in the box, it really put a smile on my face.

Caesar: Rome vs. Gaul

Caesar: Rome vs. Gaul by GMT games, designed by Mark Simonitch of Hannibal and the 44′ series fame was a game I knew I would acquire at some point, it actually sneaks in just in time in January as I got word it was coming at the tail end of the month, it hasn’t even arrived yet.

This game has won a few awards and nominations as do most of Mr. Simonitch’s games, but it comes highly recommended by a few of my favorite board game reviewers and I think it will be a perfect follow up to Imperial Struggle for me and my buddy who have been exploring 2 player historical games. I love the subject matter, it is a real steal at 50 bucks and seeing as so far in the world of historical war games CDG’s have been my bread and butter, I’m excited.

Peloponnesian War

Another GMT title for my shelf, Peloponnesian War by famed designer Mark Herman is a game I was never really expecting to play, but when it arrived at my doorstep, I honestly found myself quite excited at the prospect of yelling awesome shit like “This is Sparta!”

Thus far every single Mark Herman game I have tried has become an obsession for me (especially Empire of the Sun), the guy can do no wrong so I feel quite comfortable walking into this one. I will say, I know nothing about the Peloponnesian War that wasn’t included in the clearly factual documentaries the 300 and Troy, so I’m hoping that Mark provides me with a much-needed history lesson on the subject through this game.

This is a solo game and I have been slowly acquiring solo games over the last couple of years in no small part because of the Pandemic and so far my experience though isolated to DVG leader and field commander series have been very good. This game has a very unique mechanic from what I understand where you actually play both sides of the conflict, switching sides when you play too well with one of the sides of the war. Intriguing concept, really looking forward to giving this one a go.

On The Table This Month

With the pandemic getting worse and worse in Sweden by the day, restrictions have remained quite light nonetheless, and because pretty much everyone is vaccinated in Sweden, my gaming buddies and I have forged forward throughout January fearlessly and continued to game in person.

Endeavor: Age of Sail

I don’t want to say too much about this one as I’m writing a review for it, but spoiler alert, I really liked it. This is a very quick-playing, thinky euro that has you taking on the roles of managing a symmetrical European nation in the age of sail as you attempt to explore and ultimately conquer the newly discovered world. That is thematically, like most Eurogames, this is a point salad and the theme, while certainly fun and well layered, is not exactly poised to make this one feel historical.

I would not fault anyone for thinking this is a long, complex Euro game, it certainly looks the part, but this is a fast and very tight game.

It is a very tight game about scoring points as you would expect from a Euro, but unlike a lot of really heavy and excessively long Euro games that typically overstay their welcome with me, this game takes about an hour, hour and a half max with setup and teaching. It’s engaging, very pretty, has a lot of quality-of-life mechanics that make it easy to learn and play. My first impression is really good and the deluxe version I got comes with a bunch of expansion content so there is plenty to explore beyond the base game. For a 60 dollar game, this was one that impressed the hell out of me. If you got your eye on it and you are looking for a shorter Euro game that is really engaging and full-bodied giving up nothing with its short playtime, this is the game for you.

Be warned however it touches on the topic of slavery and I know some are rightfully a bit sensitive about that, but it handles the subject matter respectfully without getting PC about it. I appreciated that, slavery happened, it’s part of human history and I don’t t think games in a historical context should pretend otherwise, to exclude it from the game would mean we are pretending it didn’t happen which I think is worse. I played this one with my 13-year-old daughter as well as my gaming group, it brought up the subject and triggered a conversation about history, exactly what you want it to do, even lightly themed games like this one.

Smartphone Inc

Smartphone Inc by Russian designer Ivan Lashin did not impress me coming out of the box. A game about managing cell phone companies was already a rather odd topic for me that did not register. The very plain and milky-looking gameboard did little to sell itself and the bearded hipster on the box did not score any points either. I went into this one unexcited expecting a long boring Euro.

I love being wrong!

It looks like a prototype, but this game actually has a very sleek design that facilitates gameplay that you will come to appreciate.

Not only was this a very fast-moving, very cerebral game with mechanics the likes of which I have never seen, but it instantly gripped me and justified every design decision that had me initially questioning this one. The game space I thought was so boring looking quickly turned into one of the most functional and well-thought-out gameboards I have seen in a long time, facilitating not only gameplay but teaching and learning. The topic (cell phones) also immediately grew on me, in particular in the context of an economic game where you research technology, set competitive pricing for phones, manufacture them and try to sell them while competing against other players. Coming off 1830 Railways and Robber Barons, this one had that same sort of cut-throat economic competition feel that made me fall in love with the 18xx series.

Really fantastic game that made a real impression on me, can’t wait to get this one to the table again soon.

Corvus Belli Infinity

Infinity is a miniature game by Corvus Belli and I have a buddy of mine who is a big miniature gaming fan and he has a tendency to talk my gaming group and I into new mini-games all the time using a variety of unscrupulous tactics. In the case of Infinity I got an army starter from said friend for my birthday… well played sir.. well played.

It took some time to get this one to the table as is the case with most miniature games, but I finally managed. I have to admit I was not terribly excited about the event which is a bit odd really. I do like miniature games, I love science-fiction, the mini’s are actually really awesome (I shit you not I have werewolves with machine guns in my army) so really I’m not sure why I wasn’t more excited about it.

You had me at werewolves with machine guns!

In any case it turned out to be a really fun, very easy to learn game with a metric-fuck-ton of options and choices. This mini-game had one of the things I really like about mini-games, lots of options, but simple gameplay. In that way it reminded me a bit of what I loved about Star Wars X-Wing where each time you played it, you could really change up your army list and do something wildly different with the same units you already have.

This is a really fast game, its a bit of a dice chucker, stuff dies fast and furious and it just makes for a really entertaining evening. Now I will admit I’m super spoiled, my friends are miniature game fanatics so when you show up to their house to play these games they have massive, elaborately decorated tables with tons of very fancy terrain and all the fixings. All I have to do is show up, hell they even glue and prime my mini’s for me so they really make it easy on the guy.

I had a lot of fun, miniature games go hot and cold for me, sometimes I love them and get really into them (Looking at you Songs of Ice and Fire) but often they disappoint me and make me feel indifferent towards the hobby (again I’m looking at you Songs of Ice and Fire) because of how poorly managed most of the mini-companies are. I’m sure we will be running this one more in the future and I think I’m genuinely looking forward to it. I don’t see me expanding my collection, but the army box I have is plenty to keep me entertained with this one for a while.

I will say this about Mini Games in general. Do your research, this is an expensive hobby and you don’t want to step into it willy-nilly.

Circadians: First Light

Circadians: First Light from Garphil Games by designer S J MacDonald more widely known for his “Of West The Kingdom” series of games that include Paladins, Architects and Viscounts of The West Kingdom is yet another twist on the resource management Euro-centric games. We have a fan of these games in the group, so now again one shows up and we give it a whirl.

I have played quite a few of these at this point and I think it’s fair to describe them as very busy, thinky and generally heavy euro games that always come with a lot of really smart and unique mechanics. From a design perspective, I have to hand it to Mr. MacDonald, he creates a lot of really cool stuff. Circadians First Light follows in that tradition, but to be frank, of all the games from this style and designer I have tried, this is my least favorite so far.

Some gamers will look at this and get excited, I look at this and question my life choices.

That is not to say that it was bad, it actually wasn’t, it was just fine, but it’s just not my personal style of gameplay to begin with, so these games never really wow me, even the really good ones. This game, like all of the games in this series, are just a bit too long for what they are (Euro-Centric Resource Management Games), generally, there is a lot of complexity so it takes quite a bit of effort to learn and I find in my gaming group we typically play these games one time, then never hear from them again, a fate I think Circadians: First Light is destined for.

These games just don’t make a lasting impression, but I have to say I don’t think it’s because they are bad games, I do find them quite clever, but they are just complex enough that if you play them once, the next time you play you pretty much have to learn the rules again. For a game like that to come back, it needs to build up more excitement on the first run and I just find that these games don’t do that, at least for me. The games just don’t sink in and I have felt that way about every one of the “Of the West Kingdom” games I have tried and this one falls into that same pit.

It does use a clever dice chucking worker placement mechanic reminiscent of Kingsburg which I think is actually kind of fun, but there is a lot of very busy, paralysis analysis inducing “stuff” going on in the game that left the experience a bit flat. It was ok, but I doubt we’ll see this one again anytime soon.

B-17 Flying Fortress Leader

B-17 Flying Fortress Leader designed by Dean Brown of DVG games is without question one of my favorite solo games. Now that said, I have to admit I don’t own that many solo games, so my list for comparisons is very small.

For me B-17 is just a blast to play, it’s super thematic, it has a very scalable difficulty level, has lots of depth and really tells a story which I think is fundamentally the most important part of a solo gaming experience. A good solo game unlike other types of games does not live and die by its mechanics, it does so by its ability to give you a narrative and trigger your imagination and B-17 Flying Fortress Leader really does that for me.

B-17 is a fairly complex game definitely not for the faint of heart, but in my eyes it’s brilliant and the narrative it brings to life is unmatched. The fact that it’s a solo game that you can play whenever you feel like it, especially in times like these is a gamers prayer being answered.

It had me reading books, watching documentaries and exploring the fascinating world of World War II aviation triggering an interest I never even knew I had.

This is a wonderful game, I play it all the time, in fact, it wouldn’t surprise me if it appeared in the On The Table articles pretty frequently as Its setup on my hobby table quite often second only perhaps to Lord of the Rings LCG.

Paths of Glory

I realize as I’m writing the first On The Table article that I own a lot of GMT games! The classic Paths of Glory by GMT Games graces my hobby room once again as I take on an online opponent using vassal in a PBEM game.

It took nearly the whole month of January to finish, me and my online counterpart both use the same method to play online. We use vassal to maintain the game state and deliver our moves, but both of us have the real game setup on our hobby tables so we don’t need to do everything digitally and we get to play with the real components.

I’ve run out of ways to praise Paths of Glory so instead just look at this pretty map!

I have praised Paths of Glory so many times it seems unnecessary to do so again, it’s an amazing historical war game that deserves every accolade anyone has ever given to it. I can’t get my local gaming buddies to try it as it is quite complex and it has “chits” which most of the members of my local gaming group have an aversion to, but I adore this game, it’s THE definitive historical war game on World War I, accept no substitute!

Other games that hit the table

Just a quick hit list of other games that hit the table this month.

Talisman 4th edition. I play this one with my daughter quite frequently, she loves it and it keeps her gaming so I don’t mind playing it. It’s a bit of a long game but with two players you can get it done in an hour and a half, so not too bad. Fun little adventure game, nothing I would play with my gaming group but it’s a perfect family game and it beats the hell out of playing fucking Monopoly!

Condottiere is a common filler in my gaming group and it hits the table this month. I won, but it was a tight, down-to-the-last card kind of ending. This is a trick-taking game with a twist that I think belongs in any gamers collection, if you don’t own it, you should!

Game of Thrones: Hand of the King Another one I play with my daughter often. I actually like this one as a filler, but It hasn’t made it to my regular gaming group yet. It’s kind of an abstract game with a slapped-on theme, but it’s clever, easy to learn and fast, great filler.

On The Horizon

Of course, there are four new games that have been added to my collection so I see at least a couple of those hitting the table in February. I have also kick-started my gaming groups ongoing Vampire The Masquerade campaign, my group and I will have our first session after the last Pandemic hiatus, very excited about that one.

I’m keeping tabs on another Dean Brown solo game from DVG that is currently on kick starter called Spruance Leader which is going to be another game along the lines of B-17 Flying Fortress Leader except for this time you are a commander of a naval task force during the cold war. Very excited about this one.

This is the player board from Spruance Leader. I suppose it’s fair to say that this either does it for you or it doesn’t, for me personally this has got me hoping up and down in excitement.

In February I’m hoping to kick off a big all-day event to play War Room, the amazing super game by Larry Harris in which we will be trying some of the 2nd edition (reprint) rules that update the game and aim to address some minor issues.

I plan to do two reviews this month, though I’m concurrently writing about 5 reviews right now, so we will see which of those shapes up. I will leave it at that, no spoilers!

Side Note: I get asked this a lot so I thought I would slip it in here and answer the question. Some of my readers want to know if I accept review copies or make money on the site. The short answer is yes on review copies, no on making money. I don’t typically note which games I review that are review copies as I’m indifferent to that, I don’t ask people to send me review copies, but when they do I happily review them. I do not make any promises or guarantee’s about how the review will come out, in fact I typically communicate very little with publishers in general, I like to keep my distance from the business end of gaming. Generally, however, I don’t like doing negative reviews so if I really hate a game that was sent to me as a review copy, I would send it back and I don’t review it at all out of respect for the designer. I personally only want to have a positive influence on game sales, not a negative one. I will occasionally make an exception when I’m trying to make a bigger point about something, but those are rare. I do not however accept patron or payments of any kind, gaming and this blog are hobbies for me and I have no ambition of turning it into a business. It’s something I do for fun.

Ok that is it for this month, hope you found the article informative and entertaining! If you have any suggestions or comments feel free to email me at gamersdungeon.net@gmail.com.

Top 10 Table Top Role-Playing Games

The one thing I always tell people who enter the hobby, people who typically enter the scene through Dungeons and Dragons is that while D&D is an amazing game, it is but a small piece of a much larger world. In today’s list, we explore some of the amazing RPG’s that have been made since Dave and Gary penned the grandaddy of role-playing games decades ago. I have focused this list with advice aimed at Gamemasters looking for great systems, but I think players should find this list entertaining as well. Note also I have only included games I have actually played or run and obviously, I have not played everything that has ever been written. I’ve also tried to focus on games that are actually still available today, obviously giving you a list of RPG’s you cannot buy and play today would probably not be terribly useful.

10. Star Trek Adventures

Star Trek is a franchise that has seen a lot of renditions over the years in the RPG genre and arguably, many of them made a respectable showing, but Star Trek Adventures is the game to beat.

I was a little bit hesitant about adding this game to the list because frankly, it misses the mark a bit with some of my criteria for this list, but I still think for Star Trek fans this is a great game.

The issue with Star Trek Adventures is that the books are poorly organized, written in a narrative style where rules and story are blended into the text making it difficult to use the books as a reference and the rules are, well, kind of complicated with a lot of high-level concepts that aren’t easy to teach. This makes the game difficult to get to the table and it’s a bit of a chore to run as a GM.

That said, if you can get past this difficulty curve, Star Trek Adventures does an amazing job of bringing Star Trek stories to a group ready to take on the intricacies of the final frontier and I think if you are a fan of Star Trek and want to experience it in RPG form, this is your game and it’s worth jumping through the hurdles.

The difficult thing with bringing Star Trek stories to an RPG, in general, is that it requires a lot of setting knowledge on the part of the players to really bring the stories to life. The terminology, Starfleets command structure and how ships and technology work, are all core knowledge that is required to get the most out of the game. The game does teach you all this, but typically players aren’t the ones reading the books and I think sitting down and explaining the Star Trek universe to players who aren’t already fans is going to take a very long time and probably won’t translate well. As such, this game should be approached with assumptions that players are already in the know and it then comes down to explaining how the rules bring all these setting concepts to life.

Being an Origins Award Nominee is indeed an honor, but I think they could have won if the game had better editing. The books writing style and organization is one of the failures of Star Trek Adventures.

Here Star Trek Adventures really shines as the connection between the intricate setting concepts and the rules of the game are in perfect sync and really bring to life the complexities of technology in the Star Trek universe. The intricate relationships of the command structure, the unique skills of the Star Trek universe, the way technology works and all of the history of Star Trek are all embedded into the mechanics in this rather perfect union.

It’s a lot of work to make Star Trek come together at the table, it requires knowledgeable Star Trek fans and a DM willing to study the intricate rules, but when the stars align, this game is a Star Trek fans dream.

For me personally, it was worth the stretch to get this one to the table as I’m a huge Star Trek fan but it comes with the above disclaimer and certainly wasn’t easy, it’s definitely for more advanced players.

9. GURPS (Generic Universal Role-Playing System)

GURPS has been a household name in the RPG community for decades, it’s been around nearly as long as D&D and Steve Jackson is a wonderful designer that makes a lot of really great stuff.

Published in 1986 by Steve Jackson, GURPS is a role-playing system designed to cover every setting and genre imaginable as a universal RPG system for all occasions. It was the first of its kind when it was published in a market where games were always published for specific settings and/or genre and despite decades of role-playing game publishing, it is even today a leading member of a small group of games that take this approach to role-playing.

GURPS is in its 4th edition of the game but unlike so many role-playing games that have many editions/versions, GURPS core mechanic has been largely unchanged and the 4th edition books are backward compatible with all material that goes all the way back to its original 1st edition which is a big plus for fans.

What makes GURPS special and the reason it’s on this list for me personally is that it’s a system that handles settings and stories that most other systems are ill-equipped to do so, the unique stuff typically not covered by other games.

This is the game I pull out when I want to run something really unique or very specific. In the last few decades, I have used this system to run westerns, unique science-fiction time-traveling stories, superhero games and modern police dramas.

GURPS also has amazing source material support, you would be hard-pressed to pick a topic that GURPS doesn’t have a sourcebook to support it, giving you specialized rules coverage for just about anything you can think of which is great for GM’s, in particular those exploring more unusual subjects for role-playing.

GURPS, as it promises, is well equipped to handle a wide range of stories and while it certainly can do the standard stuff like Fantasy for example, I personally find it excels more at times when you want some really specific customization and need a flexible system that can handle it.

If you are a fan of GURPS, this is a system that has coverage of settings and genres that have their own systems, for example, you can play Werewolf the Apocalypse using the GUPRS system. This is a great feature if you just want to stick to one system but try out a lot of different setting material.

Over the years I find I use it less and less often but this is because today there are so many RPG’s that handle so many specific topics that GURPS’s universal approach becomes less and less necessary. For example, I used to use it to run games like Star Trek, Dune or Aliens because games covering such specific genres and settings generally didn’t exist or were handled poorly, but today this is no longer the case and usually, when a game system focuses on telling a specific type of story or describing a specific setting, it will do a much better job of it than a universal system like GURPS can.

It’s still a great tool in a GM’s toolbelt however and I find that on occasion I still find a reason to use it. Don’t let the rumors of its complexity fool you, while GURPS is a very robust system that has great rules coverage, it is a very easy game to run with a very standardized system that is easy to teach. Great game, it earns its place at the tail end of this list.

8. Alien RPG

Free League Publishing has produced some really amazing role-playing games since their arrival in the role-playing market and Alien the role-playing game certainly qualifies as one of the good ones.

What I really love about Alien the RPG is that the people who wrote the game really understood not only the setting material but the core concept behind the Alien story. In particular, their attention to the structure of a good movie-driven story which is all about horror in space. They really get that concept of drama that rises from the unknown tension of being in a movie about Aliens that will kill everyone, but not really knowing how that story will evolve, what the details of this next iteration of the movie will be. Players that enter this game know that they are likely going to die, the question is how and of course their is always hope that, like in the movies, they will be one of the survivors.

The cinematic mode in the game is a great example of that specific design approach that really lets a GM tap into the heart of an Alien story setup. You have to realize that Alien(s) is based on a series of movies, which if you include all of the Alien movies, the expanded alien flicks like Prometheus and all of the Predator vs. Alien movies, this franchise is all about short, violent stories about humans interacting with these horrific monsters in space.

This cinematic mode is the perfect setup but if you want that tension to be something that rises over the course of many sessions, the campaign mode is a great way to slowly build up that tension to the inevitable clash with these monsters where players have an opportunity to get attached to their characters so that when that final moment comes, the horror is that much closer to home.

It’s a very simple system to learn and teach, there are some really great story modules that bring amazing alien tales to your table if you aren’t into writing one yourself and Free League Publishing games are masters of book organization that makes the whole experience that much better.

My one and only complaint about the game is that they use black gloss pages with white text in the book and I know that this is a design choice, but it’s really hard on the eyes, I wish publishers would stop doing this.

If you love the Alien movies as I do, this game handles the material beautifully and I would argue that in terms of games on this list, Alien the RPG is the king of one-shots. This is a game that is tailor-made for bringing a group of players together for an all-day event and because it’s such a simple system and game, it’s perfect for introducing the concept of role-playing to non-gamers.

Absolutely love this one, fantastic work coming out of Free League Publishing.

7. Star Wars (West End Games Edition)

The West End Games version of Star Wars is a bit more like the books rather than the movie, which is to say it’s a bit more gritty and serious version of the Star Wars Universe.

There have been a lot of games that tried their hand at bringing the Star Wars Universe to an RPG, but there is only one that gave George Lucas the middle finger and showed us what Star Wars should be and that is the West End Games take on the Star Wars.

This edition of the game ignores some of the fuzzy and often hard to swallow concepts that the movies represent like inept Storm Troops who can’t hit the side of a barn with blasters and the ridiculously stupid way the villains of the world behave when heroes come along to try to stop their evil plans.

West End Games allows Star Wars to be a bit more serious, it’s a world where Storm Troopers are elite soldiers not to be trifled with and the Empire is a serious threat that isn’t going collapse because a farmer from Tatooine learned to swing a laser sword around.

This more genuine take on the Star Wars universe is what West End Games was going for and I love it. It turns Star Wars into a more serious science-fiction setting, where a blaster to the face will kill you, where being shot at is actually dangerous and space battles are represented with a sense of realism that satisfies fans of the genre who wish the movies were a little bit less space fantasy and a bit more space reality.

I know it’s not everyone’s bag, but for me, a version of Star Wars that is no PG rated is just what the doctor ordered, this is my favorite version of Star Wars in RPG form. The system is easy to learn and teach and it makes itself far easier to bring to the table than the many efforts that followed like Edge of Empire or the D20 Saga version.

Great game, great system, takes itself a bit more seriously yet manages to nail the Star Wars universe perfectly and despite its age it’s still in print today.

6. Dungeon Crawl Classics

It doesn’t take itself seriously, but DCC has some really innovative mechanics that are easily portable to Dungeons and Dragons, the basis for this one which I consider a classic as its name suggests.

There are many variants of Dungeons and Dragons and though I think most would count Dungeon Crawl Classics among them, I would argue that it’s got its own thing going and really doesn’t quite count as such a variant.

DCC is more than just D&D, it’s Gonzo D&D, a game with some serious wackiness to it designed almost like a spoof of D&D, meant for a fun and silly approach to the fantasy adventure.

Now you can approach this game with some seriousness if you wanted to and really the system itself lends itself to that style of play as well with a great magic system and some really cool concepts for martial classes, but for me personally, I lean into the skid here. The game is written in a style that suggests that you should see it as a kind of comedy show and given how the adventures are designed, the artwork and general wackiness of the premise, everything about DCC makes this the ideal game for a sort of Mighty Python version of Dungeons and Dragons.

This game generates laughs and my friends and I were in stitches when running this one. It’s everything you love about D&D with a comedy twist and it simply asks you to let go of your inhibitions and grognard mentality and accept it for what it is, a light-hearted version of Dungeons and Dragons.

I recognize it’s not for everyone but personally, I love it, it’s a great game in particular in short stints, the funnel concept is amazing for a one-shot and there is plenty of meat on the bones to keep the laughs coming if you want to make a campaign out of it.

A metric ton of fun, yet a really well-designed game, it’s fantastic.

5. Forbidden Lands

If you are the type of GM that thrives on open sandbox and on the fly emergent story and gameplay, Forbidden Lands is the perfect game for you. Everything about this game screams improv.

The second Free League Publishing game on the list, Forbidden Lands is simultaneously an awesome concept, a fantastic take on the classic game of Dungeons and Dragons, while at the same time being a great fantasy setting all in one game.

I can’t say enough positive things about Forbidden Lands. It’s a survival game in a fantasy universe with very deadly mechanics and a really gritty feel to it putting it squarely in the OSR wheelhouse, yet its mechanics are sleek and modern, with an absolutely fantastic dynamic world-building concept at the core of gameplay.

Players are survivors of a world that has gone terribly wrong and they are charged with trying to find a way to not only survive in this harsh environment but to thrive. The world around them is completely unexplored and the players must follow dynamically constructed clues about what is out there and because the game is an open sandbox, every group is going to take its own approach on how to proceed.

Players don’t just contend with the monsters that dwell beyond the borders of their village but they must deal with the harsh realities of weather, basic necessities like food and water and the absence of proper civilization. There are no blacksmith shops to buy everything you need or taverns where you can easily access the basic necessities and comforts of life. Everything in this game is a struggle and players are always on the brink of death no matter where they turn. The only thing they can rely on is each other and this creates amazing table dynamics.

I adore Forbidden Lands and if your fan of Dungeons and Dragons, while this system is certainly wildly different mechanically, everything about it is going to be familiar nonetheless. An amazing experience, in particular in the hands of creative GM’s.

There are a few quirks in the game that I would say require some minor correcting like the Peddler class that has a way of spoiling some of the survival gameplay elements but these are easily house ruled issues that can be solved and there is a great community around this game from which you can get lots of great advice some.

Highly recommend this one if you haven’t tried it.

4. Vampire The Masquerade (5th Edition)

It’s a really well-designed game with a very poorly written book, but playing a vampire in the world of darkness is a gaming experience that is so much fun, its worth overcoming the hurdle of this terrible book.

I love White Wolf games, specifically their world of darkness setting and certainly Vampire The Masquerade has to be my all-time favorite game set in that world. The games 5th edition did a lot of housekeeping in terms of rules to give the game greater balance but really the big strength of this latest edition is how the mechanics of the game and the story of the game are properly connected. The mechanics really bring out the horror of being a blood-sucking monster in this latest edition by implementing the hunger system and trimming the fat off the disciplines to bring them more in line with a game of vampire politics rather than a game about vampires abusing each other with disciplines as was the case in past editions.

I love the new take on the game, I’ve been running this game for a couple of years and it just works to bring that Vampire story to life in all its gory splendor.

This game would be much higher on the list if it was not for the fact that the actual core rulebook for the game is an absolute nightmare to work with. This has to be an example of the worst kind of RPG editing in the history of RPG’s. Simply put, no matter how many times I have read the book and how long I have played this game, I still can never find a single bloody thing in that book. Everything about its layout and editing is completely illogical, the editors of this book should be fired immediately.

That said, it’s a simple enough game that after a few sessions you will have most of the important stuff put to memory and so really, the game has a natural flow and simple system that you can largely get away with running the game just with the storyteller screen in front of you. Being a vampire is a lot of fun and this game really gives that to you in every spectrum and definition of the classic monster.

Love it, if you have never played Vampire The Masquerade, I would argue you are yet to really experience the RPG hobby to its fullest.

3. The Song of Ice and Fire RPG: The Game of Thrones Edition

I’m a huge fan of The Song of Ice and Fire story and world and as such, I have huge expectations and demands from an RPG that tackles this setting. This game not only met those demands bar far exceeded anything I could have hoped this RPG to be. This is one of the best interpretations of a setting into an RPG I have ever had the pleasure to experience.

In the last decade, I have had a really wide range of gaming experiences, but without question one of my absolute favorites is a short six-session campaign I ran in the seven kingdoms using the Song of Ice and Fire RPG (The Game of Thrones Edition) <- Yes that is a mouthful.

The Song of Ice and Fire RPG has got to be one of the best translations of a setting into an RPG I have ever experienced, Green Ronin Publishing knocks it out of the park with this game.

All of the intricate relationships between characters, the house building and politics mechanics, the absolutely fantastic social combat rules, the gritty and really brutal combat mechanic and of course just the setting writing all come together perfectly in a game that conjures up the TV show and makes you feel like your part of it.

There is so much great writing in these books, the organization and GM advice you get really helps tremendously in bringing The Game of Thrones to life at the table. I especially love the character creation building that has the players working together to not just form an adventuring group but a sort of dysfunctional family.

As a huge fan of the books and the TV show, I had an absolute blast with this one and I’m certain I’m going to run it again in the future. Our game only lasted six sessions but it was one of the most memorable six sessions of my gaming career. In our story three brothers struggled against each other for control of the house the players built together and in that short period of time they were engaged in a Knights tournament, they fought The Mountain in combat, they fought alongside The Starks in war, they betrayed each other in cunning political games and ultimately destroyed themselves. It had absolutely everything you could possibly ask from a Game of Thrones story and this system helped bring it all to the table.

I love this RPG, it really is a work of art.

2. Alternity

Bill S. and Richard B. create magic in what is the unquestionable king of Science-Fiction RPG’s, Alternity. This is not only one of the best sci-fi RPG’s, it may very well be one of the best RPG’s ever made.

While all the games on this list I consider personal favorites I would happily play or run at any time, at this point in the list we are getting into the games that really define me as a GM and as a role-player and Alternity is certainly such a game.

There are a lot of science-fiction games out there but in my humble opinion Alternity is worlds apart, this is the single best science-fiction RPG ever written, period. The work of the super team (Bill S. and Richard B.), it is a combination of brilliant design and inspired writing.

Alternity covers all forms of science-fiction genres from X-Files style conspiracy, Near Earth, Post-Apocalypse to hard science-fiction and science-fiction opera. It does all of that under a single, flawless system that makes use of 4 core classes, yet is distinctively skill-driven.

I adore this game and have used it countless times in everything from time-traveling games to space exploration games and everything in between. It’s a very simple system, yet so robust that even though there are only 4 classes you will never make the same character twice.

The game’s handling of technological eras, concepts like mutations and cybernetics, ship combat from hard science reality style to Star Wars space opera style, is all handled with perfection in this one game.

As if this wasn’t enough, Alternatiy has some of the best supplements for an RPG I have ever read including the absolutely astonishingly awesome StarDrive campaign which I say without reservation is the single best RPG setting ever written, period. The fact that it’s supported by this fantastic system is just icing on the cake of perfection.

I know that availability on this one might not quite hit the criteria for the list, but this is a game that was over-printed so finding books in the 3rd party market is actually quite easy, you can find it on Amazon or Ebay at very reasonable prices. There is a new edition of the game that was put out, I don’t know anything about that one so it should not be confused with the original TSR version.

I have not a single negative word to say about this game, it’s perfect. If you want science-fiction, it begins and ends with this game.

1. Dungeons and Dragons

The one and only Dungeons and Dragons makes the top of the list which should come to the surprise of no one!

While my desire with this list was to expose my readers to other RPG’s for their consideration, this list would be a bald-faced lie if I did not put Dungeons and Dragons in the number one spot.

D&D has had many editions over the years, but in each era in which it appeared whether it was 1st, 2nd, 3rd or 5th edition, Dungeons and Dragons was always my number one, favorite game to play. The only exception in the last 30+ years of my gaming life when that wasn’t true was during the brief period when 4th edition D&D was the current version of the game. I really didn’t like that version and it was the only time that I would not have put D&D as my number one choice of RPG.

I consider all of the editions as members of my D&D toolbox and as a DM, I’m more than happy to run any edition (except 4th) and I would typically do so for different reasons. I will very soon create a top 10 versions of D&D list which would include various retro-clones, spin-offs and re-imagining into this category and certainly if pressed I could put the editions of D&D in order from favorite to least favorite, but all and all I have enjoyed all of these games and I consider every one of them excellent RPG’s.

I’m certain however if I was pressed today to pick my favorite version of Dungeons and Dragons, the one I reach for when a fantasy story pops into my head that I want to explore there is no doubt that “my” preferred version of the game is 1st edition BECMI (Basic, Expert, Companion, Master and Immortal). Typically I would use a modern retro clone like Old School Essentials if we want to get strictly down to the specifics, but ultimately 1st edition Basic D&D for me personally is the simplest game to run, the one that sticks to the D&D concept the best and is the most fun for my players. It’s fast, challenging, easy to learn and teach and above all, fun as hell. It’s D&D in its purest form.

Some Honorable Mentions

There were quite a few games that were cut from this list and though I would argue for good reason, I do think they deserve a courtesy nod for being in contention.

Star Wars Edge of the Empire is a game that teases me with one of my favorite franchises of all time and it certainly was a contender, but in the end the narrative dice system, while clever is just too fussy and demands far too much from a gaming table. I like the ingenuity of it, but it misses the mark for me personally and certainly doesn’t compete with my favorite take on the Star Wars universe.

Warhammer Fantasy Role-play 3rd edition like Star Wars Edge of the Empire has a clever take on role-playing with its narrative dice, but I find it has the same issue as its Star Wars follow up. Too much fucking about with translating these dice to make something useful out of them at the table. I want to love the concept because conceptually it’s really good, but it’s just too impractical at a gaming table and its board game approach to RPG management distances itself too much from the hobbies traditions and assumptions. It was a good effort with a lot of really great writing and I use the game for inspiration, but it’s just not something I’m interested in running.

Pathfinder 2nd edition is another take on Dungeons and Dragons and the truth is that I actually like this one as a player quite a bit. Lots of great options for character building, a fantastic game world built into the system and a really fun combat mechanic that really gets to the heart of modern D&D gameplay. As a DM however I find the 600+ page rulebook is just severe overkill, it’s just too much, there is waaay to much to juggle as a DM and really the payout is kind of limited. Anything as a DM I could do with Pathfinder 2nd edition, I can do with D&D 1st edition, yet it will be a 10th of the complexity, for me it’s just a hard pass. I think a good, dedicated GM can make it work, but it’s too mechanized for my tastes, I could never run a game that is this codified. That said I think it’s actually an amazing design achievement, it’s a really clever game and those with the patience for this much crunch will find a lot to like.

Games That Get Better With Time

One thing I can say about board games is that I like most of them at first. The truth is that board gaming as a hobby is actually less about the games for me and more about spending time with friends. It’s a social occasion, which is why I have never enjoyed playing games online (I have tried many times). The experience is just not the same.

That said however I do find that over time, most games I tire off. In fact, despite having played hundreds of games over the years, my actual collection is quite thin. I don’t hold onto games I don’t have an itching desire to play and the result is that there is a tremendous amount of culling of the collection that happens.

There are some games however that have made it into my collection and have proven themselves to have lasting power, some for over decades. Today I will talk a bit about some of these great old school games that, even though they didn’t make my top ten lists, I would never get rid of. It’s not so much that they are amazing games by today’s standards, though they are good in their own way, but it’s that they have a certain element to them that just makes them keepers for me.

Ikusa (Formally known as Milton Bradly’s Shogun or Samurai Swords)

This 1980’s classic has been in my collection since I started gaming nearly 30 years ago. It’s a game that hasn’t aged particularly well in light of modern mechanics and is often referred to as “RISK like” which has its own negative connotations to gamers. It’s a long game and it can be a bit mean given the potential for player elimination, but I still love it for its purity as a classic war game.

While many gamers consider dice chuckers like RISK to be beneath them, to me Ikusa has sufficient "extra's" to make it a quality strategic game.  The fact that it looks amazing on the table is just a cherry on top.
While many gamers consider dice chuckers like RISK to be beneath them, to me Ikusa has sufficient “extra’s” to make it a quality strategic game. The fact that it looks amazing on the table is just a cherry on top.

There are many war games made today but very few of them go for the pure war mechanic. Most are filled with card play, overly complicated, have various euro style abstractions, some even go the gimmick route and while I like many of these games, classic RISK style dice chucker war games still appeal to me. I grew up on games like Fortress America, Axis and Allies and Ikusa.

Ikusa is actually seriously underrated as a board game even for today’s standards. It is a dice chucker for certain, but it has a pretty considerable depth to strategies that can be employed and there is far more to it than simply building units and fighting, there is a kind of sequence of events that transpires. First there is this war preparation period, the consolidation of troops, the choosing of battlefields, the defining of borders and alliances. In the second part of the game all hell breaks loose, pure chaotic war, when players make all of their big moves. Than in the final rounds there is that last man standing period where players get clever and try to push the limitations of their forces and prepare for the end game. The climatic finish usually comes in the form of two or three contending players fighting out a couple of critical make it or break battles that define the winner. It’s always clutch in the end and though usually a couple of players lose the war much earlier, there are always two or three contenders for the win in the final rounds.

The game can stagnate in the sense that these “periods” in the game can get pretty extensive, but it’s a war game made for gamers who are accustomed to 4 to 5 hour games. Faulting it for taking a long time is like faulting golf for being played over 18 holes instead of a more manageable 5. It’s part of the game and you kind of embrace it or don’t play it.

Ikusa has never disappointed me, it’s always fun to play and just easy enough to teach to anyone. While its mechanics have aged a great deal in comparison to some modern improvements in war games it still holds up quite well in my opinion and remains one of my favorite games to pull out for that pure war game itch. I actually love many of the old Milton Bradly classics but games like Axis and Allies and Fortress America are really two player games, Ikusa is the only one in that group that works well with multiple players and yes, it’s a far better alternative to RISK.

Ticket To Ride
I have never played a game of Ticket to Ride I didn’t enjoy. Despite its simplicity and casual nature, it’s one of those games that just finds its way to the table out of convenience. It’s so easy to teach, it’s very kid/family friendly and really requires very little of your attention so it makes for a good beer and pretzels, not too serious type of board game night. While light on the theme, it’s clearly a game about trains which I think is a topic that has always appealed to me.

Ticket to Ride is a simple game, doorway game that is perfect for introducing people to the hobby of board gaming.  It's theme is attractive and strategies immediately apparent.
Ticket to Ride is a simple game, doorway game that is perfect for introducing people to the hobby of board gaming. It’s theme is attractive and strategies immediately apparent.

Despite this casual nature though the game has some mini depth, there is actually quite a few strategic options and if analyzed a little closer can actually get people involved on a higher than normal casual game level. It’s a doorway game one I played a decade ago and fully expect to still play a decade from now, it’s a staple game.

The Great Dalmuti

Simple trick taking card games like the Great Dalmuti are ideal for camping trips.
Simple trick taking card games like the Great Dalmuti are ideal for camping trips or as fillers.  It’s ability to handle larger amounts of players can allow it do double as a small after dinner party game.

A very simple trick taking card game it is THE game that goes into a backpack on any road trip, camping trip or anywhere else where I might find myself with a group of bored friends wanting to relax and pass the time. There are many such games out there but The Great Dalmuti is definitively a social game and plays as well with 4 players as it does with 8 players. It has this addictive nature to it, I’ve never introduced it to any group who ended up only playing it once, it always gets repeated plays and over the years I have had to replace my copy 3 times because of wear and tear. Great, simple game, an old stand-by classic.

REX (Formally DUNE)
A long time ago when I first got into board gaming on a bit higher level there was a game based on the beloved franchise DUNE (called not surprisingly DUNE). It’s a quasi-war game, though it plays more like chess where multiple players fight to control of the thematic spice planet. Each player had unique and very different special powers depending on which house they represented. With immense replay ability, great strategic depth and a lot of intrigue, negotiation and surprises, its one of those games that I vividly remember playing.

REX is a really deep game, but relatively simple to teach.  It's not really a war game, but there is plenty of conflict via intrigue, diplomacy and bluffing.
REX is a really deep game, but relatively simple to teach. It’s not really a war game, but there is plenty of conflict via intrigue, diplomacy and bluffing.

When the game was reprinted using the Twilight Imperium Franchise I naturally jumped on the opportunity to revisit it and while a bit different than Dune, REX is just as good and carries the game thematically just as well as the old classic.

REX is relatively easy to teach, but it is definitively a gamers game, in fact, I find most people either absolutely love it, or absolutely despise it. It can be a rather infuriating game because there is so many things to consider and the human element has such an enormous impact on the outcome of the game. It’s a purely strategic game with no luck element and is perhaps one of the most balanced games I have ever played. Absolutely fantastic and the truth is that if I had the opportunity to play it more often it would very likely creep it’s way to my top 10 list. If you find a likeminded group who appreciates intrigue games, REX can be a beautiful thing.

Illuminati
Steve Jackson is a notorious game designer, notorious because his games are always very different than anything that has come before it. Whether it’s GURPS and its focus on realism, Munchkin which pokes fun at other games or Illuminati, quite possibly one of the meanest and infuriating games you will ever love to play.

A cult classic, a pain to teach and kind of mean, its one of those games I love to play with people who already know how to play and love it to.  Teaching it to new players is a real bitch.
Not a game I play often, definitely a “gamers” game-

Illuminati no doubt deserves far more praise from me than I give it, but the truth is that I haven’t played it for years. It’s main drawback is that Illuminati is a bit mathi and it’s a bit difficult to teach. Those two flaws however when overcome like a lot of great complex games, results in a fantastic gaming experience. It’s pure brutality, but it’s so well balanced and so fun to watch people squirm. It’s one of those games where you have “I can’t believe you just did that” moments.

It’s in the same category as Race For The Galaxy for me and see’s little play for the same reason, I love playing it, but hate teaching people how to play it. It’s been in my collection for over a decade, built into its gameplay are nostalgic memories of friends from years ago I miss very much. A game I never see myself getting rid of.

Carcassonne

There are many expansions for this game, but for me personally the simplicity and elegance of the base game makes this a perfect warm up game.  I'm always happy to play it, though I would be hard pressed to give you a good reason, its just fun.
There are many expansions for this game, but for me personally the simplicity and elegance of the base game makes this a perfect warm up game. I’m always happy to play it, though I would be hard pressed to give you a good reason, its just fun.

I don’t know why this game lingers as it does, it’s really kind of simplistic and while the expansions (of which there are many) add a lot of variety, I rarely ever play anything but the base game. I suppose it’s got that “Monopoly” thing where it’s a game everyone knows, requires little explanation and is quick to play. I don’t love it but always enjoy playing it, there is no denying its appeal as a simple, quick game.